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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.14 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.51 by root, Fri Dec 22 16:34:00 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.14 2006/08/29 08:01:37 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__
35#include <sproto.h> 30#include <sproto.h>
36#endif
37 31
38/* Want this regardless of rplay. */ 32/* Want this regardless of rplay. */
39#include <sounds.h> 33#include <sounds.h>
40 34
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
43 37
44/** 38/**
45 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 41 */
42int
48int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
49{ 44{
50 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
51 /* Get flags to determine what of arch, name, and race should be checked. 47 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 49 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 50 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 51 * it. Examples:
56 * subtype 1: only arch 52 * subtype 1: only arch
57 * subtype 3: arch or name 53 * subtype 3: arch or name
58 * subtype 5: arch or race 54 * subtype 5: arch or race
59 * subtype 7: all three 55 * subtype 7: all three
60 */ 56 */
61 if (op->subtype) 57 if (op->subtype)
62 { 58 {
63 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
66 } else { 62 }
63 else
64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ( (op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
76 {
78 return 1; 77 return 1;
79 } 78 }
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85 {
87 return 1; 86 return 1;
88 } 87 }
89 return 0; 88 return 0;
90} 89}
91 90
92/** 91/**
93 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 93 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 94 * Return value: 1 if money was destroyed, 0 if not.
96 */ 95 */
96static int
97static int apply_id_altar (object *money, object *altar, object *pl) 97apply_id_altar (object *money, object *altar, object *pl)
98{ 98{
99 object *id, *marked; 99 object *id, *marked;
100 int success=0; 100 int success = 0;
101 101
102 if (pl == NULL || pl->type != PLAYER) 102 if (pl == NULL || pl->type != PLAYER)
103 return 0; 103 return 0;
104 104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 106 * identifying' from being printed out more than it needs to be.
107 */ 107 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 109 return 0;
110 110
111 marked = find_marked_object (pl); 111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 113 * identified. IF it doesn't, then go through the player inventory.
114 */ 114 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 116 {
118 if (operate_altar (altar, &money)) { 117 if (operate_altar (altar, &money))
118 {
119 identify (marked); 119 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 121 if (marked->msg)
122 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 125 }
126 return money == NULL; 126 return money == NULL;
127 } 127 }
128 } 128 }
129 129
130 for (id=pl->inv; id; id=id->below) { 130 for (id = pl->inv; id; id = id->below)
131 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 133 {
133 if (operate_altar(altar,&money)) { 134 if (operate_altar (altar, &money))
135 {
134 identify(id); 136 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 138 if (id->msg)
139 {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 142 }
143 success = 1;
144 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money))
146 break;
147 }
146 else { 148 else
149 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 151 break;
149 } 152 }
150 } 153 }
151 } 154 }
155 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 157 return money == NULL;
154} 158}
155 159
156/** 160/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 162 * matching item.
159 **/ 163 **/
164static void
160static void handle_apply_yield(object* tmp) 165handle_apply_yield (object *tmp)
161{ 166{
162 const char* yield; 167 const char *yield;
163 168
164 yield = get_ob_key_value(tmp,"on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 170 if (yield != NULL)
166 { 171 {
167 object* drop = get_archetype(yield); 172 object *drop = get_archetype (yield);
173
168 if (tmp->env) 174 if (tmp->env)
169 { 175 {
170 drop = insert_ob_in_ob(drop,tmp->env); 176 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 177 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 178 esrv_send_item (tmp->env, drop);
173 } 179 }
174 else 180 else
175 { 181 {
176 drop->x = tmp->x; 182 drop->x = tmp->x;
177 drop->y = tmp->y; 183 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 185 }
180 } 186 }
181} 187}
182 188
183/** 189/**
184 * Handles applying a potion. 190 * Handles applying a potion.
185 */ 191 */
192int
186int apply_potion (object * op, object * tmp) 193apply_potion (object *op, object *tmp)
187{ 194{
188 int got_one = 0, i; 195 int got_one = 0, i;
189 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
190 197
191 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
192 199
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 201 {
195 if (op->type == PLAYER) 202 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 205 return 0;
201 } 206 }
202 207
203 if (op->type == PLAYER) 208 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 210 identify (tmp);
207 }
208 211
209 handle_apply_yield (tmp); 212 handle_apply_yield (tmp);
210 213
211 /* Potion of restoration - only for players */ 214 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 217 object *depl;
215 archetype *at; 218 archetype *at;
216 219
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 221 {
219 drain_stat (op); 222 op->drain_stat ();
220 fix_player (op); 223 op->update_stats ();
221 decrease_ob (tmp); 224 decrease_ob (tmp);
222 return 1; 225 return 1;
223 } 226 }
227
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 229 {
226 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 231 return 0;
228 } 232 }
229 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
234
230 if (depl != NULL) 235 if (depl)
231 { 236 {
232 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 238 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 } 240
237 remove_ob (depl); 241 depl->destroy ();
238 free_object (depl); 242 op->update_stats ();
239 fix_player (op);
240 } 243 }
241 else 244 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243 246
244 decrease_ob (tmp); 247 decrease_ob (tmp);
246 } 249 }
247 250
248 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 { 253 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
253 { 255 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 257 {
256 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
286 op->contr->levgrace[i] = 3; 288 op->contr->levgrace[i] = 3;
287 break; 289 break;
288 } 290 }
289 } 291 }
290 } 292 }
293
291 /* Just makes checking easier */ 294 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 295 if (i < MIN (11, op->level))
293 got_one = 1; 296 got_one = 1;
297
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 299 {
296 if (got_one) 300 if (got_one)
297 { 301 {
298 fix_player (op); 302 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op, 303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 } 306 }
306 else 307 else
307 new_draw_info (NDI_UNIQUE, 0, op, 308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 "The potion had no effect - you are already perfect");
309 } 309 }
310 else 310 else
311 { /* cursed potion */ 311 { /* cursed potion */
312 if (got_one) 312 if (got_one)
313 { 313 {
314 fix_player (op); 314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, 315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 316 }
318 else 317 else
319 new_draw_info (NDI_UNIQUE, 0, op, 318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 "You are fortunate that you are so pathetic.");
321 } 319 }
320
322 decrease_ob (tmp); 321 decrease_ob (tmp);
323 return 1; 322 return 1;
324 } 323 }
325 324
326 325
336 object *fball; 335 object *fball;
337 336
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */ 338 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 339 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 342 fball->x = op->x;
346 fball->y = op->y; 343 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 344 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 345 }
349 else 346 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 348
352 decrease_ob (tmp); 349 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 352 op->update_stats ();
356 return 1; 353 return 1;
357 } 354 }
358 355
359 /* Deal with protection potions */ 356 /* Deal with protection potions */
360 force = NULL; 357 force = NULL;
390 } 387 }
391 388
392 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 390 if (op->type == PLAYER)
394 { /* only for players */ 391 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 394 else
399 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
405 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 403 * up all the stats.
408 */ 404 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 406 op->update_stats ();
411 decrease_ob (tmp); 407 decrease_ob (tmp);
412 return 1; 408 return 1;
413} 409}
414 410
415/**************************************************************************** 411/****************************************************************************
417 ****************************************************************************/ 413 ****************************************************************************/
418 414
419/** 415/**
420 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
421 */ 417 */
418static int
422static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
423{ 420{
424 int count=0; 421 int count = 0;
425 422
426 423
427 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
428 op=op->below; 426 op = op->below;
429 while(op!=NULL) { 427 while (op != NULL)
428 {
430 if (strcmp(op->arch->name,item)==0){ 429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 435 count++;
436 else 436 else
437 count += op->nrof; 437 count += op->nrof;
438 } 438 }
439 } 439 }
440 op=op->below; 440 op = op->below;
441 } 441 }
442 return count; 442 return count;
443} 443}
444 444
445/** 445/**
446 * This removes 'nrof' of what item->slaying says to remove. 446 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 447 * op is typically the player, which is only
448 * really used to determine what space to look at. 448 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 449 * Modified to only eat 'nrof' of objects.
450 */ 450 */
451static void
451static void eat_item(object *op,const char *item, uint32 nrof) 452eat_item (object *op, const char *item, uint32 nrof)
452{ 453{
453 object *prev; 454 object *prev;
454 455
455 prev = op; 456 prev = op;
456 op=op->below; 457 op = op->below;
457 458
458 while(op!=NULL) { 459 while (op != NULL)
460 {
459 if (strcmp(op->arch->name,item)==0) { 461 if (strcmp (op->arch->name, item) == 0)
462 {
460 if (op->nrof >= nrof) { 463 if (op->nrof >= nrof)
464 {
461 decrease_ob_nr(op,nrof); 465 decrease_ob_nr (op, nrof);
462 return; 466 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 467 }
468 else
469 {
470 decrease_ob_nr (op, op->nrof);
471 nrof -= op->nrof;
472 }
467 op=prev; 473 op = prev;
468 } 474 }
469 prev = op; 475 prev = op;
470 op=op->below; 476 op = op->below;
471 } 477 }
472} 478}
473 479
474/** 480/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 481 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here 482 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 483 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 484 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 485 * we return 1 (true) if the player can use the weapon.
480 */ 486 */
487static int
481static int check_weapon_power(const object *who, int improvs) 488check_weapon_power (const object *who, int improvs)
482{ 489{
490
483/* Old code is below (commented out). Basically, since weapons are the only 491/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to 492 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level. 493 * require high level in some combat skill, so we just use overall level.
486 */ 494 */
487#if 1 495#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
489 else return 0; 499 return 0;
490 500
491#else 501#else
492 int level=0; 502 int level = 0;
493 503
494 /* The skill system hands out wc and dam bonuses to fighters 504 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 505 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 506 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 507 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 508 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 509 * using normal level - it is just a matter of play balance.
500 */ 510 */
501 if(who->type==PLAYER) { 511 if (who->type == PLAYER)
512 {
502 object *wc_obj=NULL; 513 object *wc_obj = NULL;
503 514
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 515 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 517 level = wc_obj->level;
507 518
508 if (!level ) { 519 if (!level)
520 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 522 level = who->level;
511 } 523 }
512 } 524 }
513 else 525 else
514 level=who->level; 526 level = who->level;
515 527
516 return (improvs <= ((level/5)+5)); 528 return (improvs <= ((level / 5) + 5));
517#endif 529#endif
518} 530}
519 531
520/** 532/**
521 * Returns how many items of type improver->slaying there are under op. 533 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL. 534 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 535 */
536static int
524static int check_sacrifice(object *op, const object *improver) 537check_sacrifice (object *op, const object *improver)
525{ 538{
526 int count=0; 539 int count = 0;
527 540
528 if (improver->slaying!=NULL) { 541 if (improver->slaying != NULL)
542 {
529 count = check_item(op,improver->slaying); 543 count = check_item (op, improver->slaying);
530 if (count<1) { 544 if (count < 1)
545 {
531 char buf[200]; 546 char buf[200];
547
532 sprintf(buf,"The gods want more %ss",improver->slaying); 548 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 549 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 550 return 0;
535 } 551 }
536 } 552 }
537 else 553 else
538 count=1; 554 count = 1;
539 555
540 return count; 556 return count;
541} 557}
542 558
543/** 559/**
544 * Actually improves the weapon, and tells user. 560 * Actually improves the weapon, and tells user.
545 */ 561 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 562int
547 signed char *stat,int sacrifice_count,const char *statname) 563improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 564{
549 565
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 567 *stat += sacrifice_count;
552 weapon->last_eat++; 568 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 570 decrease_ob (improver);
556 571
557 /* So it updates the players stats and the window */ 572 /* So it updates the players stats and the window */
558 fix_player(op); 573 op->update_stats ();
559 return 1; 574 return 1;
560} 575}
561 576
562/* Types of improvements, hidden in the sp field. */ 577/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 578#define IMPROVE_PREPARE 1
576/** 591/**
577 * This does the prepare weapon scroll. 592 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 593 * Checks for sacrifice, and so on.
579 */ 594 */
580 595
596int
581int prepare_weapon(object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
582{ 598{
583 int sacrifice_count,i; 599 int sacrifice_count, i;
584 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
585 601
586 if (weapon->level!=0) { 602 if (weapon->level != 0)
603 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 605 return 0;
589 } 606 }
590 for (i=0; i<NROFATTACKS; i++) 607 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 608 if (weapon->resist[i])
609 break;
592 610
593 /* If we break out, i will be less than nrofattacks, preventing 611 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 612 * improvement of items that already have protections.
595 */ 613 */
596 if (i<NROFATTACKS || 614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 616 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 617 weapon->stats.ac) /* AC - only taifu's I think */
601 { 618 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 620 return 0;
604 } 621 }
605 sacrifice_count=check_sacrifice(op,improver); 622 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 623 if (sacrifice_count <= 0)
607 return 0; 624 return 0;
608 weapon->level=isqrt(sacrifice_count); 625 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 627 eat_item (op, improver->slaying, sacrifice_count);
611 628
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 weapon->name,weapon->level);
614 630
615 sprintf(buf,"%s's %s",op->name,weapon->name); 631 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 632 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 633 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 634 slot at once! */
620 decrease_ob(improver); 635 decrease_ob (improver);
621 weapon->last_eat=0; 636 weapon->last_eat = 0;
622 return 1; 637 return 1;
623} 638}
624 639
625 640
626/** 641/**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 642 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * 647 *
633 * We are hiding extra information about the weapon in the level and 648 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ?? 649 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve 650 * level == max improve last_eat == current improve
636 */ 651 */
652int
637int improve_weapon(object *op,object *improver,object *weapon) 653improve_weapon (object *op, object *improver, object *weapon)
638{ 654{
639 int sacrifice_count, sacrifice_needed=0; 655 int sacrifice_count, sacrifice_needed = 0;
640 656
641 if(improver->stats.sp==IMPROVE_PREPARE) { 657 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
642 return prepare_weapon(op, improver, weapon); 659 return prepare_weapon (op, improver, weapon);
643 } 660 }
644 if (weapon->level==0) { 661 if (weapon->level == 0)
662 {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 663 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
646 return 0; 664 return 0;
647 } 665 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667 {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
650 return 0; 669 return 0;
651 } 670 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 671 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 672 {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 674 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
657 return 0; 676 return 0;
658 } 677 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 681 * weapon can be improved.
663 */ 682 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
665 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 687 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 688 weapon->last_eat++;
670 689
671 weapon->item_power++; 690 weapon->item_power++;
672 decrease_ob(improver); 691 decrease_ob (improver);
673 return 1; 692 return 1;
674 } 693 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 694 if (improver->stats.sp == IMPROVE_WEIGHT)
695 {
676 /* Reduce weight by 20% */ 696 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 697 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 698 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 699 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 701 weapon->last_eat++;
683 weapon->item_power++; 702 weapon->item_power++;
684 decrease_ob(improver); 703 decrease_ob (improver);
685 return 1; 704 return 1;
686 } 705 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 706 if (improver->stats.sp == IMPROVE_ENCHANT)
707 {
688 weapon->magic++; 708 weapon->magic++;
689 weapon->last_eat++; 709 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 710 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 711 decrease_ob (improver);
693 weapon->item_power++; 712 weapon->item_power++;
694 return 1; 713 return 1;
695 } 714 }
696 715
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 717 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 718
701 if (sacrifice_needed<1) 719 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 720 sacrifice_needed = 1;
703 sacrifice_needed *=2; 721 sacrifice_needed *= 2;
704 722
705 sacrifice_count = check_sacrifice(op,improver); 723 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 724 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 725 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 726 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
709 return 0; 727 return 0;
710 } 728 }
711 eat_item(op,improver->slaying, sacrifice_needed); 729 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 730 weapon->item_power++;
713 731
714 switch (improver->stats.sp) { 732 switch (improver->stats.sp)
733 {
715 case IMPROVE_STR: 734 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 735 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 736 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 738 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 740 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 742 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 744 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 746 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 748 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 750 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 751 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 752 return 0;
748} 753}
749 754
750/** 755/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 756 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...), 757 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work. 758 * then calls improve_weapon to do the dirty work.
754 */ 759 */
760int
755int check_improve_weapon (object *op, object *tmp) 761check_improve_weapon (object *op, object *tmp)
756{ 762{
757 object *otmp; 763 object *otmp;
758 764
759 if(op->type!=PLAYER) 765 if (op->type != PLAYER)
766 return 0;
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
760 return 0; 770 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 771 }
765 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
766 if(!otmp) { 773 if (!otmp)
774 {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0; 776 return 0;
769 } 777 }
770 if (otmp->type != WEAPON && otmp->type != BOW) { 778 if (otmp->type != WEAPON && otmp->type != BOW)
779 {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
772 return 0; 781 return 0;
773 } 782 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 784 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 785 esrv_send_item (op, otmp);
777 return 1; 786 return 1;
778} 787}
779 788
780/** 789/**
781 * This code deals with the armour improvment scrolls. 790 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 791 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 806 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 807 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 808 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 809 * changing of physical area right now.
801 */ 810 */
811int
802int improve_armour(object *op, object *improver, object *armour) 812improve_armour (object *op, object *improver, object *armour)
803{ 813{
804 object *tmp; 814 object *tmp;
805 815
806 if (armour->magic >= settings.armor_max_enchant) { 816 if (armour->magic >= settings.armor_max_enchant)
817 {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 818 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
808 return 0; 819 return 0;
809 } 820 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 821 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it. 822 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour 823 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?) 824 * of gnarg and what not?)
814 */ 825 */
815 if (armour->title) { 826 if (armour->title)
827 {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0; 829 return 0;
818 } 830 }
819 831
820 /* Split objects if needed. Can't insert tmp until the 832 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 833 * end of this function - otherwise it will just re-merge.
822 */ 834 */
823 if(armour->nrof > 1) 835 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 836 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 837 else
826 tmp = NULL; 838 tmp = NULL;
827 839
828 armour->magic++; 840 armour->magic++;
829 841
830 if ( !settings.armor_speed_linear ) 842 if (!settings.armor_speed_linear)
831 { 843 {
832 int base = 100; 844 int base = 100;
833 int pow = 0; 845 int pow = 0;
846
834 while ( pow < armour->magic ) 847 while (pow < armour->magic)
835 { 848 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 849 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 850 pow++;
838 } 851 }
839 852
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
841 } 854 }
842 else 855 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
844 857
845 if ( !settings.armor_weight_linear ) 858 if (!settings.armor_weight_linear)
846 { 859 {
847 int base = 100; 860 int base = 100;
848 int pow = 0; 861 int pow = 0;
862
849 while ( pow < armour->magic ) 863 while (pow < armour->magic)
850 { 864 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 865 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 866 pow++;
853 } 867 }
854 868
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 869 armour->weight = (armour->arch->clone.weight * base) / 100;
856 } 870 }
857 else 871 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 872 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 873
860 if ( armour->weight <= 0 ) 874 if (armour->weight <= 0)
861 { 875 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 877 armour->weight = 1;
864 } 878 }
865 879
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 880 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
867 881
868 if (op->type == PLAYER) { 882 if (op->type == PLAYER)
883 {
869 esrv_send_item(op, armour); 884 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 885 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 886 op->update_stats ();
872 } 887 }
873 decrease_ob(improver); 888 decrease_ob (improver);
874 if (tmp) { 889 if (tmp)
890 {
875 insert_ob_in_ob(tmp, op); 891 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 892 esrv_send_item (op, tmp);
877 } 893 }
878 return 1; 894 return 1;
879} 895}
880 896
881 897
882/* 898/*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not 899 * convert_item() returns 1 if anything was converted, 0 if the item was not
891/* Takes one items and makes another. 907/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 908 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not 909 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything. 910 * what the converter wants, this will not do anything.
