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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.17 by elmex, Wed Aug 30 11:58:43 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 1.17 2006/08/30 11:58:43 elmex 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 uint32 price_in; 916 uint32 price_in;
900 917
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 920 * 3 gp and player drops a platinum, tough luck)
904 */ 921 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 922 if (!strcmp (CONV_FROM (converter), "money"))
923 {
906 int cost; 924 int cost;
907 925
908 if(item->type!=MONEY) 926 if (item->type != MONEY)
909 return 0; 927 return 0;
910 928
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 929 nr = (item->nrof * item->value) / CONV_NEED (converter);
930 if (!nr)
912 if (!nr) return 0; 931 return 0;
913 cost=nr*CONV_NEED(converter)/item->value; 932 cost = nr * CONV_NEED (converter) / item->value;
914 /* take into account rounding errors */ 933 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++; 934 if (nr * CONV_NEED (converter) % item->value)
935 cost++;
916 decrease_ob_nr(item, cost); 936 decrease_ob_nr (item, cost);
917 937
918 price_in = cost*item->value; 938 price_in = cost * item->value;
939 }
940 else
919 } 941 {
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
923 return 0; 944 return 0;
924 945
925 if(CONV_NEED(converter)) { 946 if (CONV_NEED (converter))
947 {
926 nr=item->nrof/CONV_NEED(converter); 948 nr = item->nrof / CONV_NEED (converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 949 decrease_ob_nr (item, nr * CONV_NEED (converter));
928 price_in = nr*CONV_NEED(converter)*item->value; 950 price_in = nr * CONV_NEED (converter) * item->value;
951 }
929 } else { 952 else
953 {
930 price_in = item->value; 954 price_in = item->value;
931 remove_ob(item); 955 item->destroy ();
932 free_object(item);
933 } 956 }
934 } 957 }
935 958
936 if (converter->inv != NULL) { 959 if (converter->inv != NULL)
960 {
937 object *ob; 961 object *ob;
938 int i; 962 int i;
939 object *ob_to_copy; 963 object *ob_to_copy;
940 964
941 /* select random object from inventory to copy */ 965 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 966 ob_to_copy = converter->inv;
943 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 {
944 if (rndm(0, i) == 0) { 969 if (rndm (0, i) == 0)
970 {
945 ob_to_copy = ob; 971 ob_to_copy = ob;
946 } 972 }
947 } 973 }
948 item = object_create_clone(ob_to_copy); 974 item = object_create_clone (ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 976 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 977 }
978 else
979 {
952 if (converter->other_arch == NULL) { 980 if (converter->other_arch == NULL)
953 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);
954 return -1; 984 return -1;
955 } 985 }
956 986
957 item = object_create_arch(converter->other_arch); 987 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 989 }
960 990
961 if(CONV_NR(converter)) 991 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 992 item->nrof = CONV_NR (converter);
963 if(nr) 993 if (nr)
964 item->nrof*=nr; 994 item->nrof *= nr;
965 if(is_in_shop (converter)) 995 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 996 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 997 else if (price_in < item->nrof * item->value)
998 {
968 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",
969 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);
970 item->nrof*item->value, item->name); 1001
971 /** 1002 /**
972 * 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
973 * propably had something in mind when doing this 1004 * propably had something in mind when doing this
974 */ 1005 */
975 } 1006 }
976 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);
977 return 1; 1008 return 1;
978} 1009}
979 1010
980/** 1011/**
981 * Handle apply on containers. 1012 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1013 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 1015 * added the alchemical cauldron to the code -b.t.
985 */ 1016 */
986 1017
1018int
987int apply_container (object *op, object *sack) 1019apply_container (object *op, object *sack)
988{ 1020{
989 char buf[MAX_BUF]; 1021 char buf[MAX_BUF];
990 object *tmp; 1022 object *tmp;
991 1023
992 if(op->type!=PLAYER) 1024 if (op->type != PLAYER)
993 return 0; /* This might change */ 1025 return 0; /* This might change */
994 1026
995 if (sack==NULL || sack->type != CONTAINER) { 1027 if (sack == NULL || sack->type != CONTAINER)
1028 {
996 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]");
997 return 0; 1030 return 0;
998 } 1031 }
999 op->contr->last_used = NULL; 1032
1000 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1001 1034
1002 if (sack->env!=op) { 1035 if (sack->env != op)
1036 {
1003 if (sack->other_arch == NULL || sack->env != NULL) { 1037 if (sack->other_arch == NULL || sack->env != NULL)
1038 {
1004 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.");
1005 return 1; 1040 return 1;
1006 } 1041 }
1042
1007 /* It's on the ground, the problems begin */ 1043 /* It's on the ground, the problems begin */
1008 if (op->container != sack) { 1044 if (op->container != sack)
1045 {
1009 /* it's closed OR some player has opened it */ 1046 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1048 {
1012 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);
1013 if (tmp) { 1050 if (tmp)
1051 {
1014 /* some other player have opened it */ 1052 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op, 1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1016 "%s is already occupied.", query_name(sack));
1017 return 1; 1054 return 1;
1018 } 1055 }
1019 } 1056 }
1020 } 1057 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 {
1022 if (op->container == NULL) { 1060 if (op->container == NULL)
1061 {
1023 tmp = arch_to_object (sack->other_arch); 1062 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */ 1063 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED); 1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1065 tmp->x = tmp->y = 0;
1027 tmp->map = NULL; 1066 tmp->map = NULL;
1028 tmp->env = sack; 1067 tmp->env = sack;
1029 if (sack->inv) 1068 if (sack->inv)
1030 sack->inv->above = tmp; 1069 sack->inv->above = tmp;
1031 tmp->below = sack->inv; 1070 tmp->below = sack->inv;
1032 tmp->above = NULL; 1071 tmp->above = NULL;
1033 sack->inv = tmp; 1072 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */ 1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1035 } else { 1075 else
1076 {
1036 sack->move_off = 0; 1077 sack->move_off = 0;
1037 tmp = sack->inv; 1078 tmp = sack->inv;
1079
1038 if (tmp && tmp->type == CLOSE_CON) { 1080 if (tmp && tmp->type == CLOSE_CON)
1039 remove_ob(tmp); 1081 tmp->destroy ();
1040 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;
1041 } 1129 }
1042 } 1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1133 }
1134 else
1043 } 1135 {
1044 }
1045
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack)); 1136 sprintf (buf, "You readied %s.", query_name (sack));
1063 SET_FLAG (sack, FLAG_APPLIED); 1137 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack; 1138
1065 } 1139 if (sack->env == NULL)
1066 } else { /* not applied */ 1140 { /* if it's on ground,open it also */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf); 1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1074 apply_container (op, sack); 1142 apply_container (op, sack);
1075 return 1; 1143 return 1;
1076 } 1144 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 } 1145 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 } 1146 }
1147
1091 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1; 1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152
1093 return 1; 1153 return 1;
1094} 1154}
1095 1155
1096/** 1156/**
1097 * 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
1098 * the player has in their inventory, eg, sacks, luggages, etc. 1158 * the player has in their inventory, eg, sacks, luggages, etc.
1105 * Reminder - there are three states for any container - closed (non applied), 1165 * Reminder - there are three states for any container - closed (non applied),
1106 * 