895 */ 911 */
912int
896int convert_item(object *item, object *converter) { 913convert_item (object *item, object *converter)
914{
897 int nr=0; 915 int nr = 0;
898 object *tmp;
899 int is_in_shop;
900 uint32 price_in; 916 uint32 price_in;
901 917
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
903 tmp != NULL;
904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR)
906 break;
907 }
908 is_in_shop = (tmp != NULL);
909
910 /* We make some assumptions - we assume if it takes money as it type, 918 /* We make some assumptions - we assume if it takes money as it type,
911 * it wants some amount. We don't make change (ie, if something costs 919 * it wants some amount. We don't make change (ie, if something costs
912 * 3 gp and player drops a platinum, tough luck) 920 * 3 gp and player drops a platinum, tough luck)
913 */ 921 */
914 if (!strcmp(CONV_FROM(converter),"money")) { 922 if (!strcmp (CONV_FROM (converter), "money"))
923 {
915 int cost; 924 int cost;
916 925
917 if(item->type!=MONEY) 926 if (item->type != MONEY)
918 return 0; 927 return 0;
919 928
920 nr=(item->nrof*item->value)/CONV_NEED(converter); 929 nr = (item->nrof * item->value) / CONV_NEED (converter);
930 if (!nr)
921 if (!nr) return 0; 931 return 0;
922 cost=nr*CONV_NEED(converter)/item->value; 932 cost = nr * CONV_NEED (converter) / item->value;
923 /* take into account rounding errors */ 933 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++; 934 if (nr * CONV_NEED (converter) % item->value)
935 cost++;
925 decrease_ob_nr(item, cost); 936 decrease_ob_nr (item, cost);
926 937
927 price_in = cost*item->value; 938 price_in = cost * item->value;
939 }
940 else
928 } 941 {
929 else {
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
932 return 0; 944 return 0;
933 945
934 if(CONV_NEED(converter)) { 946 if (CONV_NEED (converter))
947 {
935 nr=item->nrof/CONV_NEED(converter); 948 nr = item->nrof / CONV_NEED (converter);
936 decrease_ob_nr(item,nr*CONV_NEED(converter)); 949 decrease_ob_nr (item, nr * CONV_NEED (converter));
937 price_in = nr*CONV_NEED(converter)*item->value; 950 price_in = nr * CONV_NEED (converter) * item->value;
951 }
938 } else { 952 else
953 {
939 price_in = item->value; 954 price_in = item->value;
940 remove_ob(item); 955 item->destroy ();
941 free_object(item);
942 } 956 }
943 } 957 }
944 958
945 if (converter->inv != NULL) { 959 if (converter->inv != NULL)
960 {
946 object *ob; 961 object *ob;
947 int i; 962 int i;
948 object *ob_to_copy; 963 object *ob_to_copy;
949 964
950 /* select random object from inventory to copy */ 965 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv; 966 ob_to_copy = converter->inv;
952 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 967 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
968 {
953 if (rndm(0, i) == 0) { 969 if (rndm (0, i) == 0)
970 {
954 ob_to_copy = ob; 971 ob_to_copy = ob;
955 } 972 }
956 } 973 }
957 item = object_create_clone(ob_to_copy); 974 item = object_create_clone (ob_to_copy);
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
959 unflag_inv(item, FLAG_IS_A_TEMPLATE); 976 unflag_inv (item, FLAG_IS_A_TEMPLATE);
960 } else { 977 }
978 else
979 {
961 if (converter->other_arch == NULL) { 980 if (converter->other_arch == NULL)
962 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 981 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 &converter->name, converter->map->path, converter->x, converter->y);
963 return -1; 984 return -1;
964 } 985 }
965 986
966 item = object_create_arch(converter->other_arch); 987 item = object_create_arch (converter->other_arch);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
968 } 989 }
969 990
970 if(CONV_NR(converter)) 991 if (CONV_NR (converter))
971 item->nrof=CONV_NR(converter); 992 item->nrof = CONV_NR (converter);
972 if(nr) 993 if (nr)
973 item->nrof*=nr; 994 item->nrof *= nr;
974 if(is_in_shop) 995 if (is_in_shop (converter))
975 SET_FLAG(item,FLAG_UNPAID); 996 SET_FLAG (item, FLAG_UNPAID);
976 else if(price_in < item->nrof*item->value) { 997 else if (price_in < item->nrof * item->value)
998 {
977 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
978 converter->name, converter->map->path, converter->x, converter->y, price_in, 1000 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
979 item->nrof*item->value, item->name); 1001
980 /** 1002 /**
981 * elmex: we are going to let the game continue, as the mapcreator 1003 * elmex: we are going to let the game continue, as the mapcreator
982 * propably had something in mind when doing this 1004 * propably had something in mind when doing this
983 */ 1005 */
984 } 1006 }
985 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
986 return 1; 1008 return 1;
987} 1009}
988 1010
989/** 1011/**
990 * Handle apply on containers. 1012 * Handle apply on containers.
991 * By Eneq(@csd.uu.se). 1013 * By Eneq(@csd.uu.se).
992 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
993 * added the alchemical cauldron to the code -b.t. 1015 * added the alchemical cauldron to the code -b.t.
994 */ 1016 */
995 1017
1018int
996int apply_container (object *op, object *sack) 1019apply_container (object *op, object *sack)
997{ 1020{
998 char buf[MAX_BUF]; 1021 char buf[MAX_BUF];
999 object *tmp; 1022 object *tmp;
1000 1023
1001 if(op->type!=PLAYER) 1024 if (op->type != PLAYER)
1002 return 0; /* This might change */ 1025 return 0; /* This might change */
1003 1026
1004 if (sack==NULL || sack->type != CONTAINER) { 1027 if (sack == NULL || sack->type != CONTAINER)
1028 {
1005 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1006 return 0; 1030 return 0;
1007 } 1031 }
1008 op->contr->last_used = NULL; 1032
1009 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1010 1034
1011 if (sack->env!=op) { 1035 if (sack->env != op)
1036 {
1012 if (sack->other_arch == NULL || sack->env != NULL) { 1037 if (sack->other_arch == NULL || sack->env != NULL)
1038 {
1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1014 return 1; 1040 return 1;
1015 } 1041 }
1042
1016 /* It's on the ground, the problems begin */ 1043 /* It's on the ground, the problems begin */
1017 if (op->container != sack) { 1044 if (op->container != sack)
1045 {
1018 /* it's closed OR some player has opened it */ 1046 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1048 {
1021 tmp && tmp->container != sack; tmp=tmp->above); 1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1022 if (tmp) { 1050 if (tmp)
1051 {
1023 /* some other player have opened it */ 1052 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op, 1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1025 "%s is already occupied.", query_name(sack));
1026 return 1; 1054 return 1;
1027 } 1055 }
1028 } 1056 }
1029 } 1057 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 {
1031 if (op->container == NULL) { 1060 if (op->container == NULL)
1061 {
1032 tmp = arch_to_object (sack->other_arch); 1062 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */ 1063 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED); 1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1065 tmp->x = tmp->y = 0;
1036 tmp->map = NULL; 1066 tmp->map = NULL;
1037 tmp->env = sack; 1067 tmp->env = sack;
1038 if (sack->inv) 1068 if (sack->inv)
1039 sack->inv->above = tmp; 1069 sack->inv->above = tmp;
1040 tmp->below = sack->inv; 1070 tmp->below = sack->inv;
1041 tmp->above = NULL; 1071 tmp->above = NULL;
1042 sack->inv = tmp; 1072 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */ 1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1044 } else { 1075 else
1076 {
1045 sack->move_off = 0; 1077 sack->move_off = 0;
1046 tmp = sack->inv; 1078 tmp = sack->inv;
1079
1047 if (tmp && tmp->type == CLOSE_CON) { 1080 if (tmp && tmp->type == CLOSE_CON)
1048 remove_ob(tmp); 1081 tmp->destroy ();
1049 free_object (tmp); 1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 {
1088 if (op->container)
1089 {
1090 if (op->container != sack)
1091 {
1092 tmp = op->container;
1093 apply_container (op, tmp);
1094 sprintf (buf, "You close %s and open ", query_name (tmp));
1095 op->container = sack;
1096 strcat (buf, query_name (sack));
1097 strcat (buf, ".");
1098 }
1099 else
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else
1107 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1050 } 1129 }
1051 } 1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1133 }
1134 else
1052 } 1135 {
1053 }
1054
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1056 if (op->container) {
1057 if (op->container != sack) {
1058 tmp = op->container;
1059 apply_container (op, tmp);
1060 sprintf (buf, "You close %s and open ", query_name(tmp));
1061 op->container = sack;
1062 strcat (buf, query_name(sack));
1063 strcat (buf, ".");
1064 } else {
1065 CLEAR_FLAG (sack, FLAG_APPLIED);
1066 op->container = NULL;
1067 sprintf (buf, "You close %s.", query_name(sack));
1068 }
1069 } else {
1070 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack)); 1136 sprintf (buf, "You readied %s.", query_name (sack));
1072 SET_FLAG (sack, FLAG_APPLIED); 1137 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack; 1138
1074 } 1139 if (sack->env == NULL)
1075 } else { /* not applied */ 1140 { /* if it's on ground,open it also */
1076 if (sack->slaying) { /* it's locked */
1077 tmp = find_key(op, op, sack);
1078 if (tmp) {
1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1080 SET_FLAG (sack, FLAG_APPLIED);
1081 if (sack->env == NULL) { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf); 1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1083 apply_container (op, sack); 1142 apply_container (op, sack);
1084 return 1; 1143 return 1;
1085 } 1144 }
1086 } else {
1087 sprintf (buf, "You don't have the key to unlock %s.",
1088 query_name(sack));
1089 } 1145 }
1090 } else {
1091 sprintf (buf, "You readied %s.", query_name(sack));
1092 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack);
1096 return 1;
1097 }
1098 }
1099 } 1146 }
1147
1100 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1101 if (op->contr) op->contr->socket.update_look=1; 1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152
1102 return 1; 1153 return 1;
1103} 1154}
1104 1155
1105/** 1156/**
1106 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1107 * the player has in their inventory, eg, sacks, luggages, etc. 1158 * the player has in their inventory, eg, sacks, luggages, etc.
1114 * Reminder - there are three states for any container - closed (non applied), 1165 * Reminder - there are three states for any container - closed (non applied),
1115 * applied (not open, but objects that match get tossed into it), and open 1166 * applied (not open, but objects that match get tossed into it), and open
1116 * (applied flag set, and op->container points to the open container) 1167 * (applied flag set, and op->container points to the open container)
1117 */ 1168 */
1118 1169
1170int
1119int esrv_apply_container (object *op, object *sack) 1171esrv_apply_container (object *op, object *sack)
1120{ 1172{
1121 object *tmp=op->container; 1173 object *tmp = op->container;
1174
1122 if(op->type!=PLAYER) 1175 if (op->type != PLAYER)
1123 return 0; /* This might change */ 1176 return 0; /* This might change */
1124 1177
1125 if (sack==NULL || sack->type != CONTAINER) { 1178 if (sack == NULL || sack->type != CONTAINER)
1126 LOG (llevError, 1179 {
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1128 return 0; 1181 return 0;
1129 } 1182 }
1130 1183
1131 /* If we have a currently open container, then it needs to be closed in all cases 1184 /* If we have a currently open container, then it needs to be closed in all cases
1132 * if we are opening this one up. We then fall through if appropriate for 1185 * if we are opening this one up. We then fall through if appropriate for
1133 * openening the new container. 1186 * openening the new container.
1134 */ 1187 */
1135 1188
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1137 if (op->container->env != op) { /* if container is on the ground */ 1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1138 op->container->move_off = 0; 1193 op->container->move_off = 0;
1139 } 1194 }
1140 1195
1141 if (INVOKE_OBJECT (CLOSE, op)) 1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1142 return 1; 1197 return 1;
1143 1198
1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED); 1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1147 op->container=NULL; 1201 op->container = NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp); 1202 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1; 1203 if (tmp == sack)
1204 return 1;
1150 } 1205 }
1151 1206
1152 1207
1153 /* If the player is trying to open it (which he must be doing if we got here), 1208 /* If the player is trying to open it (which he must be doing if we got here),
1154 * and it is locked, check to see if player has the equipment to open it. 1209 * and it is locked, check to see if player has the equipment to open it.
1155 */ 1210 */
1156 1211
1157 if (sack->slaying) { /* it's locked */ 1212 if (sack->slaying)
1213 { /* it's locked */
1158 tmp=find_key(op, op, sack); 1214 tmp = find_key (op, op, sack);
1159 if (tmp) { 1215 if (tmp)
1216 {
1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1161 } else { 1219 else
1220 {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1163 query_name(sack));
1164 return 0; 1222 return 0;
1165 } 1223 }
1166 } 1224 }
1167 1225
1168 /* By the time we get here, we have made sure any other container has been closed and 1226 /* By the time we get here, we have made sure any other container has been closed and
1169 * if this is a locked container, the player they key to open it. 1227 * if this is a locked container, the player they key to open it.
1170 */ 1228 */
1171 1229
1172 /* There are really two cases - the sack is either on the ground, or the sack is 1230 /* There are really two cases - the sack is either on the ground, or the sack is
1173 * part of the players inventory. If on the ground, we assume that the player is 1231 * part of the players inventory. If on the ground, we assume that the player is
1174 * opening it, since if it was being closed, that would have been taken care of above. 1232 * opening it, since if it was being closed, that would have been taken care of above.
1175 */ 1233 */
1176 1234
1177 1235
1178 if (sack->env != op) { 1236 if (sack->env != op)
1237 {
1179 /* Hypothetical case - the player is trying to open a sack that belong to someone 1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180 * else. This normally should not happen, but a misbehaving client/player could 1239 * else. This normally should not happen, but a misbehaving client/player could
1181 * try to do it, so lets handle it gracefully. 1240 * try to do it, so lets handle it gracefully.
1182 */ 1241 */
1183 if (sack->env) { 1242 if (sack->env)
1243 {
1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1185 query_name(sack));
1186 return 0; 1245 return 0;
1187 } 1246 }
1188 /* set these so when the player walks off, we can unapply the sack */ 1247 /* set these so when the player walks off, we can unapply the sack */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */ 1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1190 1249
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1193 SET_FLAG (sack, FLAG_APPLIED); 1252 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack; 1253 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1254 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1255 esrv_send_inventory (op, sack);
1197 1256
1198 } else { /* sack is in players inventory */ 1257 }
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED); 1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1202 SET_FLAG (sack, FLAG_APPLIED); 1264 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack; 1265 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack); 1266 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack); 1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1206 } 1270 {
1207 else {
1208 CLEAR_FLAG (sack, FLAG_APPLIED); 1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1210 SET_FLAG (sack, FLAG_APPLIED); 1273 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack); 1274 esrv_update_item (UPD_FLAGS, op, sack);
1212 } 1275 }
1213 } 1276 }
1214 return 1; 1277 return 1;
1215} 1278}
1216 1279
1217 1280
1218/** 1281/**
1219 * Handles dropping things on altar. 1282 * Handles dropping things on altar.
1220 * Returns true if sacrifice was accepted. 1283 * Returns true if sacrifice was accepted.
1221 */ 1284 */
1285static int
1222static int apply_altar (object *altar, object *sacrifice, object *originator) 1286apply_altar (object *altar, object *sacrifice, object *originator)
1223{ 1287{
1224 /* Only players can make sacrifices on spell casting altars. */ 1288 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1289 if (altar->inv && (!originator || originator->type != PLAYER))
1226 return 0; 1290 return 0;
1227 1291
1228 if (operate_altar (altar, &sacrifice)) { 1292 if (operate_altar (altar, &sacrifice))
1293 {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet 1294 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * with an altar. We call it a Potion - altars are stationary - it 1295 * with an altar. We call it a Potion - altars are stationary - it
1231 * is up to map designers to use them properly. 1296 * is up to map designers to use them properly.
1232 */ 1297 */
1233 if (altar->inv && altar->inv->type==SPELL) { 1298 if (altar->inv && altar->inv->type == SPELL)
1299 {
1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1300 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1235 altar->inv->name);
1236 cast_spell (originator, altar, 0, altar->inv, NULL); 1301 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with 1302 /* If it is connected, push the button. Fixes some problems with
1238 * old maps. 1303 * old maps.
1239 */ 1304 */
1305
1240/* push_button (altar);*/ 1306/* push_button (altar);*/
1307 }
1241 } else { 1308 else
1309 {
1242 altar->value = 1; /* works only once */ 1310 altar->value = 1; /* works only once */
1243 push_button (altar); 1311 push_button (altar);
1244 } 1312 }
1313
1245 return sacrifice == NULL; 1314 return !sacrifice;
1246 } else { 1315 }
1316 else
1247 return 0; 1317 return 0;
1248 }
1249} 1318}
1250
1251 1319
1252/** 1320/**
1253 * Handles 'movement' of shop mats. 1321 * Handles 'movement' of shop mats.
1254 * Returns 1 if 'op' was destroyed, 0 if not. 1322 * Returns 1 if 'op' was destroyed, 0 if not.
1255 * Largely re-written to not use nearly as many gotos, plus 1323 * Largely re-written to not use nearly as many gotos, plus
1256 * some of this code just looked plain out of date. 1324 * some of this code just looked plain out of date.
1257 * MSW 2001-08-29 1325 * MSW 2001-08-29
1258 */ 1326 */
1327int
1259int apply_shop_mat (object *shop_mat, object *op) 1328apply_shop_mat (object *shop_mat, object *op)
1260{ 1329{
1261 int rv = 0; 1330 int rv = 0;
1262 double opinion; 1331 double opinion;
1263 object *tmp, *next; 1332 object *tmp, *next;
1264 1333
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1266 1335
1267 if (op->type != PLAYER) { 1336 if (op->type != PLAYER)
1337 {
1268 /* Remove all the unpaid objects that may be carried here. 1338 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in 1339 * This could be pets or monsters that are somehow in
1270 * the shop. 1340 * the shop.
1271 */ 1341 */
1272 for (tmp=op->inv; tmp; tmp=next) { 1342 for (tmp = op->inv; tmp; tmp = next)
1343 {
1273 next = tmp->below; 1344 next = tmp->below;
1345
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1346 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 {
1275 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1348 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1276 1349
1277 remove_ob(tmp); 1350 tmp->remove ();
1351
1278 if (i==-1) i=0; 1352 if (i == -1)
1353 i = 0;
1354
1279 tmp->map = op->map; 1355 tmp->map = op->map;
1280 tmp->x = op->x + freearr_x[i]; 1356 tmp->x = op->x + freearr_x[i];
1281 tmp->y = op->y + freearr_y[i]; 1357 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0); 1358 insert_ob_in_map (tmp, op->map, op, 0);
1283 } 1359 }
1284 } 1360 }
1285 1361
1286 /* Don't teleport things like spell effects */ 1362 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1363 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 return 0;
1288 1365
1289 /* unpaid objects, or non living objects, can't transfer by 1366 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space. 1367 * shop mats. Instead, put it on a nearby space.
1291 */ 1368 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 {
1293 1371
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1373 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374
1296 if (i != -1) { 1375 if (i != -1)
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1298 shop_mat); 1377
1299 }
1300 return 0; 1378 return 0;
1301 } 1379 }
1302 /* Removed code that checked for multipart objects - it appears that 1380 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine. 1381 * the teleport function should be able to handle this just fine.
1304 */ 1382 */
1305 rv = teleport (shop_mat, SHOP_MAT, op); 1383 rv = teleport (shop_mat, SHOP_MAT, op);
1384 }
1385 else if (can_pay (op) && get_payment (op))
1306 } 1386 {
1307 /* immediate block below is only used for players */ 1387 /* this is only used for players */
1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1388 rv = teleport (shop_mat, SHOP_MAT, op);
1389
1311 if (shop_mat->msg) { 1390 if (shop_mat->msg)
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1392 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1393 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1394 * actually the shop floor.
1317 */ 1395 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL 1396 else if (!rv && !is_in_shop (op))
1319 && tmp->type != SHOP_FLOOR) { 1397 {
1320 opinion = shopkeeper_approval(op->map, op); 1398 opinion = shopkeeper_approval (op->map, op);
1399
1321 if ( opinion > 0.9) 1400 if (opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 else if ( opinion > 0.75) 1402 else if (opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if ( opinion > 0.5) 1404 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else 1406 else
1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 } 1408 }
1409 }
1410 else
1330 } 1411 {
1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able 1412 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that 1413 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore 1414 * they are not on the mat anymore
1335 */ 1415 */
1336
1337 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1416 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1417
1338 if(i == -1) { 1418 if (i == -1)
1419 {
1339 LOG (llevError, "Internal shop-mat problem.\n"); 1420 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1340 } else { 1422 else
1423 {
1341 remove_ob (op); 1424 op->remove ();
1342 op->x += freearr_x[i]; 1425 op->x += freearr_x[i];
1343 op->y += freearr_y[i]; 1426 op->y += freearr_y[i];
1344 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1427 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1345 } 1428 }
1346 } 1429 }
1430
1347 CLEAR_FLAG (op, FLAG_NO_APPLY); 1431 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv; 1432 return rv;
1349} 1433}
1350 1434
1351/** 1435/**
1352 * Handles applying a sign. 1436 * Handles applying a sign.
1353 */ 1437 */
1438static void
1354static void apply_sign (object *op, object *sign, int autoapply) 1439apply_sign (object *op, object *sign, int autoapply)
1355{ 1440{
1356 readable_message_type* msgType; 1441 readable_message_type *msgType;
1357 char newbuf[HUGE_BUF]; 1442 char newbuf[HUGE_BUF];
1443
1358 if (sign->msg == NULL) { 1444 if (sign->msg == NULL)
1445 {
1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1360 return; 1447 return;
1361 } 1448 }
1362 1449
1363 if (sign->stats.food) { 1450 if (sign->stats.food)
1451 {
1364 if (sign->last_eat >= sign->stats.food) { 1452 if (sign->last_eat >= sign->stats.food)
1453 {
1365 if (!sign->move_on) 1454 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367 return; 1456 return;
1368 } 1457 }
1369 1458
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1459 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1371 sign->last_eat++; 1460 sign->last_eat++;
1372 } 1461 }
1373 1462
1374 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1463 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1375 * No way to know for sure. The presumption is basically that if 1464 * No way to know for sure. The presumption is basically that if
1376 * move_on is zero, it needs to be manually applied (doesn't talk 1465 * move_on is zero, it needs to be manually applied (doesn't talk
1377 * to us). 1466 * to us).
1378 */ 1467 */
1379 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1380 new_draw_info (NDI_UNIQUE, 0, op, 1469 {
1381 "You are unable to read while blind."); 1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1382 return; 1471 return;
1383 } 1472 }
1384 msgType=get_readable_message_type(sign); 1473 msgType = get_readable_message_type (sign);
1385 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1386 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1387} 1476}
1388
1389 1477
1390/** 1478/**
1391 * 'victim' moves onto 'trap' 1479 * 'victim' moves onto 'trap'
1392 * 'victim' leaves 'trap' 1480 * 'victim' leaves 'trap'
1393 * effect is determined by move_on/move_off of trap and move_type of victime. 1481 * effect is determined by move_on/move_off of trap and move_type of victime.
1394 * 1482 *
1395 * originator: Player, monster or other object that caused 'victim' to move 1483 * originator: Player, monster or other object that caused 'victim' to move
1396 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1484 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1397 * However, some types of traps require an originator to function. 1485 * However, some types of traps require an originator to function.
1398 */ 1486 */
1487void
1399void move_apply (object *trap, object *victim, object *originator) 1488move_apply (object *trap, object *victim, object *originator)
1400{ 1489{
1401 static int recursion_depth = 0; 1490 static int recursion_depth = 0;
1402 1491
1403 /* Only exits affect DMs. */ 1492 /* Only exits affect DMs. */
1404 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1493 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1405 return; 1494 return;
1406 1495
1407 /* move_apply() is the most likely candidate for causing unwanted and 1496 /* move_apply() is the most likely candidate for causing unwanted and
1408 * possibly unlimited recursion. 1497 * possibly unlimited recursion.
1409 */ 1498 */
1411 * maps to fail. 1) it's not an error to recurse: 1500 * maps to fail. 1) it's not an error to recurse:
1412 * rune detonates, summoning monster. monster lands on nearby rune. 1501 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and 1502 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes. 1503 * proper. This code was causing needless crashes.
1415 */ 1504 */
1416 if (recursion_depth >= 500) { 1505 if (recursion_depth >= 500)
1506 {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1508 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1419 trap->arch->name, trap->name, victim->arch->name, victim->name);
1420 return; 1509 return;
1421 } 1510 }
1422 recursion_depth++; 1511 recursion_depth++;
1423 if (trap->head) trap=trap->head; 1512 if (trap->head)
1513 trap = trap->head;
1424 1514
1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1516 goto leave;
1517
1518 switch (trap->type)
1519 {
1520 case PLAYERMOVER:
1521 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1522 {
1523 if (!trap->stats.maxsp)
1524 trap->stats.maxsp = 2;
1525
1526 /* Is this correct? From the docs, it doesn't look like it
1527 * should be divided by trap->speed
1528 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1530
1531 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed.
1534 */
1535 if (victim->speed_left < -50.0)
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 }
1426 goto leave; 1539 goto leave;
1427 1540
1428 switch (trap->type) { 1541 case SPINNER:
1429 case PLAYERMOVER: 1542 if (victim->direction)
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1543 {
1431 !should_director_abort(trap, victim)) { 1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1545 update_turn_face (victim);
1546 }
1547 goto leave;
1433 1548
1434 /* Is this correct? From the docs, it doesn't look like it 1549 case DIRECTOR:
1435 * should be divided by trap->speed 1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1552 victim->direction = trap->stats.sp;
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case BUTTON:
1558 case PEDESTAL:
1559 update_button (trap);
1560 goto leave;
1561
1562 case ALTAR:
1563 /* sacrifice victim on trap */
1564 apply_altar (trap, victim, originator);
1565 goto leave;
1566
1567 case THROWN_OBJ:
1568 if (trap->inv == NULL)
1569 goto leave;
1570 /* fallthrough */
1571
1572 case ARROW:
1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1574 * trigger this here and get hit by own missile - and will be own enemy.
1575 * Victim then is his own enemy and will start to kill herself (this is
1576 * removed) but we have not synced victim and his missile. To avoid senseless
1577 * action, we avoid hits here
1578 */
1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580 hit_with_arrow (trap, victim);
1581 goto leave;
1582
1583 case SPELL_EFFECT:
1584 apply_spell_effect (trap, victim);
1585 goto leave;
1586
1587 case TRAPDOOR:
1588 {
1589 int max, sound_was_played;
1590 object *ab, *ab_next;
1591
1592 if (!trap->value)
1436 */ 1593 {
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1594 int tot;
1438 1595
1439 /* Just put in some sanity check. I think there is a bug in the 1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1440 * above with some objects have zero speed, and thus the player 1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1441 * getting permanently paralyzed. 1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1442 */ 1599
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1601 goto leave;
1602
1603 SET_ANIMATION (trap, trap->value);
1604 update_object (trap, UP_OBJ_FACE);
1445 } 1605 }
1446 goto leave;
1447 1606
1448 case SPINNER:
1449 if(victim->direction) {
1450 victim->direction=absdir(victim->direction-trap->stats.sp);
1451 update_turn_face(victim);
1452 }
1453 goto leave;
1454
1455 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) {
1457 victim->direction=trap->stats.sp;
1458 update_turn_face(victim);
1459 }
1460 goto leave;
1461
1462 case BUTTON:
1463 case PEDESTAL:
1464 update_button(trap);
1465 goto leave;
1466
1467 case ALTAR:
1468 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator);
1470 goto leave;
1471
1472 case THROWN_OBJ:
1473 if (trap->inv == NULL)
1474 goto leave;
1475 /* fallthrough */
1476
1477 case ARROW:
1478
1479 /* bad bug: monster throw a object, make a step forwards, step on object ,
1480 * trigger this here and get hit by own missile - and will be own enemy.
1481 * Victim then is his own enemy and will start to kill herself (this is
1482 * removed) but we have not synced victim and his missile. To avoid senseless
1483 * action, we avoid hits here
1484 */
1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486 hit_with_arrow (trap, victim);
1487 goto leave;
1488
1489 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim);
1491 goto leave;
1492
1493 case TRAPDOOR:
1494 {
1495 int max, sound_was_played;
1496 object *ab, *ab_next;
1497 if(!trap->value) {
1498 int tot;
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502
1503 if(!(trap->value=(tot>trap->weight)?1:0))
1504 goto leave;
1505
1506 SET_ANIMATION(trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE);
1508 }
1509
1510 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1607 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1608 {
1511 /* need to set this up, since if we do transfer the object, 1609 /* need to set this up, since if we do transfer the object,
1512 * ab->above would be bogus 1610 * ab->above would be bogus
1513 */ 1611 */
1514 ab_next = ab->above; 1612 ab_next = ab->above;
1515 1613
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 {
1517 if ( ! sound_was_played) { 1616 if (!sound_was_played)
1617 {
1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1519 sound_was_played = 1; 1619 sound_was_played = 1;
1520 } 1620 }
1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1522 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1523 } 1623 }
1524 } 1624 }
1525 goto leave; 1625 goto leave;
1526 } 1626 }
1527 1627
1528 1628
1529 case CONVERTER: 1629 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) { 1630 if (convert_item (victim, trap) < 0)
1631 {
1531 object *op; 1632 object *op;
1532 1633
1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1534 1635
1535 op = get_archetype("burnout"); 1636 op = get_archetype ("burnout");
1536 if (op != NULL) { 1637 if (op != NULL)
1638 {
1537 op->x = trap->x; 1639 op->x = trap->x;
1538 op->y = trap->y; 1640 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0); 1641 insert_ob_in_map (op, trap->map, trap, 0);
1540 } 1642 }
1541 } 1643 }
1542 goto leave; 1644 goto leave;
1543 1645
1544 case TRIGGER_BUTTON: 1646 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL: 1647 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR: 1648 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim); 1649 check_trigger (trap, victim);
1548 goto leave; 1650 goto leave;
1549 1651
1550 case DEEP_SWAMP: 1652 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim); 1653 walk_on_deep_swamp (trap, victim);
1552 goto leave; 1654 goto leave;
1553 1655
1554 case CHECK_INV: 1656 case CHECK_INV:
1555 check_inv (victim, trap); 1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if (trap->stats.wc > 0)
1556 goto leave; 1663 goto leave;
1557 1664
1558 case HOLE:
1559 /* Hole not open? */
1560 if(trap->stats.wc > 0)
1561 goto leave;
1562
1563 /* Is this a multipart monster and not the head? If so, return. 1665 /* Is this a multipart monster and not the head? If so, return.
1564 * Processing will happen if the head runs into the pit 1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1679 /* Basically, don't show exits leading to random maps the
1680 * players output.
1565 */ 1681 */
1566 if (victim->head)
1567 goto leave;
1568
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave;
1573
1574 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1576 /* Basically, don't show exits leading to random maps the
1577 * players output.
1578 */
1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581 enter_exit (victim, trap); 1684 enter_exit (victim, trap);
1582 } 1685 }
1583 goto leave; 1686 goto leave;
1584 1687
1585 case ENCOUNTER: 1688 case ENCOUNTER:
1586 /* may be some leftovers on this */ 1689 /* may be some leftovers on this */
1587 goto leave; 1690 goto leave;
1588 1691
1589 case SHOP_MAT: 1692 case SHOP_MAT:
1590 apply_shop_mat (trap, victim); 1693 apply_shop_mat (trap, victim);
1591 goto leave; 1694 goto leave;
1592 1695
1593 /* Drop a certain amount of gold, and have one item identified */ 1696 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR: 1697 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator); 1698 apply_id_altar (victim, trap, originator);
1596 goto leave; 1699 goto leave;
1597 1700
1598 case SIGN: 1701 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0) 1702 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */ 1703 goto leave; /* monsters musn't apply magic_mouths with counters */
1601 1704
1602 apply_sign (victim, trap, 1); 1705 apply_sign (victim, trap, 1);
1603 goto leave; 1706 goto leave;
1604 1707
1605 case CONTAINER: 1708 case CONTAINER:
1606 if (victim->type==PLAYER) 1709 if (victim->type == PLAYER)
1607 (void) esrv_apply_container (victim, trap); 1710 (void) esrv_apply_container (victim, trap);
1608 else 1711 else
1609 (void) apply_container (victim, trap); 1712 (void) apply_container (victim, trap);
1610 goto leave; 1713 goto leave;
1611 1714
1612 case RUNE: 1715 case RUNE:
1613 case TRAP: 1716 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1615 spring_trap(trap, victim); 1719 spring_trap (trap, victim);
1616 } 1720 }
1617 goto leave; 1721 goto leave;
1618 1722
1619 default: 1723 default:
1620 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1724 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1621 "handled in move_apply()\n", trap->name, trap->arch->name, 1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1622 trap->type);
1623 goto leave; 1726 goto leave;
1624 } 1727 }
1625 1728
1626 leave: 1729leave:
1627 recursion_depth--; 1730 recursion_depth--;
1628} 1731}
1629 1732
1630/** 1733/**
1631 * Handles reading a regular (ie not containing a spell) book. 1734 * Handles reading a regular (ie not containing a spell) book.
1632 */ 1735 */
1736static void
1633static void apply_book (object *op, object *tmp) 1737apply_book (object *op, object *tmp)
1634{ 1738{
1635 int lev_diff; 1739 int lev_diff;
1636 object *skill_ob; 1740 object *skill_ob;
1637 1741
1638 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 {
1639 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1640 return; 1745 return;
1641 } 1746 }
1642 if(tmp->msg==NULL) { 1747 if (tmp->msg == NULL)
1643 new_draw_info_format(NDI_UNIQUE, 0, op, 1748 {
1644 "You open the %s and find it empty.", tmp->name); 1749 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1645 return; 1750 return;
1646 } 1751 }
1647 1752
1648 /* need a literacy skill to read stuff! */ 1753 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill); 1754 skill_ob = find_skill_by_name (op, tmp->skill);
1650 if ( ! skill_ob) { 1755 if (!skill_ob)
1651 new_draw_info(NDI_UNIQUE, 0,op, 1756 {
1652 "You are unable to decipher the strange symbols."); 1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1653 return; 1758 return;
1654 } 1759 }
1655 lev_diff = tmp->level - (skill_ob->level + 5); 1760 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 {
1657 if (lev_diff < 2) 1763 if (lev_diff < 2)
1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1659 else if (lev_diff < 3) 1765 else if (lev_diff < 3)
1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1661 else if (lev_diff < 5) 1767 else if (lev_diff < 5)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1663 else if (lev_diff < 8) 1769 else if (lev_diff < 8)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1665 else if (lev_diff < 15) 1771 else if (lev_diff < 15)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1667 else 1773 else
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1669 return; 1775 return;
1670 } 1776 }
1671 1777
1672 readable_message_type* msgType = get_readable_message_type(tmp); 1778 readable_message_type *msgType = get_readable_message_type (tmp);
1779
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype, 1781 msgType->message_type, msgType->message_subtype,
1675 "You open the %s and start reading.\n%s", 1782 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg);
1678 1783
1679 /* gain xp from reading */ 1784 /* gain xp from reading */
1680 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1788
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 {
1683 /*exp_gain *= 2; because they just identified it too */ 1791 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED); 1792 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793
1685 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1687 else op->contr->socket.update_look=1; 1797 else
1798 op->contr->ns->floorbox_update ();
1688 } 1799 }
1800
1689 change_exp(op,exp_gain, skill_ob->skill, 0); 1801 change_exp (op, exp_gain, skill_ob->skill, 0);
1690 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1802 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1691 } 1803 }
1692} 1804}
1693 1805
1694/** 1806/**
1695 * Handles the applying of a skill scroll, calling learn_skill straight. 1807 * Handles the applying of a skill scroll, calling learn_skill straight.
1696 * op is the person learning the skill, tmp is the skill scroll object 1808 * op is the person learning the skill, tmp is the skill scroll object
1697 */ 1809 */
1810static void
1698static void apply_skillscroll (object *op, object *tmp) 1811apply_skillscroll (object *op, object *tmp)
1699{ 1812{
1700 switch ((int) learn_skill (op, tmp)) { 1813 switch ((int) learn_skill (op, tmp))
1814 {
1701 case 0: 1815 case 0:
1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1816 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1704 return; 1818 return;
1705 1819
1706 case 1: 1820 case 1:
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1708 tmp->skill);
1709 new_draw_info_format(NDI_UNIQUE, 0, op,
1710 "Type 'bind ready_skill %s",tmp->skill);
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712 decrease_ob(tmp); 1822 decrease_ob (tmp);
1713 return; 1823 return;
1714 1824
1715 default: 1825 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1827 decrease_ob (tmp);
1719 return; 1828 return;
1720 } 1829 }
1721} 1830}
1722 1831
1723/** 1832/**
1724 * Actually makes op learn spell. 1833 * Actually makes op learn spell.
1725 * Informs player of what happens. 1834 * Informs player of what happens.
1726 */ 1835 */
1836void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1837do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1838{
1729 object *tmp; 1839 object *tmp;
1730 1840
1731 if (op->type != PLAYER) { 1841 if (op->type != PLAYER)
1842 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1843 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1844 return;
1734 } 1845 }
1735 1846
1736 /* Upgrade special prayers to normal prayers */ 1847 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1848 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1849 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1850 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1851 {
1739 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1852 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740 return; 1853 return;
1741 } 1854 }
1742 return; 1855 return;
1743 } 1856 }
1744 1857
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746 tmp = get_object(); 1859 tmp = spell->clone ();
1747 copy_object(spell, tmp);
1748 insert_ob_in_ob(tmp, op); 1860 insert_ob_in_ob (tmp, op);
1749 1861
1750 if (special_prayer) { 1862 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1863 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1864
1754 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757 esrv_add_spells(op->contr, tmp); 1865 esrv_add_spells (op->contr, tmp);
1758} 1866}
1759 1867
1760/** 1868/**
1761 * Erases spell from player's inventory. 1869 * Erases spell from player's inventory.
1762 */ 1870 */
1871void
1763void do_forget_spell (object *op, const char *spell) 1872do_forget_spell (object *op, const char *spell)
1764{ 1873{
1765 object *spob; 1874 object *spob;
1766 1875
1767 if (op->type != PLAYER) { 1876 if (op->type != PLAYER)
1877 {
1768 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1878 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769 return; 1879 return;
1770 } 1880 }
1771 if ( (spob=check_spell_known (op, spell)) == NULL) { 1881 if ((spob = check_spell_known (op, spell)) == NULL)
1882 {
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return; 1884 return;
1774 }
1775 1885 }
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1886
1777 "You lose knowledge of %s.", spell); 1887 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1778 player_unready_range_ob(op->contr, spob); 1888 player_unready_range_ob (op->contr, spob);
1779 esrv_remove_spell(op->contr, spob); 1889 esrv_remove_spell (op->contr, spob);
1780 remove_ob(spob); 1890 spob->destroy ();
1781 free_object(spob);
1782} 1891}
1783 1892
1784/** 1893/**
1785 * Handles player applying a spellbook. 1894 * Handles player applying a spellbook.
1786 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1895 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1787 * stuff like that. Random learning failure too. 1896 * stuff like that. Random learning failure too.
1788 */ 1897 */
1898static void
1789static void apply_spellbook (object *op, object *tmp) 1899apply_spellbook (object *op, object *tmp)
1790{ 1900{
1791 object *skop, *spell, *spell_skill; 1901 object *skop, *spell, *spell_skill;
1792 1902
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1905 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1795 return; 1906 return;
1796 } 1907 }
1797 1908
1798 /* artifact_spellbooks have 'slaying' field point to a spell name, 1909 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are 1910 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks 1911 * legacy spellbooks
1801 */ 1912 */
1802 1913
1803 if(tmp->slaying != NULL) { 1914 if (tmp->slaying != NULL)
1915 {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1805 if (!spell) { 1917 if (!spell)
1806 new_draw_info_format(NDI_UNIQUE, 0, op, 1918 {
1807 "The book's formula for %s is incomplete", tmp->slaying); 1919 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1808 return; 1920 return;
1809 } 1921 }
1810 else 1922 else
1811 insert_ob_in_ob(spell, tmp); 1923 insert_ob_in_ob (spell, tmp);
1812 free_string(tmp->slaying);
1813 tmp->slaying=NULL; 1924 tmp->slaying = NULL;
1814 } 1925 }
1815 1926
1816 skop = find_skill_by_name(op, tmp->skill); 1927 skop = find_skill_by_name (op, tmp->skill);
1817 1928
1818 /* need a literacy skill to learn spells. Also, having a literacy level 1929 /* need a literacy skill to learn spells. Also, having a literacy level
1819 * lower than the spell will make learning the spell more difficult */ 1930 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) { 1931 if (!skop)
1932 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1933 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1822 return; 1934 return;
1823 } 1935 }
1824 1936
1825 spell = tmp->inv; 1937 spell = tmp->inv;
1938
1826 if (!spell) { 1939 if (!spell)
1940 {
1827 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1941 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1828 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1942 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1829 return;
1830 }
1831 if (spell->level > (skop->level+10)) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833 return; 1943 return;
1834 } 1944 }
1835 1945
1836 new_draw_info_format(NDI_UNIQUE, 0, op, 1946 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1837 "The spellbook contains the %s level spell %s.", 1947 {
1838 get_levelnumber(spell->level), spell->name); 1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1949 return;
1950 }
1839 1951
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
1841 identify(tmp); 1956 identify (tmp);
1957
1842 if (tmp->env) 1958 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else 1960 else
1845 op->contr->socket.update_look=1; 1961 op->contr->ns->floorbox_update ();
1846 } 1962 }
1847 1963
1848 /* I removed the check for special_prayer_mark here - it didn't make 1964 /* I removed the check for special_prayer_mark here - it didn't make
1849 * a lot of sense - special prayers are not found in spellbooks, and 1965 * a lot of sense - special prayers are not found in spellbooks, and
1850 * if the player doesn't know the spell, doesn't make a lot of sense that 1966 * if the player doesn't know the spell, doesn't make a lot of sense that
1851 * they would have a special prayer mark. 1967 * they would have a special prayer mark.
1852 */ 1968 */
1853 if (check_spell_known (op, spell->name)) { 1969 if (check_spell_known (op, spell->name))
1970 {
1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1855 return; 1972 return;
1856 } 1973 }
1857 1974
1858 if (spell->skill) { 1975 if (spell->skill)
1976 {
1859 spell_skill = find_skill_by_name(op, spell->skill); 1977 spell_skill = find_skill_by_name (op, spell->skill);
1978
1860 if (!spell_skill) { 1979 if (!spell_skill)
1861 new_draw_info_format(NDI_UNIQUE, 0, op, 1980 {
1862 "You lack the skill %s to use this spell", 1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1863 spell->skill);
1864 return; 1982 return;
1865 } 1983 }
1984
1866 if (spell_skill->level < spell->level) { 1985 if (spell_skill->level < spell->level)
1867 new_draw_info_format(NDI_UNIQUE, 0, op, 1986 {
1868 "You need to be level %d in %s to learn this spell.", 1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1869 spell->level, spell->skill);
1870 return; 1988 return;
1871 } 1989 }
1872 } 1990 }
1873 1991
1874 /* Logic as follows 1992 /* Logic as follows
1875 * 1993 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1994 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877 * 1995 *
1878 * 2- The learner's skill level in literacy adjusts the chance to learn 1996 * 2- The learner's skill level in literacy adjusts the chance to learn
1879 * a spell. 1997 * a spell.
1880 * 1998 *
1881 * 3 -Automatically fail to learn if you read while confused 1999 * 3 -Automatically fail to learn if you read while confused
1882 * 2000 *
1883 * Overall, chances are the same but a player will find having a high 2001 * Overall, chances are the same but a player will find having a high
1884 * literacy rate very useful! -b.t. 2002 * literacy rate very useful! -b.t.
1885 */ 2003 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2004 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 {
1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1888 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 2007 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2008 }
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1890 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2010 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2011 {
1892 2012
1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1894 do_learn_spell (op, spell, 0); 2014 do_learn_spell (op, spell, 0);
1895 2015
1896 /* xp gain to literacy for spell learning */ 2016 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1899 } else { 2019 }
2020 else
2021 {
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1902 } 2024 }
1903 decrease_ob(tmp); 2025 decrease_ob (tmp);
1904} 2026}
1905 2027
1906/** 2028/**
1907 * Handles applying a spell scroll. 2029 * Handles applying a spell scroll.
1908 */ 2030 */
2031void
1909void apply_scroll (object *op, object *tmp, int dir) 2032apply_scroll (object *op, object *tmp, int dir)
1910{ 2033{
1911 object *skop; 2034 object *skop;
1912 2035
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 {
1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1915 return; 2039 return;
1916 } 2040 }
1917 2041
1918 if (!tmp->inv || tmp->inv->type != SPELL) { 2042 if (!tmp->inv || tmp->inv->type != SPELL)
1919 new_draw_info (NDI_UNIQUE, 0, op, 2043 {
1920 "The scroll just doesn't make sense!"); 2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1921 return; 2045 return;
1922 } 2046 }
1923 2047
1924 if(op->type==PLAYER) { 2048 if (op->type == PLAYER)
2049 {
1925 /* players need a literacy skill to read stuff! */ 2050 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0; 2051 int exp_gain = 0;
1927 2052
1928 /* hard code literacy - tmp->skill points to where the exp 2053 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell. 2054 * should go for anything killed by the spell.
1930 */ 2055 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1932 2057
1933 if ( ! skop) { 2058 if (!skop)
1934 new_draw_info(NDI_UNIQUE, 0,op, 2059 {
1935 "You are unable to decipher the strange symbols."); 2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1936 return; 2061 return;
1937 } 2062 }
1938 2063
1939 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2064 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0); 2065 change_exp (op, exp_gain, skop->skill, 0);
1941 } 2066 }
1942 2067
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1944 identify(tmp); 2069 identify (tmp);
1945 2070
1946 new_draw_info_format(NDI_BLACK, 0, op, 2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1947 "The scroll of %s turns to dust.", tmp->inv->name);
1948 2072
1949 2073
1950 cast_spell(op,tmp,dir,tmp->inv, NULL); 2074 cast_spell (op, tmp, dir, tmp->inv, NULL);
1951 decrease_ob(tmp); 2075 decrease_ob (tmp);
1952} 2076}
1953 2077
1954/** 2078/**
1955 * Applies a treasure object - by default, chest. op 2079 * Applies a treasure object - by default, chest. op
1956 * is the person doing the applying, tmp is the treasure 2080 * is the person doing the applying, tmp is the treasure
1957 * chest. 2081 * chest.
1958 */ 2082 */
2083static void
1959static void apply_treasure (object *op, object *tmp) 2084apply_treasure (object *op, object *tmp)
1960{ 2085{
1961 object *treas; 2086 object *treas;
1962 tag_t tmp_tag = tmp->count, op_tag = op->count;
1963 2087
1964 2088
1965 /* Nice side effect of new treasure creation method is that the treasure 2089 /* Nice side effect of new treasure creation method is that the treasure
1966 * for the chest is done when the chest is created, and put into the chest 2090 * for the chest is done when the chest is created, and put into the chest
1967 * inventory. So that when the chest burns up, the items still exist. Also 2091 * inventory. So that when the chest burns up, the items still exist. Also
1968 * prevents people fromt moving chests to more difficult maps to get better 2092 * prevents people fromt moving chests to more difficult maps to get better
1969 * treasure 2093 * treasure
1970 */ 2094 */
1971 2095
1972 treas = tmp->inv; 2096 treas = tmp->inv;
1973 if(treas==NULL) { 2097 if (treas == NULL)
2098 {
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1975 decrease_ob(tmp);
1976 return;
1977 }
1978 while (tmp->inv) {
1979 treas = tmp->inv;
1980
1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas));
1984
1985 treas->x=op->x;
1986 treas->y=op->y;
1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1988
1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op);
1992 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed
1996 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998 break;
1999 }
2000
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002 decrease_ob (tmp); 2100 decrease_ob (tmp);
2101 return;
2102 }
2103 while (tmp->inv)
2104 {
2105 treas = tmp->inv;
2106
2107 treas->remove ();
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109
2110 treas->x = op->x;
2111 treas->y = op->y;
2112 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2113
2114 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2115 spring_trap (treas, op);
2116
2117 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed
2121 */
2122 if (op->destroyed () || tmp->destroyed ())
2123 break;
2124 }
2125
2126 if (!tmp->destroyed () && tmp->inv == NULL)
2127 decrease_ob (tmp);
2003 2128
2004} 2129}
2005 2130
2006/** 2131/**
2007 * op eats food. 2132 * op eats food.
2008 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2009 */ 2134 */
2135static void
2010static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2011{ 2137{
2012 int capacity_remaining; 2138 int capacity_remaining;
2013 2139
2014 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2015 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2016 else { 2142 else
2143 {
2017 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2018 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2145 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2019 ; 2146 ;
2020 else { 2147 else
2148 {
2021 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2023 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2024 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2025 else 2154 else
2026 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2027 } 2156 }
2028 2157
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2030 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2031 2161
2032 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2033 /* eating message for normal players*/ 2164 /* eating message for normal players */
2034 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2167 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 }
2036 else 2170 else
2037 sprintf(buf,"The %s tasted %s",tmp->name, 2171 {
2038 tmp->type==FLESH?"terrible!":"good.");
2039 }
2040 else {
2041 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2042 sprintf(buf,"The %s tasted terrible!",tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2043 } 2174 }
2044 2175
2045 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2046 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2050 else 2181 else
2051 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2052 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2054 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2055 op->stats.food = 999; 2186 op->stats.food = 999;
2056 } 2187 }
2057 2188
2058 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2060 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2061 } 2192 }
2062 } 2193 }
2063 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2064 decrease_ob(tmp); 2195 decrease_ob (tmp);
2065} 2196}
2066 2197
2067/** 2198/**
2068 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2069 * there is a chance for the dragon's skin to get improved. 2200 * there is a chance for the dragon's skin to get improved.
2072 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2073 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2074 * return: 2205 * return:
2075 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2076 */ 2207 */
2208int
2077int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2078 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2079 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2080 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2081 2214
2082 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2083 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2084 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2085 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2086 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2087 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2089 int i; /* index */ 2222 int i; /* index */
2090 2223
2091 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2092 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2093 return 0; 2226 return 0;
2094 2227
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */ 2229 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2098 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2100 skin = tmp; 2235 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2102 abil = tmp; 2237 abil = tmp;
2103 } 2238 }
2104 } 2239 }
2105 2240
2106 /* if either skin or ability are missing, this is an old player 2241 /* if either skin or ability are missing, this is an old player
2107 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2108 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2109 2244 return 0;
2245
2110 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2111 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2112 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2113 else 2249 else
2114 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2115 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2116 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2117 2253
2118 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2119 2255
2120 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2121 2257
2122 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2123 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2124 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2125 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2126 2264
2127 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2129 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 2269
2132 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2133 flesh is too rare */ 2271 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2135 2273
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2137 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2138 2276
2139 if (chance >= 0.) 2277 if (chance >= 0.)
2140 chance += 1.; 2278 chance += 1.;
2141 else 2279 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2143 2281
2144 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2146 2284
2147 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2150 2288
2151 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2153 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2154 winners++; 2293 winners++;
2155 } 2294 }
2156 2295
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2158 2297 totalchance *= 1 - chance / 100;
2298
2159 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2299 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2160 } 2300 }
2161 } 2301 }
2162 2302
2163 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2164 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2165 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2166 if (totalchance > 50.) 2306 if (totalchance > 50.)
2167 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2168 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2169 sprintf(buf, "The %s tasted very good.", meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2170 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2171 sprintf(buf, "The %s tasted good.", meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2172 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2173 sprintf(buf, "The %s tasted bland.", meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2174 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2175 sprintf(buf, "The %s had a boring taste.", meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2176 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2177 sprintf(buf, "The %s tasted strange.", meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2178 else 2318 else
2179 sprintf(buf, "The %s had no taste.", meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2180 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2181 2321
2182 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2183 i = -1; 2323 i = -1;
2184 if (winners>0) 2324 if (winners > 0)
2185 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2186 2326
2187 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2188 /* resistance increased! */ 2329 /* resistance increased! */
2189 skin->resist[i]++; 2330 skin->resist[i]++;
2190 fix_player(op); 2331 op->update_stats ();
2191 2332
2192 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2193 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2194 } 2335 }
2195 2336
2196 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2197 into the ability_force and it will take effect on next level */ 2338 into the ability_force and it will take effect on next level */
2198 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2199 && meal->last_eat != abil->last_eat) { 2340 {
2200 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2201 2342
2202 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2203 sprintf(buf, "Your metabolism prepares to focus on %s!", 2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2204 change_resist_msg[meal->last_eat]);
2205 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2207 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2208 } 2349 }
2209 else { 2350 else
2351 {
2210 sprintf(buf, "Your metabolism will continue to focus on %s.", 2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2211 change_resist_msg[meal->last_eat]);
2212 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0; 2354 abil->last_eat = 0;
2214 } 2355 }
2215 } 2356 }
2216 return 1; 2357 return 1;
2217}
2218
2219static void apply_savebed (object *pl)
2220{
2221#ifndef COZY_SERVER
2222 if(!pl->contr->name_changed||!pl->stats.exp) {
2223 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2224 return;
2225 }
2226#endif
2227 /* Need to call terminate_all_pets() before we remove the player ob */
2228 terminate_all_pets(pl);
2229 remove_ob(pl);
2230 pl->direction=0;
2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2232 "%s leaves the game.",pl->name);
2233
2234 /* update respawn position */
2235 strcpy(pl->contr->savebed_map, pl->map->path);
2236 pl->contr->bed_x = pl->x;
2237 pl->contr->bed_y = pl->y;
2238
2239 strcpy(pl->contr->killer,"left");
2240 check_score(pl); /* Always check score */
2241 (void)save_player(pl,0);
2242 pl->map->players--;
2243#if MAP_MAXTIMEOUT
2244 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2245#endif
2246 play_again(pl);
2247 pl->speed = 0;
2248 update_ob_speed(pl);
2249} 2358}
2250 2359
2251/** 2360/**
2252 * Handles applying an improve armor scroll. 2361 * Handles applying an improve armor scroll.
2253 * Does some sanity checks, then calls improve_armour. 2362 * Does some sanity checks, then calls improve_armour.
2254 */ 2363 */
2364static void
2255static void apply_armour_improver (object *op, object *tmp) 2365apply_armour_improver (object *op, object *tmp)
2256{ 2366{
2257 object *armor; 2367 object *armor;
2258 2368
2259 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2370 {
2260 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2261 return;
2262 }
2263 armor=find_marked_object(op);
2264 if ( ! armor) {
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266 return; 2372 return;
2267 } 2373 }
2374
2375 armor = find_marked_object (op);
2376
2377 if (!armor)
2378 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2380 return;
2381 }
2382
2268 if (armor->type != ARMOUR 2383 if (armor->type != ARMOUR
2269 && armor->type != CLOAK 2384 && armor->type != CLOAK
2270 && armor->type != BOOTS && armor->type != GLOVES 2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET)
2273 { 2386 {
2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2275 return; 2388 return;
2276 } 2389 }
2277 2390
2278 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2279 improve_armour(op,tmp,armor); 2392 improve_armour (op, tmp, armor);
2280} 2393}
2281 2394
2282 2395extern void
2283extern void apply_poison (object *op, object *tmp) 2396apply_poison (object *op, object *tmp)
2284{ 2397{
2285 if (op->type == PLAYER) { 2398 if (op->type == PLAYER)
2399 {
2286 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2287 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2288 strcpy(op->contr->killer,"poisonous booze"); 2402 strcpy (op->contr->killer, "poisonous booze");
2289 } 2403 }
2290 if (tmp->stats.hp > 0) { 2404 if (tmp->stats.hp > 0)
2405 {
2291 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2406 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2292 tmp->stats.hp);
2293 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2294 } 2408 }
2295 op->stats.food-=op->stats.food/4; 2409 op->stats.food -= op->stats.food / 4;
2296 handle_apply_yield(tmp); 2410 handle_apply_yield (tmp);
2297 decrease_ob(tmp); 2411 decrease_ob (tmp);
2298} 2412}
2299 2413
2300/** 2414/**
2301 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2302 * A valid 2 way exit means: 2416 * A valid 2 way exit means:
2303 * -You can come back (there is another exit at the other side) 2417 * -You can come back (there is another exit at the other side)
2304 * -You are 2418 * -You are
2305 * ° the owner of the exit 2419 * ° the owner of the exit
2306 * ° or in the same party as the owner 2420 * ° or in the same party as the owner
2307 * 2421 *
2308 * Note: a owner in a 2 way exit is saved as the owner's name 2422 * Note: a owner in a 2 way exit is saved as the owner's name
2309 * in the field exit->name cause the field exit->owner doesn't 2423 * in the field exit->name cause the field exit->owner doesn't
2310 * survive in the swapping (in fact the whole exit doesn't survive). 2424 * survive in the swapping (in fact the whole exit doesn't survive).
2311 */ 2425 */
2426int
2312int is_legal_2ways_exit (object* op, object *exit) 2427is_legal_2ways_exit (object *op, object *exit)
2313 { 2428{
2314 object * tmp; 2429 object *tmp;
2315 object * exit_owner; 2430 object *exit_owner;
2316 player * pp; 2431 player *pp;
2317 mapstruct * exitmap; 2432 maptile *exitmap;
2318 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2433
2319 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2434 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */
2320 /* To know if an exit has a correspondant, we look at 2438 /* To know if an exit has a correspondant, we look at
2321 * all the exits in destination and try to find one with same path as 2439 * all the exits in destination and try to find one with same path as
2322 * the current exit's position */ 2440 * the current exit's position */
2323 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2324 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2325 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2326 if (exitmap) 2445 if (exitmap)
2327 { 2446 {
2328 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2329 if (!tmp) return 0; 2448 if (!tmp)
2449 return 0;
2330 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2331 { 2451 {
2332 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2452 if (tmp->type != EXIT)
2333 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2453 continue; /*Not an exit */
2334 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2454 if (!EXIT_PATH (tmp))
2335 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2455 continue; /*Not a valid exit */
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2459 continue; /*Not in the same map */
2336 2460
2337 /* From here we have found the exit is valid. However we do 2461 /* From here we have found the exit is valid. However we do
2338 * here the check of the exit owner. It is important for the 2462 * here the check of the exit owner. It is important for the
2339 * town portals to prevent strangers from visiting your appartments 2463 * town portals to prevent strangers from visiting your appartments
2340 */ 2464 */
2465 if (!exit->race)
2341 if (!exit->race) return 1; /*No owner, free for all!*/ 2466 return 1; /*No owner, free for all! */
2342 exit_owner=NULL; 2467 exit_owner = NULL;
2343 for (pp=first_player;pp;pp=pp->next) 2468 for (pp = first_player; pp; pp = pp->next)
2344 { 2469 {
2345 if (!pp->ob) continue; 2470 if (!pp->ob)
2471 continue;
2346 if (pp->ob->name!=exit->race) continue; 2472 if (pp->ob->name != exit->race)
2473 continue;
2347 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2348 break; 2475 break;
2349 } 2476 }
2350 if (!exit_owner) return 0; /* No more owner*/ 2477 if (!exit_owner)
2351 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2478 return 0; /* No more owner */
2479 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */
2352 if ( exit_owner && /*There is a owner*/ 2481 if (exit_owner && /*There is a owner */
2353 (op->contr) && /*A player tries to pass */ 2482 (op->contr) && /*A player tries to pass */
2354 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2355 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2484 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2356 return 0; 2485 return 0;
2357 return 1; 2486 return 1;
2358 } 2487 }
2359 } 2488 }
2360 return 0; 2489 return 0;
2361 } 2490}
2362 2491
2363 2492
2364/** 2493/**
2365 * Main apply handler. 2494 * Main apply handler.
2366 * 2495 *
2376 * 2505 *
2377 * aflag is special (always apply/unapply) flags. Nothing is done with 2506 * aflag is special (always apply/unapply) flags. Nothing is done with
2378 * them in this function - they are passed to apply_special 2507 * them in this function - they are passed to apply_special
2379 */ 2508 */
2380 2509
2510int
2381int manual_apply (object *op, object *tmp, int aflag) 2511manual_apply (object *op, object *tmp, int aflag)
2382{ 2512{
2383 if (tmp->head) tmp=tmp->head; 2513 if (tmp->head)
2514 tmp = tmp->head;
2384 2515
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 {
2386 if (op->type == PLAYER) { 2518 if (op->type == PLAYER)
2519 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2521 return 1;
2522 }
2523 else
2524 return 0; /* monsters just skip unpaid items */
2525 }
2526
2527 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2528 return RESULT_INT (0);
2529
2530 switch (tmp->type)
2531 {
2532 case CF_HANDLE:
2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2535 tmp->value = tmp->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value);
2537 update_object (tmp, UP_OBJ_FACE);
2538 push_button (tmp);
2539 return 1;
2540
2541 case TRIGGER:
2542 if (check_trigger (tmp, op))
2543 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 }
2547 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 }
2551 return 1;
2552
2553 case EXIT:
2554 if (op->type != PLAYER)
2555 return 0;
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 {
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else
2561 {
2562 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2565 enter_exit (op, tmp);
2566 }
2567 return 1;
2568
2569 case SIGN:
2570 apply_sign (op, tmp, 0);
2571 return 1;
2572
2573 case BOOK:
2574 if (op->type == PLAYER)
2575 {
2576 apply_book (op, tmp);
2388 return 1; 2577 return 1;
2389 } else {
2390 return 0; /* monsters just skip unpaid items */
2391 } 2578 }
2392 } 2579 else
2580 {
2581 return 0;
2582 }
2393 2583
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2584 case SKILLSCROLL:
2395 return RESULT_INT (0); 2585 if (op->type == PLAYER)
2396 2586 {
2397 switch (tmp->type) { 2587 apply_skillscroll (op, tmp);
2398
2399 case CF_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402 tmp->value=tmp->value?0:1;
2403 SET_ANIMATION(tmp, tmp->value);
2404 update_object(tmp,UP_OBJ_FACE);
2405 push_button(tmp);
2406 return 1; 2588 return 1;
2407
2408 case TRIGGER:
2409 if (check_trigger (tmp, op)) {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412 } else {
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414 } 2589 }
2590 return 0;
2591
2592 case SPELLBOOK:
2593 if (op->type == PLAYER)
2594 {
2595 apply_spellbook (op, tmp);
2415 return 1; 2596 return 1;
2416
2417 case EXIT:
2418 if (op->type != PLAYER)
2419 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2422 query_name(tmp));
2423 } else {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2426 strncmp(EXIT_PATH(tmp), "/random/", 8))
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428 enter_exit(op,tmp);
2429 } 2597 }
2598 return 0;
2599
2600 case SCROLL:
2601 apply_scroll (op, tmp, 0);
2602 return 1;
2603
2604 case POTION:
2605 (void) apply_potion (op, tmp);
2606 return 1;
2607
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */
2609 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env);
2614 return 1;
2615
2616 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp);
2621 return 1;
2622
2623 case TREASURE:
2624 if (op->type == PLAYER)
2625 {
2626 apply_treasure (op, tmp);
2430 return 1; 2627 return 1;
2628 }
2629 else
2630 {
2631 return 0;
2632 }
2431 2633
2634 case WEAPON:
2635 case ARMOUR:
2636 case BOOTS:
2637 case GLOVES:
2638 case AMULET:
2639 case GIRDLE:
2640 case BRACERS:
2641 case SHIELD:
2642 case HELMET:
2432 case SIGN: 2643 case RING:
2644 case CLOAK:
2645 case WAND:
2646 case ROD:
2647 case HORN:
2648 case SKILL:
2649 case BOW:
2650 case LAMP:
2651 case BUILDER:
2652 case SKILL_TOOL:
2653 if (tmp->env != op)
2654 return 2; /* not in inventory */
2655 (void) apply_special (op, tmp, aflag);
2656 return 1;
2657
2658 case DRINK:
2659 case FOOD:
2660 case FLESH:
2661 apply_food (op, tmp);
2662 return 1;
2663
2664 case POISON:
2433 apply_sign (op, tmp, 0); 2665 apply_poison (op, tmp);
2666 return 1;
2667
2668 case SAVEBED:
2669 return 1;
2670
2671 case ARMOUR_IMPROVER:
2672 if (op->type == PLAYER)
2673 {
2674 apply_armour_improver (op, tmp);
2434 return 1; 2675 return 1;
2435
2436 case BOOK:
2437 if (op->type == PLAYER) {
2438 apply_book (op, tmp);
2439 return 1;
2440 } else {
2441 return 0;
2442 } 2676 }
2677 else
2678 return 0;
2443 2679
2444 case SKILLSCROLL: 2680 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp);
2682 return 1;
2683
2684 case CLOCK:
2445 if (op->type == PLAYER) { 2685 if (op->type == PLAYER)
2446 apply_skillscroll (op, tmp); 2686 {
2687 char buf[MAX_BUF];
2688 timeofday_t tod;
2689
2690 get_tod (&tod);
2691 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf);
2447 return 1; 2696 return 1;
2448 } 2697 }
2698 else
2699 {
2449 return 0; 2700 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER) {
2453 apply_spellbook (op, tmp);
2454 return 1;
2455 } 2701 }
2702
2703 case MENU:
2704 if (op->type == PLAYER)
2705 {
2706 shop_listing (op);
2707 return 1;
2708 }
2709 else
2710 {
2456 return 0; 2711 return 0;
2712 }
2457 2713
2458 case SCROLL: 2714 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1;
2717
2718 case LIGHTER: /* for lighting torches/lanterns/etc */
2719 if (op->type == PLAYER)
2720 {
2459 apply_scroll (op, tmp, 0); 2721 apply_lighter (op, tmp);
2460 return 1; 2722 return 1;
2461
2462 case POTION:
2463 (void) apply_potion(op, tmp);
2464 return 1;
2465
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */
2467 case CLOSE_CON:
2468 if (op->type==PLAYER)
2469 (void) esrv_apply_container (op, tmp->env);
2470 else
2471 (void) apply_container (op, tmp->env);
2472 return 1;
2473
2474 case CONTAINER:
2475 if (op->type==PLAYER)
2476 (void) esrv_apply_container (op, tmp);
2477 else
2478 (void) apply_container (op, tmp);
2479 return 1;
2480
2481 case TREASURE:
2482 if (op->type == PLAYER) {
2483 apply_treasure (op, tmp);
2484 return 1;
2485 } else {
2486 return 0;
2487 } 2723 }
2488
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag);
2511 return 1;
2512
2513 case DRINK:
2514 case FOOD:
2515 case FLESH:
2516 apply_food (op, tmp);
2517 return 1;
2518
2519 case POISON:
2520 apply_poison (op, tmp);
2521 return 1;
2522
2523 case SAVEBED:
2524 if (op->type == PLAYER) {
2525 apply_savebed (op);
2526 return 1;
2527 } else { 2724 else
2528 return 0;
2529 } 2725 {
2530
2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER) {
2545 char buf[MAX_BUF];
2546 timeofday_t tod;
2547
2548 get_tod(&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf);
2555 return 1;
2556 } else {
2557 return 0;
2558 }
2559
2560 case MENU:
2561 if (op->type == PLAYER) {
2562 shop_listing (op);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */
2570 return 1;
2571
2572 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) {
2574 apply_lighter(op,tmp);
2575 return 1;
2576 } else {
2577 return 0;
2578 }
2579
2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp );
2582 return 1;
2583
2584 default:
2585 return 0; 2726 return 0;
2727 }
2728
2729 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp);
2731 return 1;
2732
2733 default:
2734 return 0;
2586 } 2735 }
2587} 2736}
2588 2737
2589 2738
2590/* quiet suppresses the "don't know how to apply" and "you must get it first" 2739/* quiet suppresses the "don't know how to apply" and "you must get it first"
2591 * messages as needed by player_apply_below(). But there can still be 2740 * messages as needed by player_apply_below(). But there can still be
2592 * "but you are floating high above the ground" messages. 2741 * "but you are floating high above the ground" messages.
2593 * 2742 *
2594 * Same return value as apply() function. 2743 * Same return value as apply() function.
2595 */ 2744 */
2745int
2596int player_apply (object *pl, object *op, int aflag, int quiet) 2746player_apply (object *pl, object *op, int aflag, int quiet)
2597{ 2747{
2598 int tmp; 2748 int tmp;
2599 2749
2600 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2751 {
2601 /* player is flying and applying object not in inventory */ 2752 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 {
2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2604 "above the ground!");
2605 return 0; 2756 return 0;
2606 } 2757 }
2607 } 2758 }
2608 2759
2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610 * applied. 2761 * applied.
2611 */ 2762 */
2612 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2613 { 2764 {
2614 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2615 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2616 "of smoke!");
2617 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2618 remove_ob (op); 2768 op->destroy ();
2619 free_object (op);
2620 return 1; 2769 return 1;
2621 } 2770 }
2622 2771
2623 pl->contr->last_used = op; 2772 pl->contr->last_used = op;
2624 pl->contr->last_used_id = op->count;
2625 2773
2626 tmp = manual_apply (pl, op, aflag); 2774 tmp = manual_apply (pl, op, aflag);
2627 if ( ! quiet) { 2775 if (!quiet)
2776 {
2628 if (tmp == 0) 2777 if (tmp == 0)
2629 new_draw_info_format (NDI_UNIQUE, 0, pl, 2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2630 "I don't know how to apply the %s.",
2631 query_name (op));
2632 else if (tmp == 2) 2779 else if (tmp == 2)
2633 new_draw_info_format (NDI_UNIQUE, 0, pl, 2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2634 "You must get it first!\n");
2635 } 2781 }
2636 return tmp; 2782 return tmp;
2637} 2783}
2638 2784
2639/** 2785/**
2640 * player_apply_below attempts to apply the object 'below' the player. 2786 * player_apply_below attempts to apply the object 'below' the player.
2641 * If the player has an open container, we use that for below, otherwise 2787 * If the player has an open container, we use that for below, otherwise
2642 * we use the ground. 2788 * we use the ground.
2643 */ 2789 */
2644 2790
2791void
2645void player_apply_below (object *pl) 2792player_apply_below (object *pl)
2646{ 2793{
2647 object *tmp, *next; 2794 object *tmp, *next;
2648 int floors; 2795 int floors;
2649 2796
2650 /* If using a container, set the starting item to be the top 2797 /* If using a container, set the starting item to be the top
2651 * item in the container. Otherwise, use the map. 2798 * item in the container. Otherwise, use the map.
2652 */ 2799 */
2653 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654 2801
2655 /* This is perhaps more complicated. However, I want to make sure that 2802 /* This is perhaps more complicated. However, I want to make sure that
2656 * we don't use a corrupt pointer for the next object, so we get the 2803 * we don't use a corrupt pointer for the next object, so we get the
2657 * next object in the stack before applying. This is can only be a 2804 * next object in the stack before applying. This is can only be a
2658 * problem if player_apply() has a bug in that it uses the object but does 2805 * problem if player_apply() has a bug in that it uses the object but does
2659 * not return a proper value. 2806 * not return a proper value.
2660 */ 2807 */
2661 for (floors = 0; tmp!=NULL; tmp=next) { 2808 for (floors = 0; tmp != NULL; tmp = next)
2809 {
2662 next = tmp->below; 2810 next = tmp->below;
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++; 2812 floors++;
2665 else if (floors > 0) 2813 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */ 2814 return; /* process only floor objects after first floor object */
2667 2815
2668 /* If it is visible, player can apply it. If it is applied by 2816 /* If it is visible, player can apply it. If it is applied by
2669 * person moving on it, also activate. Added code to make it 2817 * person moving on it, also activate. Added code to make it
2670 * so that at least one of players movement types be that which 2818 * so that at least one of players movement types be that which
2671 * the item needs. 2819 * the item needs.
2672 */ 2820 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2821 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2822 {
2674 if (player_apply (pl, tmp, 0, 1) == 1) 2823 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return; 2824 return;
2676 } 2825 }
2677 if (floors >= 2) 2826 if (floors >= 2)
2678 return; /* process at most two floor objects */ 2827 return; /* process at most two floor objects */
2679 } 2828 }
2680} 2829}
2681 2830
2682/** 2831/**
2683 * Unapplies specified item. 2832 * Unapplies specified item.
2684 * No check done on cursed/damned. 2833 * No check done on cursed/damned.
2685 * Break this out of apply_special - this is just done 2834 * Break this out of apply_special - this is just done
2686 * to keep the size of apply_special to a more managable size. 2835 * to keep the size of apply_special to a more managable size.
2687 */ 2836 */
2837static int
2688static int unapply_special (object *who, object *op, int aflags) 2838unapply_special (object *who, object *op, int aflags)
2689{ 2839{
2690 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2691 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692 return RESULT_INT (0); 2841 return RESULT_INT (0);
2693 2842
2694 object *tmp2; 2843 object *tmp2;
2695 2844
2696 CLEAR_FLAG(op, FLAG_APPLIED); 2845 CLEAR_FLAG (op, FLAG_APPLIED);
2697 switch(op->type) { 2846 switch (op->type)
2847 {
2698 case WEAPON: 2848 case WEAPON:
2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2700 2850
2701 (void) change_abil (who,op); 2851 (void) change_abil (who, op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2853 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2704 clear_skill(who); 2854 clear_skill (who);
2705 break; 2855 break;
2706 2856
2707 case SKILL: /* allows objects to impart skills */ 2857 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL: 2858 case SKILL_TOOL:
2709 if (op != who->chosen_skill) { 2859 if (op != who->chosen_skill)
2860 {
2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2862 }
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 }
2875 }
2876 (void) change_abil (who, op);
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break;
2880
2881 case ARMOUR:
2882 case HELMET:
2883 case SHIELD:
2884 case RING:
2885 case BOOTS:
2886 case GLOVES:
2887 case AMULET:
2888 case GIRDLE:
2889 case BRACERS:
2890 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2892 (void) change_abil (who, op);
2893 break;
2894 case LAMP:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2896 tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x;
2898 tmp2->y = op->y;
2899 tmp2->map = op->map;
2900 tmp2->below = op->below;
2901 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907
2908 if (who->type == PLAYER)
2909 esrv_del_item (who->contr, op->count);
2910
2911 op->destroy ();
2912 insert_ob_in_ob (tmp2, who);
2913 who->update_stats ();
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 {
2916 if (who->type == PLAYER)
2917 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 }
2921 }
2922 if (who->type == PLAYER)
2923 esrv_send_item (who, tmp2);
2924 return 1; /* otherwise, an attempt to drop causes problems */
2925 break;
2926 case BOW:
2927 case WAND:
2928 case ROD:
2929 case HORN:
2930 clear_skill (who);
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER)
2933 {
2934 who->contr->shoottype = range_none;
2935 }
2936 else
2937 {
2938 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 }
2943 break;
2944
2945 case BUILDER:
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break;
2950
2951 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break;
2954 }
2955
2956 who->update_stats ();
2957
2958 if (!(aflags & AP_NO_MERGE))
2959 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL);
2963 if (who->type == PLAYER)
2964 {
2965 if (tmp)
2966 { /* it was merged */
2967 esrv_del_item (who->contr, op->count);
2968 op = tmp;
2711 } 2969 }
2712 if (who->type==PLAYER) {
2713 if (who->contr->shoottype == range_skill)
2714 who->contr->shoottype = range_none;
2715 if ( ! op->invisible) {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You stop using the %s.", query_name(op));
2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.",
2721 op->skill);
2722 }
2723 }
2724 (void) change_abil (who, op);
2725 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break;
2728 2970
2729 case ARMOUR:
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740 (void) change_abil (who,op);
2741 break;
2742 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch);
2746 tmp2->x = op->x;
2747 tmp2->y = op->y;
2748 tmp2->map = op->map;
2749 tmp2->below = op->below;
2750 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count);
2757 remove_ob(op);
2758 free_object(op);
2759 insert_ob_in_ob(tmp2, who);
2760 fix_player(who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762 if (who->type == PLAYER) {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765 }
2766 }
2767 if(who->type==PLAYER)
2768 esrv_send_item(who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */
2770 break;
2771 case BOW:
2772 case WAND:
2773 case ROD:
2774 case HORN:
2775 clear_skill(who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777 if(who->type==PLAYER) {
2778 who->contr->shoottype = range_none;
2779 } else {
2780 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE);
2784 }
2785 break;
2786
2787 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL;
2791 break;
2792
2793 default:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2795 break;
2796 }
2797
2798 fix_player(who);
2799
2800 if ( ! (aflags & AP_NO_MERGE)) {
2801 object *tmp;
2802
2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) {
2806 if (tmp) { /* it was merged */
2807 esrv_del_item (who->contr, del_tag);
2808 op = tmp;
2809 }
2810 esrv_send_item (who, op); 2971 esrv_send_item (who, op);
2811 } 2972 }
2812 } 2973 }
2813 return 0; 2974 return 0;
2814} 2975}
2815 2976
2816/** 2977/**
2817 * Returns the object that is using location 'loc'. 2978 * Returns the object that is using location 'loc'.
2818 * Note that 'start' is the first object to start examing - we 2979 * Note that 'start' is the first object to start examing - we
2825 * loc is the index into the array we are looking for a match. 2986 * loc is the index into the array we are looking for a match.
2826 * don't return invisible objects unless they are skill objects 2987 * don't return invisible objects unless they are skill objects
2827 * invisible other objects that use 2988 * invisible other objects that use
2828 * up body locations can be used as restrictions. 2989 * up body locations can be used as restrictions.
2829 */ 2990 */
2991object *
2830object *get_item_from_body_location(object *start, int loc) 2992get_item_from_body_location (object *start, int loc)
2831{ 2993{
2832 object *tmp; 2994 object *tmp;
2833 2995
2834 if (!start) return NULL; 2996 if (!start)
2835
2836 for (tmp=start; tmp; tmp=tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2839
2840 return NULL; 2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp;
3002
3003 return NULL;
2841} 3004}
2842 3005
2843 3006
2844 3007
2845/** 3008/**
2851 * Returns 0 on success, returns 1 if there is some problem. 3014 * Returns 0 on success, returns 1 if there is some problem.
2852 * if aflags is AP_PRINT, we instead print out waht to unapply 3015 * if aflags is AP_PRINT, we instead print out waht to unapply
2853 * instead of doing it. This is a lot less code than having 3016 * instead of doing it. This is a lot less code than having
2854 * another function that does just that. 3017 * another function that does just that.
2855 */ 3018 */
3019int
2856int unapply_for_ob(object *who, object *op, int aflags) 3020unapply_for_ob (object *who, object *op, int aflags)
2857{ 3021{
2858 int i; 3022 int i;
2859 object *tmp=NULL, *last; 3023 object *tmp = NULL, *last;
2860 3024
2861 /* If we are applying a shield or weapon, unapply any equipped shield 3025 /* If we are applying a shield or weapon, unapply any equipped shield
2862 * or weapons first - only allowed to use one weapon/shield at a time. 3026 * or weapons first - only allowed to use one weapon/shield at a time.
2863 */ 3027 */
2864 if (op->type == WEAPON || op->type == SHIELD) { 3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) { 3030 for (tmp = who->inv; tmp; tmp = tmp->below)
3031 {
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3033 {
2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3034 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 {
2869 if (aflags & AP_PRINT) 3036 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2871 else 3038 else
2872 unapply_special(who, tmp, aflags); 3039 unapply_special (who, tmp, aflags);
2873 } 3040 }
2874 else { 3041 else
3042 {
2875 /* In this case, we want to try and remove a cursed item. 3043 /* In this case, we want to try and remove a cursed item.
2876 * While we know it won't work, we want unapply_special to 3044 * While we know it won't work, we want unapply_special to
2877 * at least generate the message. 3045 * at least generate the message.
2878 */ 3046 */
2879 new_draw_info_format(NDI_UNIQUE, 0, who, 3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2880 "No matter how hard you try, you just can't\nremove %s.",
2881 query_name(tmp));
2882 return 1; 3048 return 1;
2883 } 3049 }
2884 3050
2885 } 3051 }
2886 } 3052 }
2887 } 3053 }
2888 3054
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 {
2890 /* this used up a slot that we need to free */ 3057 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) { 3058 if (op->body_info[i])
3059 {
2892 last = who->inv; 3060 last = who->inv;
2893 3061
2894 /* We do a while loop - may need to remove several items in order 3062 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots. 3063 * to free up enough slots.
2896 */ 3064 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) { 3065 while ((who->body_used[i] + op->body_info[i]) < 0)
3066 {
2898 tmp = get_item_from_body_location(last, i); 3067 tmp = get_item_from_body_location (last, i);
2899 if (!tmp) { 3068 if (!tmp)
3069 {
2900#if 0 3070#if 0
2901 /* Not a bug - we'll get this if the player has cursed items 3071 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped. 3072 * equipped.
2903 */ 3073 */
2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2905 i, body_locations[i].save_name, who->name);
2906#endif 3075#endif
2907 return 1; 3076 return 1;
2908 } 3077 }
2909 /* If we are just printing, we don't care about cursed status */ 3078 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3079 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3080 {
2912 if (aflags & AP_PRINT) 3081 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2914 else 3083 else
2915 unapply_special(who, tmp, aflags); 3084 unapply_special (who, tmp, aflags);
2916 } 3085 }
2917 else { 3086 else
3087 {
2918 /* Cursed item that we can't unequip - tell the player. 3088 /* Cursed item that we can't unequip - tell the player.
2919 * Note this could be annoying if this is just one of a few, 3089 * Note this could be annoying if this is just one of a few,
2920 * so it may not be critical (eg, putting on a ring and you have 3090 * so it may not be critical (eg, putting on a ring and you have
2921 * one cursed ring.) 3091 * one cursed ring.)
2922 */ 3092 */
2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2924 } 3094 }
2925 last = tmp->below; 3095 last = tmp->below;
2926 } 3096 }
2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2928 * return in the !tmp would have kicked in. 3098 * return in the !tmp would have kicked in.
2929 */ 3099 */
2930 } /* if op is using this body location */ 3100 } /* if op is using this body location */
2931 } /* for body lcoations */ 3101 } /* for body lcoations */
2932 return 0; 3102 return 0;
2933} 3103}
2934 3104
2935/** 3105/**
2936 * Checks to see if 'who' can apply object 'op'. 3106 * Checks to see if 'who' can apply object 'op'.
2937 * Returns 0 if apply can be done without anything special. 3107 * Returns 0 if apply can be done without anything special.
2941 * is set, do we really are what the other flags may be?) 3111 * is set, do we really are what the other flags may be?)
2942 * 3112 *
2943 * See include/define.h for detailed description of the meaning of 3113 * See include/define.h for detailed description of the meaning of
2944 * these return values. 3114 * these return values.
2945 */ 3115 */
3116int
2946int can_apply_object(object *who, object *op) 3117can_apply_object (object *who, object *op)
2947{ 3118{
2948 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2949 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950 return RESULT_INT (0); 3120 return RESULT_INT (0);
2951 3121
2952 int i, retval=0; 3122 int i, retval = 0;
2953 object *tmp=NULL, *ws=NULL; 3123 object *tmp = NULL, *ws = NULL;
2954 3124
2955 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2956 * 2 weapons, but we don't want to let them do that. So if they are 3126 * 2 weapons, but we don't want to let them do that. So if they are
2957 * trying to equip a weapon or shield, see if they already have one 3127 * trying to equip a weapon or shield, see if they already have one
2958 * in place and store that way. 3128 * in place and store that way.
2959 */ 3129 */
2960 if (op->type == WEAPON || op->type == SHIELD) { 3130 if (op->type == WEAPON || op->type == SHIELD)
3131 {
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3133 {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3135 {
2963 retval = CAN_APPLY_UNAPPLY; 3136 retval = CAN_APPLY_UNAPPLY;
2964 ws = tmp; 3137 ws = tmp;
2965 } 3138 }
2966 } 3139 }
2967 } 3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
2968 3146 {
2969
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2971 if (op->body_info[i]) {
2972 /* Item uses more slots than we have */ 3147 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) { 3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
2974 /* Could return now for efficiently - rest of info below isn' 3150 /* Could return now for efficiently - rest of info below isn'
2975 * really needed. 3151 * really needed.
2976 */ 3152 */
2977 retval |= CAN_APPLY_NEVER; 3153 retval |= CAN_APPLY_NEVER;
3154 }
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3155 else if ((who->body_used[i] + op->body_info[i]) < 0)
3156 {
2979 /* in this case, equipping this would use more free spots than 3157 /* in this case, equipping this would use more free spots than
2980 * we have. 3158 * we have.
2981 */ 3159 */
2982 object *tmp1; 3160 object *tmp1;
2983 3161
2984 3162
2985 /* if we have an applied weapon/shield, and unapply it would free 3163 /* if we have an applied weapon/shield, and unapply it would free
2986 * enough slots to equip the new item, then just set this can 3164 * enough slots to equip the new item, then just set this can
2987 * continue. We don't care about the logic below - if you have 3165 * continue. We don't care about the logic below - if you have
2988 * shield equipped and try to equip another shield, there is only 3166 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations 3167 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied 3168 * does take into the account cases where what is being applied
2991 * may be two handed for example. 3169 * may be two handed for example.
2992 */ 3170 */
2993 if (ws) { 3171 if (ws)
3172 {
2994 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 {
2995 retval |= CAN_APPLY_UNAPPLY; 3175 retval |= CAN_APPLY_UNAPPLY;
2996 continue; 3176 continue;
2997 } 3177 }
2998 } 3178 }
2999 3179
3000 tmp1 = get_item_from_body_location(who->inv, i); 3180 tmp1 = get_item_from_body_location (who->inv, i);
3001 if (!tmp1) { 3181 if (!tmp1)
3182 {
3002#if 0 3183#if 0
3003 /* This is sort of an error, but happens a lot when old players 3184 /* This is sort of an error, but happens a lot when old players
3004 * join in with more stuff equipped than they are now allowed. 3185 * join in with more stuff equipped than they are now allowed.
3005 */ 3186 */
3006 LOG(llevError,"Can't find object using location %d on %s\n", 3187 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3007 i, who->name);
3008#endif 3188#endif
3009 retval |= CAN_APPLY_NEVER; 3189 retval |= CAN_APPLY_NEVER;
3190 }
3010 } else { 3191 else
3192 {
3011 /* need to unapply something. However, if this something 3193 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need 3194 * is different than we had found before, it means they need
3013 * to apply multiple objects 3195 * to apply multiple objects
3014 */ 3196 */
3015 retval |= CAN_APPLY_UNAPPLY; 3197 retval |= CAN_APPLY_UNAPPLY;
3198 if (!tmp)
3016 if (!tmp) tmp = tmp1; 3199 tmp = tmp1;
3017 else if (tmp != tmp1) { 3200 else if (tmp != tmp1)
3201 {
3018 retval |= CAN_APPLY_UNAPPLY_MULT; 3202 retval |= CAN_APPLY_UNAPPLY_MULT;
3019 } 3203 }
3020 /* This object isn't using up all the slots, so there must 3204 /* This object isn't using up all the slots, so there must
3021 * be another. If so, and it the new item doesn't need all 3205 * be another. If so, and it the new item doesn't need all
3022 * the slots, the player then has a choice. 3206 * the slots, the player then has a choice.
3023 */ 3207 */
3024 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3025 (FABS(op->body_info[i]) < who->body_info[i]))
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3209 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027 3210
3028 /* Does unequippint 'tmp1' free up enough slots for this to be 3211 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply. 3212 * equipped? If not, there must be something else to unapply.
3030 */ 3213 */
3031 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3032 retval |= CAN_APPLY_UNAPPLY_MULT; 3215 retval |= CAN_APPLY_UNAPPLY_MULT;
3033 3216
3034 } 3217 }
3035 } /* if not enough free slots */ 3218 } /* if not enough free slots */
3036 } /* if this object uses location i */ 3219 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */ 3220 } /* for i -> num_body_locations loop */
3038 3221
3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3222 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040 * really be controlled by use of body locations. We do have 3223 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters, 3224 * the weapon/shield checks, and the range checks for monsters,
3042 * because you can't control those just by body location - bows, shields, 3225 * because you can't control those just by body location - bows, shields,
3043 * and weapons all use the same slot. Similar for horn/rod/wand - they 3226 * and weapons all use the same slot. Similar for horn/rod/wand - they
3044 * all use the same location. 3227 * all use the same location.
3045 */ 3228 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION;
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION;
3233
3234
3235 if (who->type != PLAYER)
3236 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3047 retval |= CAN_APPLY_RESTRICTION; 3238 retval |= CAN_APPLY_RESTRICTION;
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3049 retval |= CAN_APPLY_RESTRICTION; 3240 retval |= CAN_APPLY_RESTRICTION;
3050
3051
3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3059 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION; 3244 retval |= CAN_APPLY_RESTRICTION;
3062 } 3245 }
3063 return retval; 3246 return retval;
3064} 3247}
3065 3248
3066 3249
3067 3250
3068/** 3251/**
3069 * who is the object using the object. It can be a monster. 3252 * who is the object using the object. It can be a monster.
3070 * op is the object they are using. op is an equipment type item, 3253 * op is the object they are using. op is an equipment type item,
3071 * eg, one which you put on and keep on for a while, and not something 3254 * eg, one which you put on and keep on for a while, and not something
3085 * 3268 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 * 3270 *
3088 * apply_special() doesn't check for unpaid items. 3271 * apply_special() doesn't check for unpaid items.
3089 */ 3272 */
3273int
3090int apply_special (object *who, object *op, int aflags) 3274apply_special (object *who, object *op, int aflags)
3091{ 3275{
3092 int basic_flag = aflags & AP_BASIC_FLAGS; 3276 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL; 3277 object *tmp, *tmp2, *skop = NULL;
3094 int i; 3278 int i;
3095 3279
3096 if(who==NULL) { 3280 if (who == NULL)
3281 {
3097 LOG(llevError,"apply_special() from object without environment.\n"); 3282 LOG (llevError, "apply_special() from object without environment.\n");
3098 return 1; 3283 return 1;
3099 } 3284 }
3100 3285
3101 if(op->env!=who) 3286 if (op->env != who)
3102 return 1; /* op is not in inventory */ 3287 return 1; /* op is not in inventory */
3103 3288
3104 /* trying to unequip op */ 3289 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3290 if (QUERY_FLAG (op, FLAG_APPLIED))
3291 {
3106 /* always apply, so no reason to unapply */ 3292 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0; 3293 if (basic_flag == AP_APPLY)
3294 return 0;
3108 3295
3109 if ( ! (aflags & AP_IGNORE_CURSE)
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3111 new_draw_info_format(NDI_UNIQUE, 0, who, 3297 {
3112 "No matter how hard you try, you just can't\nremove %s.", 3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3113 query_name(op)); 3299 return 1;
3300 }
3301 return unapply_special (who, op, aflags);
3302 }
3303
3304 if (basic_flag == AP_UNAPPLY)
3305 return 0;
3306
3307 i = can_apply_object (who, op);
3308
3309 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i)
3311 {
3312 if (i & CAN_APPLY_NEVER)
3313 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3315 return 1;
3316 }
3317 else if (i & CAN_APPLY_RESTRICTION)
3318 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3320 return 1;
3321 }
3322 if (who->type != PLAYER)
3323 {
3324 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags))
3114 return 1; 3326 return 1;
3115 } 3327 }
3116 return unapply_special(who, op, aflags); 3328 else
3117 }
3118
3119 if (basic_flag == AP_UNAPPLY) return 0;
3120
3121 i = can_apply_object(who, op);
3122
3123 /* Can't just apply this object. Lets see what not and what to do */
3124 if (i) {
3125 if (i & CAN_APPLY_NEVER) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3127 return 1;
3128 } else if (i & CAN_APPLY_RESTRICTION) {
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3130 return 1;
3131 } 3329 {
3132 if (who->type != PLAYER) {
3133 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1;
3135 } else {
3136 if (who->contr->unapply == unapply_never ||
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 {
3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3139 unapply_for_ob(who, op, AP_PRINT); 3333 unapply_for_ob (who, op, AP_PRINT);
3334 return 1;
3335 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags);
3339 if (i)
3140 return 1; 3340 return 1;
3141 } 3341 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3143 i = unapply_for_ob(who, op, aflags);
3144 if (i) return 1;
3145 } 3342 }
3146 }
3147 } 3343 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 {
3149 skop=find_skill_by_name(who, op->skill); 3346 skop = find_skill_by_name (who, op->skill);
3150 if (!skop) { 3347 if (!skop)
3348 {
3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1;
3351 }
3352 else
3353 {
3354 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated
3356 */
3357 change_skill (who, skop, 0);
3358 }
3359 }
3360
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 {
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3364 return 1;
3365 }
3366
3367
3368 /* Ok. We are now at the state where we can apply the new object.
3369 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object.
3371 */
3372
3373
3374 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1);
3376 else
3377 tmp = NULL;
3378
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0);
3381
3382 switch (op->type)
3383 {
3384 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat))
3386 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3389 if (tmp != NULL)
3390 (void) insert_ob_in_ob (tmp, who);
3152 return 1; 3391 return 1;
3153 } else {
3154 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated
3156 */
3157 change_skill(who, skop, 0);
3158 }
3159 }
3160
3161 if (who->type == PLAYER && op->item_power &&
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1;
3165 }
3166
3167
3168 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object.
3171 */
3172
3173
3174 if(op->nrof > 1)
3175 tmp = get_split_ob(op,op->nrof - 1);
3176 else
3177 tmp = NULL;
3178
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0);
3182
3183 switch(op->type) {
3184 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) {
3186 new_draw_info(NDI_UNIQUE, 0,who,
3187 "That weapon is too powerful for you to use.");
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189 if(tmp!=NULL)
3190 (void) insert_ob_in_ob(tmp,who);
3191 return 1;
3192 } 3392 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3395 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3396 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3397 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197 if(tmp!=NULL) 3398 if (tmp != NULL)
3198 (void) insert_ob_in_ob(tmp,who); 3399 (void) insert_ob_in_ob (tmp, who);
3199 return 1; 3400 return 1;
3200 } 3401 }
3201 SET_FLAG(op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3202 3403
3404 if (skop)
3203 if (skop) change_skill(who, skop, 1); 3405 change_skill (who, skop, 1);
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3205 SET_FLAG(who, FLAG_READY_WEAPON); 3407 SET_FLAG (who, FLAG_READY_WEAPON);
3206 3408
3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3208 3410
3209 (void) change_abil (who,op); 3411 (void) change_abil (who, op);
3210 break; 3412 break;
3211 3413
3212 case ARMOUR: 3414 case ARMOUR:
3213 case HELMET: 3415 case HELMET:
3214 case SHIELD: 3416 case SHIELD:
3215 case BOOTS: 3417 case BOOTS:
3216 case GLOVES: 3418 case GLOVES:
3217 case GIRDLE: 3419 case GIRDLE:
3218 case BRACERS: 3420 case BRACERS:
3219 case CLOAK: 3421 case CLOAK:
3220 case RING: 3422 case RING:
3221 case AMULET: 3423 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3224 (void) change_abil (who,op); 3426 (void) change_abil (who, op);
3225 break; 3427 break;
3226 case LAMP: 3428 case LAMP:
3227 if (op->stats.food < 1) { 3429 if (op->stats.food < 1)
3430 {
3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3229 " fuel!", op->name);
3230 return 1; 3432 return 1;
3231 } 3433 }
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch); 3435 tmp2 = arch_to_object (op->other_arch);
3235 tmp2->stats.food = op->stats.food; 3436 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED); 3437 SET_FLAG (tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3439 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who); 3440 insert_ob_in_ob (tmp2, who);
3240 3441
3241 /* Remove the old lantern */ 3442 /* Remove the old lantern */
3443 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count);
3445
3446 op->destroy ();
3447
3448 /* insert the portion that was split off */
3449 if (tmp != NULL)
3450 {
3451 (void) insert_ob_in_ob (tmp, who);
3242 if (who->type == PLAYER) 3452 if (who->type == PLAYER)
3243 esrv_del_item(who->contr, (tag_t)op->count);
3244 remove_ob(op);
3245 free_object(op);
3246
3247 /* insert the portion that was split off */
3248 if(tmp!=NULL) {
3249 (void) insert_ob_in_ob(tmp,who);
3250 if(who->type==PLAYER)
3251 esrv_send_item(who, tmp); 3453 esrv_send_item (who, tmp);
3252 } 3454 }
3253 fix_player(who); 3455 who->update_stats ();
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3255 if (who->type == PLAYER) { 3458 if (who->type == PLAYER)
3459 {
3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3258 } 3462 }
3259 } 3463 }
3260 if(who->type==PLAYER) 3464 if (who->type == PLAYER)
3261 esrv_send_item(who, tmp2); 3465 esrv_send_item (who, tmp2);
3262 return 0; 3466 return 0;
3263 break; 3467 break;
3264 3468
3265 /* this part is needed for skill-tools */ 3469 /* this part is needed for skill-tools */
3266 case SKILL: 3470 case SKILL:
3267 case SKILL_TOOL: 3471 case SKILL_TOOL:
3268 if (who->chosen_skill) { 3472 if (who->chosen_skill)
3473 {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1; 3475 return 1;
3271 } 3476 }
3272 if (who->type == PLAYER) { 3477 if (who->type == PLAYER)
3478 {
3273 who->contr->shoottype = range_skill; 3479 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op; 3480 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) { 3481 if (!op->invisible)
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 query_name (op));
3278 new_draw_info_format (NDI_UNIQUE, 0, who,
3279 "You can now use the skill: %s.",
3280 op->skill);
3281 } else {
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283 op->skill? op->skill:op->name);
3284 } 3482 {
3285 }
3286 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op);
3288 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL);
3290 break;
3291
3292 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) {
3294 new_draw_info(NDI_UNIQUE, 0, who,
3295 "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who);
3299 return 1;
3300 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who);
3306 return 1;
3307 }
3308 /*FALLTHROUGH*/
3309 case WAND:
3310 case ROD:
3311 case HORN:
3312 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 }
3486 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 }
3490 }
3491 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op);
3493 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL);
3495 break;
3316 3496
3497 case BOW:
3498 if (!check_weapon_power (who, op->last_eat))
3499 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3502 if (tmp != NULL)
3503 (void) insert_ob_in_ob (tmp, who);
3504 return 1;
3505 }
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL)
3510 (void) insert_ob_in_ob (tmp, who);
3511 return 1;
3512 }
3513 /*FALLTHROUGH*/ case WAND:
3514 case ROD:
3515 case HORN:
3516 /* check for skill, alter player status */
3517 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0);
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521
3317 if(who->type==PLAYER) { 3522 if (who->type == PLAYER)
3523 {
3318 if (op->type == BOW) { 3524 if (op->type == BOW)
3525 {
3319 (void)change_abil(who, op); 3526 (void) change_abil (who, op);
3320 new_draw_info_format (NDI_UNIQUE, 0, who, 3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3321 "You will now fire %s with %s.",
3322 op->race ? op->race : "nothing", query_name(op)); 3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3323 who->contr->shoottype = range_bow; 3529 who->contr->shoottype = range_bow;
3530 }
3324 } else { 3531 else
3532 {
3325 who->contr->shoottype = range_misc; 3533 who->contr->shoottype = range_misc;
3326 } 3534 }
3535 }
3327 } else { 3536 else
3537 {
3328 if (op->type == BOW) 3538 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW); 3539 SET_FLAG (who, FLAG_READY_BOW);
3330 else 3540 else
3331 SET_FLAG (who, FLAG_READY_RANGE); 3541 SET_FLAG (who, FLAG_READY_RANGE);
3332 } 3542 }
3333 break; 3543 break;
3334 3544
3335 case BUILDER: 3545 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] ) 3546 if (who->contr->ranges[range_builder])
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3547 unapply_special (who, who->contr->ranges[range_builder], 0);
3338 who->contr->shoottype = range_builder; 3548 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op; 3549 who->contr->ranges[range_builder] = op;
3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3341 break; 3551 break;
3342 3552
3343 default: 3553 default:
3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3345 } /* end of switch op->type */ 3555 } /* end of switch op->type */
3346 3556
3347 SET_FLAG(op, FLAG_APPLIED); 3557 SET_FLAG (op, FLAG_APPLIED);
3348 3558
3349 if(tmp!=NULL) 3559 if (tmp != NULL)
3350 tmp = insert_ob_in_ob(tmp,who); 3560 tmp = insert_ob_in_ob (tmp, who);
3351 3561
3352 fix_player(who); 3562 who->update_stats ();
3353 3563
3354 /* We exclude spell casting objects. The fire code will set the 3564 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point, 3565 * been applied flag when they are used - until that point,
3356 * you don't know anything about them. 3566 * you don't know anything about them.
3357 */ 3567 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED); 3569 SET_FLAG (op, FLAG_BEEN_APPLIED);
3361 3570
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3363 if (who->type == PLAYER) { 3573 if (who->type == PLAYER)
3574 {
3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3365 SET_FLAG(op,FLAG_KNOWN_CURSED); 3576 SET_FLAG (op, FLAG_KNOWN_CURSED);
3366 } 3577 }
3367 } 3578 }
3368 if(who->type==PLAYER) { 3579 if (who->type == PLAYER)
3580 {
3369 /* if multiple objects were applied, update both slots */ 3581 /* if multiple objects were applied, update both slots */
3370 if (tmp) 3582 if (tmp)
3371 esrv_send_item(who, tmp); 3583 esrv_send_item (who, tmp);
3372 esrv_send_item(who, op); 3584 esrv_send_item (who, op);
3373 } 3585 }
3374 return 0; 3586 return 0;
3375} 3587}
3376 3588
3377 3589
3590int
3378int monster_apply_special (object *who, object *op, int aflags) 3591monster_apply_special (object *who, object *op, int aflags)
3379{ 3592{
3380 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3381 return 1; 3594 return 1;
3382 return apply_special (who, op, aflags); 3595 return apply_special (who, op, aflags);
3383} 3596}
3384 3597
3385/** 3598/**
3386 * Map was just loaded, handle op's initialisation. 3599 * Map was just loaded, handle op's initialisation.
3387 * 3600 *
3388 * Generates shop floor's item, and treasures. 3601 * Generates shop floor's item, and treasures.
3389 */ 3602 */
3603int
3390int auto_apply (object *op) { 3604auto_apply (object *op)
3605{
3391 object *tmp = NULL, *tmp2; 3606 object *tmp = NULL, *tmp2;
3392 int i; 3607 int i;
3393 3608
3394 switch(op->type) { 3609 switch (op->type)
3610 {
3395 case SHOP_FLOOR: 3611 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0; 3612 if (!op->has_random_items ())
3613 return 0;
3614
3615 do
3397 do { 3616 {
3398 i=10; /* let's give it 10 tries */ 3617 i = 10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems, 3618 while ((tmp = generate_treasure (op->randomitems,
3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3619 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3401 if(tmp==NULL) 3620 if (tmp == NULL)
3402 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404 free_object(tmp);
3405 tmp = NULL;
3406 }
3407 } while(!tmp);
3408 tmp->x=op->x;
3409 tmp->y=op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3413 identify(tmp);
3414 break;
3415
3416 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3418 return 0; 3621 return 0;
3622 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3623 {
3624 tmp->destroy ();
3625 tmp = NULL;
3626 }
3627 }
3628 while (!tmp);
3629
3630 tmp->x = op->x;
3631 tmp->y = op->y;
3632 SET_FLAG (tmp, FLAG_UNPAID);
3633 insert_ob_in_map (tmp, op->map, NULL, 0);
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3635 identify (tmp);
3636 break;
3637
3638 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0;
3641
3419 while ((op->stats.hp--)>0) 3642 while ((op->stats.hp--) > 0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3421 op->stats.exp ? (int)op->stats.exp :
3422 op->map == NULL ? 14: op->map->difficulty,0); 3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3423 3645
3424 /* If we generated an object and put it in this object inventory, 3646 /* If we generated an object and put it in this object inventory,
3425 * move it to the parent object as the current object is about 3647 * move it to the parent object as the current object is about
3426 * to disappear. An example of this item is the random_* stuff 3648 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects. 3649 * that is put inside other objects.
3428 */ 3650 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) { 3651 for (tmp = op->inv; tmp; tmp = tmp2)
3652 {
3430 tmp2 = tmp->below; 3653 tmp2 = tmp->below;
3431 remove_ob(tmp); 3654 tmp->remove ();
3655
3656 if (op->env)
3432 if (op->env) insert_ob_in_ob(tmp, op->env); 3657 insert_ob_in_ob (tmp, op->env);
3433 else free_object(tmp); 3658 else
3659 tmp->destroy ();
3434 } 3660 }
3435 remove_ob(op); 3661
3436 free_object(op); 3662 op->destroy ();
3437 break; 3663 break;
3438 } 3664 }
3439 return tmp ? 1 : 0; 3665 return tmp ? 1 : 0;
3440} 3666}
3441 3667
3442/** 3668/**
3443 * fix_auto_apply goes through the entire map (only the first time 3669 * fix_auto_apply goes through the entire map (only the first time
3444 * when an original map is loaded) and performs special actions for 3670 * when an original map is loaded) and performs special actions for
3445 * certain objects (most initialization of chests and creation of 3671 * certain objects (most initialization of chests and creation of
3446 * treasures and stuff). Calls auto_apply if appropriate. 3672 * treasures and stuff). Calls auto_apply if appropriate.
3447 */ 3673 */
3448 3674void
3449void fix_auto_apply(mapstruct *m) { 3675fix_auto_apply (maptile *m)
3676{
3450 object *tmp,*above=NULL; 3677 object *tmp, *above = NULL;
3451 int x,y; 3678 int x, y;
3452 3679
3453 if(m==NULL) return; 3680 if (m == NULL)
3681 return;
3454 3682
3455 for(x=0;x<MAP_WIDTH(m);x++) 3683 for (x = 0; x < MAP_WIDTH (m); x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++) 3684 for (y = 0; y < MAP_HEIGHT (m); y++)
3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 {
3458 above=tmp->above; 3687 above = tmp->above;
3459 3688
3460 if (tmp->inv) { 3689 if (tmp->inv)
3690 {
3461 object *invtmp, *invnext; 3691 object *invtmp, *invnext;
3462 3692
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 {
3464 invnext = invtmp->below; 3695 invnext = invtmp->below;
3465 3696
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3467 auto_apply(invtmp); 3698 auto_apply (invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 {
3469 while ((invtmp->stats.hp--)>0) 3701 while ((invtmp->stats.hp--) > 0)
3470 create_treasure(invtmp->randomitems, invtmp, 0, 3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3471 m->difficulty,0); 3703
3472 invtmp->randomitems = NULL; 3704 invtmp->randomitems = NULL;
3473 }
3474 else if (invtmp && invtmp->arch &&
3475 invtmp->type!=TREASURE &&
3476 invtmp->type != SPELL &&
3477 invtmp->type != CLASS &&
3478 HAS_RANDOM_ITEMS(invtmp)) {
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create
3482 * treasure again for this object
3483 */
3484 invtmp->randomitems = NULL;
3485 }
3486 } 3705 }
3487 /* This is really temporary - the code at the bottom will 3706 else if (invtmp && invtmp->arch
3488 * also set randomitems to null. The problem is there are bunches 3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3489 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13
3492 * 3708 {
3493 * And if it's a spellbook, it's better to set randomitems to NULL too, 3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3494 * else you get two spells in the book ^_- 3710 /* Need to clear this so that we never try to create
3495 * Ryo 2004-08-16 3711 * treasure again for this object
3496 */ 3712 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL;
3501
3502 }
3503
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3505 auto_apply(tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3507 while ((tmp->stats.hp--)>0)
3508 create_treasure(tmp->randomitems, tmp, 0,
3509 m->difficulty,0);
3510 tmp->randomitems = NULL; 3713 invtmp->randomitems = NULL;
3511 }
3512 else if(tmp->type==TIMED_GATE) {
3513 object *head = tmp->head != NULL ? tmp->head : tmp;
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3515 tmp->speed = 0;
3516 update_ob_speed(tmp);
3517 } 3714 }
3518 } 3715 }
3519 /* This function can be called everytime a map is loaded, even when 3716 /* This is really temporary - the code at the bottom will
3520 * swapping back in. As such, we don't want to create the treasure 3717 * also set randomitems to null. The problem is there are bunches
3521 * over and ove again, so after we generate the treasure, blank out 3718 * of maps/players already out there with items that have spells
3522 * randomitems so if it is swapped in again, it won't make anything. 3719 * which haven't had the randomitems set to null yet.
3523 * This is a problem for the above objects, because they have counters 3720 * MSW 2004-05-13
3524 * which say how many times to make the treasure. 3721 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16
3525 */ 3725 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3727 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3528 HAS_RANDOM_ITEMS(tmp)) {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3530 m->difficulty,0);
3531 tmp->randomitems = NULL; 3728 tmp->randomitems = NULL;
3729
3730 }
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL;
3739 }
3740 else if (tmp->type == TIMED_GATE)
3741 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp;
3743
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0;
3747 update_ob_speed (tmp);
3532 } 3748 }
3533 } 3749 }
3750 /* This function can be called everytime a map is loaded, even when
3751 * swapping back in. As such, we don't want to create the treasure
3752 * over and ove again, so after we generate the treasure, blank out
3753 * randomitems so if it is swapped in again, it won't make anything.
3754 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure.
3756 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3762 tmp->randomitems = NULL;
3763 }
3764 }
3534 3765
3535 for(x=0;x<MAP_WIDTH(m);x++) 3766 for (x = 0; x < MAP_WIDTH (m); x++)
3536 for(y=0;y<MAP_HEIGHT(m);y++) 3767 for (y = 0; y < MAP_HEIGHT (m); y++)
3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3538 if (tmp->above &&
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above); 3770 check_trigger (tmp, tmp->above);
3541} 3771}
3542 3772
3543/** 3773/**
3544 * Handles player eating food that temporarily changes status (resistances, stats). 3774 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but 3775 * This used to call cast_change_attr(), but
3546 * that doesn't work with the new spell code. Since we know what 3776 * that doesn't work with the new spell code. Since we know what
3547 * the food changes, just grab a force and use that instead. 3777 * the food changes, just grab a force and use that instead.
3548 */ 3778 */
3549 3779
3780void
3550void eat_special_food(object *who, object *food) { 3781eat_special_food (object *who, object *food)
3782{
3551 object *force; 3783 object *force;
3552 int i, did_one=0; 3784 int i, did_one = 0;
3553 sint8 k; 3785 sint8 k;
3554 3786
3555 force = get_archetype(FORCE_NAME); 3787 force = get_archetype (FORCE_NAME);
3556 3788
3557 for (i=0; i < NUM_STATS; i++) { 3789 for (i = 0; i < NUM_STATS; i++)
3790 {
3558 k = get_attr_value(&food->stats, i); 3791 k = get_attr_value (&food->stats, i);
3559 if (k) { 3792 if (k)
3793 {
3560 set_attr_value(&force->stats, i, k); 3794 set_attr_value (&force->stats, i, k);
3561 did_one = 1; 3795 did_one = 1;
3562 } 3796 }
3563 } 3797 }
3564 3798
3565 /* check if we can protect the eater */ 3799 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) { 3800 for (i = 0; i < NROFATTACKS; i++)
3801 {
3567 if (food->resist[i]>0) { 3802 if (food->resist[i] > 0)
3803 {
3568 force->resist[i] = food->resist[i] / 2; 3804 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1; 3805 did_one = 1;
3570 } 3806 }
3571 } 3807 }
3808
3572 if (did_one) { 3809 if (did_one)
3810 {
3573 force->speed = 0.1; 3811 force->speed = 0.1;
3574 update_ob_speed(force); 3812 update_ob_speed (force);
3575 /* bigger morsel of food = longer effect time */ 3813 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5; 3814 force->duration = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED); 3815 SET_FLAG (force, FLAG_APPLIED);
3579 change_abil(who, force); 3816 change_abil (who, force);
3580 insert_ob_in_ob(force, who); 3817 insert_ob_in_ob (force, who);
3581 } else {
3582 free_object(force);
3583 } 3818 }
3819 else
3820 force->destroy ();
3584 3821
3585 /* check for hp, sp change */ 3822 /* check for hp, sp change */
3586 if(food->stats.hp!=0) { 3823 if (food->stats.hp != 0)
3824 {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) { 3825 if (QUERY_FLAG (food, FLAG_CURSED))
3826 {
3588 strcpy(who->contr->killer,food->name); 3827 strcpy (who->contr->killer, food->name);
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3828 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 }
3831 else
3832 {
3833 if (food->stats.hp > 0)
3834 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3835 else
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3591 } else {
3592 if(food->stats.hp>0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3594 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3596 who->stats.hp += food->stats.hp; 3837 who->stats.hp += food->stats.hp;
3597 } 3838 }
3598 } 3839 }
3599 if(food->stats.sp!=0) { 3840 if (food->stats.sp != 0)
3841 {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) { 3842 if (QUERY_FLAG (food, FLAG_CURSED))
3843 {
3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3844 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3602 who->stats.sp -= food->stats.sp; 3845 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0; 3846 if (who->stats.sp < 0)
3604 } else { 3847 who->stats.sp = 0;
3848 }
3849 else
3850 {
3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3851 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3606 who->stats.sp += food->stats.sp; 3852 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */ 3853 /* place limit on max sp from food? */
3608 } 3854 }
3609 } 3855 }
3610 fix_player(who); 3856 who->update_stats ();
3611} 3857}
3612
3613 3858
3614/** 3859/**
3615 * Designed primarily to light torches/lanterns/etc. 3860 * Designed primarily to light torches/lanterns/etc.
3616 * Also burns up burnable material too. First object in the inventory is 3861 * Also burns up burnable material too. First object in the inventory is
3617 * the selected object to "burn". -b.t. 3862 * the selected object to "burn". -b.t.
3618 */ 3863 */
3619 3864void
3620void apply_lighter(object *who, object *lighter) { 3865apply_lighter (object *who, object *lighter)
3866{
3621 object *item; 3867 object *item;
3622 int is_player_env=0; 3868 int is_player_env = 0;
3623 uint32 nrof;
3624 tag_t count;
3625 char item_name[MAX_BUF];
3626 3869
3627 item=find_marked_object(who); 3870 item = find_marked_object (who);
3628 if(item) { 3871 if (item)
3872 {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3873 if (lighter->last_eat && lighter->stats.food)
3874 { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise * 3875 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */ 3876 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) { 3877 if (lighter->nrof > 1)
3878 {
3633 object *oneLighter = get_object(); 3879 object *oneLighter = lighter->clone ();
3634 copy_object(lighter, oneLighter); 3880
3635 lighter->nrof -= 1; 3881 lighter->nrof -= 1;
3636 oneLighter->nrof = 1; 3882 oneLighter->nrof = 1;
3637 oneLighter->stats.food--; 3883 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter); 3884 esrv_send_item (who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who); 3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3640 esrv_send_item(who, oneLighter); 3886 esrv_send_item (who, oneLighter);
3887 }
3641 } else { 3888 else
3642 lighter->stats.food--; 3889 lighter->stats.food--;
3643 } 3890 }
3644 3891 else if (lighter->last_eat)
3645 } else if(lighter->last_eat) { /* no charges left in lighter */ 3892 { /* no charges left in lighter */
3646 new_draw_info_format(NDI_UNIQUE, 0,who, 3893 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name);
3649 return; 3894 return;
3650 } 3895 }
3896
3651 /* Perhaps we should split what we are trying to light on fire? 3897 /* Perhaps we should split what we are trying to light on fire?
3652 * I can't see many times when you would want to light multiple 3898 * I can't see many times when you would want to light multiple
3653 * objects at once. 3899 * objects at once.
3654 */ 3900 */
3655 nrof=item->nrof;
3656 count=item->count;
3657 /* If the item is destroyed, we don't have a valid pointer to the
3658 * name object, so make a copy so the message we print out makes
3659 * some sense.
3660 */
3661 strcpy(item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1;
3663 3901
3902 if (who == item->in_player ())
3903 is_player_env = 1;
3904
3664 save_throw_object(item,AT_FIRE,who); 3905 save_throw_object (item, AT_FIRE, who);
3665 /* Change to check count and not freed, since the object pointer 3906
3666 * may have gotten recycled 3907 if (item->destroyed ())
3667 */ 3908 {
3668 if ((nrof != item->nrof ) || (count != item->count)) { 3909 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3669 new_draw_info_format(NDI_UNIQUE, 0,who,
3670 "You light the %s with the %s.",item_name,lighter->name);
3671 /* Need to update the player so that the players glow radius 3910 /* Need to update the player so that the players glow radius
3672 * gets changed. 3911 * gets changed.
3673 */ 3912 */
3674 if (is_player_env) fix_player(who); 3913 if (is_player_env)
3914 who->update_stats ();
3915 }
3675 } else { 3916 else
3676 new_draw_info_format(NDI_UNIQUE, 0,who,
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3678 } 3918 }
3679 3919 else /* nothing to light */
3680 } else /* nothing to light */
3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3920 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3682 3921
3683} 3922}
3684 3923
3685/** 3924/**
3686 * op made some mistake with a scroll, this takes care of punishment. 3925 * op made some mistake with a scroll, this takes care of punishment.
3687 * scroll_failure()- hacked directly from spell_failure 3926 * scroll_failure()- hacked directly from spell_failure
3688 */ 3927 */
3928void
3689void scroll_failure(object *op, int failure, int power) 3929scroll_failure (object *op, int failure, int power)
3690{ 3930{
3691 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3931 if (abs (failure / 4) > power)
3932 power = abs (failure / 4); /* set minimum effect */
3692 3933
3693 if(failure<= -1&&failure > -15) {/* wonder */ 3934 if (failure <= -1 && failure > -15)
3935 { /* wonder */
3694 object *tmp; 3936 object *tmp;
3695 3937
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3697 tmp=get_archetype(SPELL_WONDER); 3939 tmp = get_archetype (SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp); 3940 cast_wonder (op, op, 0, tmp);
3699 free_object(tmp); 3941 tmp->destroy ();
3942 }
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3943 else if (failure <= -15 && failure > -35)
3944 { /* drain mana */
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0; 3947 if (op->stats.sp < 0)
3948 op->stats.sp = 0;
3949 }
3704 } else if (settings.spell_failure_effects == TRUE) { 3950 else if (settings.spell_failure_effects == TRUE)
3951 {
3705 if (failure <= -35&&failure > -60) { /* confusion */ 3952 if (failure <= -35 && failure > -60)
3953 { /* confusion */
3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3954 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3707 confuse_player(op,op,power); 3955 confuse_player (op, op, power);
3956 }
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3957 else if (failure <= -60 && failure > -70)
3958 { /* paralysis */
3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3959 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3710 "you!");
3711 paralyze_player(op,op,power); 3960 paralyze_player (op, op, power);
3961 }
3712 } else if (failure <= -70&&failure> -80) {/* blind */ 3962 else if (failure <= -70 && failure > -80)
3963 { /* blind */
3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3714 blind_player(op,op,power); 3965 blind_player (op, op, power);
3715 } else if (failure <= -80) {/* blast the immediate area */ 3966 }
3967 else if (failure <= -80)
3968 { /* blast the immediate area */
3716 object *tmp; 3969 object *tmp;
3970
3717 tmp=get_archetype(LOOSE_MANA); 3971 tmp = get_archetype (LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power); 3972 cast_magic_storm (op, tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3720 free_object(tmp); 3974 tmp->destroy ();
3721 } 3975 }
3722 } 3976 }
3723} 3977}
3724 3978
3979void
3725void apply_changes_to_player(object *pl, object *change) { 3980apply_changes_to_player (object *pl, object *change)
3981{
3726 int excess_stat=0; /* if the stat goes over the maximum 3982 int excess_stat = 0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some 3983 for the race, put the excess stat some
3728 where else. */ 3984 where else. */
3729 3985
3730 switch (change->type) { 3986 switch (change->type)
3987 {
3731 case CLASS: { 3988 case CLASS:
3989 {
3732 living *stats = &(pl->contr->orig_stats); 3990 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats); 3991 living *ns = &(change->stats);
3734 object *walk; 3992 object *walk;
3735 int flag_change_face=1; 3993 int flag_change_face = 1;
3736 3994
3737 /* the following code assigns stats up to the stat max 3995 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded, 3996 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat 3997 * tries to randomly reassign the excess stat
3740 */ 3998 */
3741 int i,j; 3999 int i, j;
4000
3742 for(i=0;i<NUM_STATS;i++) { 4001 for (i = 0; i < NUM_STATS; i++)
4002 {
3743 sint8 stat=get_attr_value(stats,i); 4003 sint8 stat = get_attr_value (stats, i);
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4005
3745 stat += get_attr_value(ns,i); 4006 stat += get_attr_value (ns, i);
3746 if(stat > 20 + race_bonus) { 4007 if (stat > 20 + race_bonus)
4008 {
3747 excess_stat++; 4009 excess_stat++;
3748 stat = 20+race_bonus; 4010 stat = 20 + race_bonus;
3749 } 4011 }
3750 set_attr_value(stats,i,stat); 4012 set_attr_value (stats, i, stat);
3751 } 4013 }
3752 4014
3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4015 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */
3754 int i = rndm(0, 6); 4017 int i = rndm (0, 6);
3755 int stat=get_attr_value(stats,i); 4018 int stat = get_attr_value (stats, i);
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020
4021 if (i == CHA)
3757 if(i==CHA) continue; /* exclude cha from this */ 4022 continue; /* exclude cha from this */
3758 if( stat < 20 + race_bonus) { 4023 if (stat < 20 + race_bonus)
4024 {
3759 change_attr_value(stats,i,1); 4025 change_attr_value (stats, i, 1);
3760 excess_stat--; 4026 excess_stat--;
3761 } 4027 }
3762 } 4028 }
3763 4029
3764 /* insert the randomitems from the change's treasurelist into 4030 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c 4031 * the player ref: player.c
3766 */ 4032 */
3767 if(change->randomitems!=NULL) 4033 if (change->randomitems != NULL)
3768 give_initial_items(pl,change->randomitems); 4034 give_initial_items (pl, change->randomitems);
3769 4035
3770 4036
3771 /* set up the face, for some races. */ 4037 /* set up the face, for some races. */
3772 4038
3773 /* first, look for the force object banning 4039 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class. 4040 * changing the face. Certain races never change face with class.
3775 */ 4041 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4042 for (walk = pl->inv; walk != NULL; walk = walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4043 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4044 flag_change_face = 0;
3778 4045
3779 if(flag_change_face) { 4046 if (flag_change_face)
4047 {
3780 pl->animation_id = GET_ANIM_ID(change); 4048 pl->animation_id = GET_ANIM_ID (change);
3781 pl->face = change->face; 4049 pl->face = change->face;
3782 4050
3783 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4051 if (QUERY_FLAG (change, FLAG_ANIMATE))
3784 SET_FLAG(pl,FLAG_ANIMATE); 4052 SET_FLAG (pl, FLAG_ANIMATE);
3785 else 4053 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE); 4054 CLEAR_FLAG (pl, FLAG_ANIMATE);
3787 } 4055 }
3788 4056
3789 /* check the special case of can't use weapons */ 4057 /* check the special case of can't use weapons */
3790 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4058 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4059 if (!strcmp (change->name, "monk"))
4060 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3792 4061
3793 break; 4062 break;
3794 } 4063 }
3795 } 4064 }
3796} 4065}
3797 4066
3798/** 4067/**
3803 * Change information is contained in the 'slaying' field of the marked item. 4072 * Change information is contained in the 'slaying' field of the marked item.
3804 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4073 * The format is as follow: transformer:[number ]yield[;transformer:...].
3805 * This way an item can be transformed in many things, and/or many objects. 4074 * This way an item can be transformed in many things, and/or many objects.
3806 * The 'slaying' field for transformer is used as verb for the action. 4075 * The 'slaying' field for transformer is used as verb for the action.
3807 */ 4076 */
4077void
3808void apply_item_transformer( object* pl, object* transformer ) 4078apply_item_transformer (object *pl, object *transformer)
3809 { 4079{
3810 object* marked; 4080 object *marked;
3811 object* new_item; 4081 object *new_item;
3812 char* find; 4082 char *find;
3813 char* separator; 4083 char *separator;
3814 int yield; 4084 int yield;
3815 char got[ MAX_BUF ]; 4085 char got[MAX_BUF];
3816 int len; 4086 int len;
3817 4087
3818 if ( !pl || !transformer ) 4088 if (!pl || !transformer)
3819 return; 4089 return;
3820 marked = find_marked_object( pl ); 4090 marked = find_marked_object (pl);
3821 if ( !marked ) 4091 if (!marked)
3822 { 4092 {
3823 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3824 return; 4094 return;
3825 } 4095 }
3826 if ( !marked->slaying ) 4096 if (!marked->slaying)
3827 { 4097 {
3828 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3829 return; 4099 return;
3830 } 4100 }
3831 /* check whether they are compatible or not */ 4101 /* check whether they are compatible or not */
3832 find = strstr( marked->slaying, transformer->arch->name ); 4102 find = strstr (marked->slaying, transformer->arch->name);
3833 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3834 { 4104 {
3835 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3836 return; 4106 return;
3837 } 4107 }
3838 find += strlen( transformer->arch->name ) + 1; 4108 find += strlen (transformer->arch->name) + 1;
3839 /* Item can be used, now find how many and what it yields */ 4109 /* Item can be used, now find how many and what it yields */
3840 if ( isdigit( *( find ) ) ) 4110 if (isdigit (*(find)))
3841 { 4111 {
3842 yield = atoi( find ); 4112 yield = atoi (find);
3843 if ( yield < 1 ) 4113 if (yield < 1)
3844 { 4114 {
3845 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4115 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3846 yield = 1; 4116 yield = 1;
3847 } 4117 }
3848 } 4118 }
3849 else 4119 else
3850 yield = 1; 4120 yield = 1;
3851 4121
3852 while ( isdigit( *find ) ) 4122 while (isdigit (*find))
3853 find++; 4123 find++;
3854 while ( *find == ' ' ) 4124 while (*find == ' ')
3855 find++; 4125 find++;
3856 memset( got, 0, MAX_BUF ); 4126 memset (got, 0, MAX_BUF);
3857 if ( (separator = strchr( find, ';' ))!=NULL) 4127 if ((separator = strchr (find, ';')) != NULL)
3858 { 4128 {
3859 len = separator - find; 4129 len = separator - find;
3860 } 4130 }
3861 else 4131 else
3862 { 4132 {
3863 len = strlen(find); 4133 len = strlen (find);
3864 } 4134 }
3865 if ( len > MAX_BUF-1) 4135 if (len > MAX_BUF - 1)
3866 len = MAX_BUF-1; 4136 len = MAX_BUF - 1;
3867 strcpy( got, find ); 4137 strcpy (got, find);
3868 got[len] = '\0'; 4138 got[len] = '\0';
3869 4139
3870 /* Now create new item, remove used ones when required. */ 4140 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got ); 4141 new_item = get_archetype (got);
3872 if ( !new_item ) 4142 if (!new_item)
3873 { 4143 {
3874 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4144 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3875 return; 4145 return;
3876 } 4146 }
4147
3877 new_item->nrof = yield; 4148 new_item->nrof = yield;
3878 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3879 insert_ob_in_ob( new_item, pl ); 4150 insert_ob_in_ob (new_item, pl);
3880 esrv_send_inventory( pl, pl ); 4151 esrv_send_inventory (pl, pl);
3881 /* Eat up one item */ 4152 /* Eat up one item */
3882 decrease_ob_nr( marked, 1 ); 4153 decrease_ob_nr (marked, 1);
3883 /* Eat one transformer if needed */ 4154 /* Eat one transformer if needed */
3884 if ( transformer->stats.food ) 4155 if (transformer->stats.food)
3885 if ( --transformer->stats.food == 0 ) 4156 if (--transformer->stats.food == 0)
3886 decrease_ob_nr( transformer, 1 ); 4157 decrease_ob_nr (transformer, 1);
3887 } 4158}

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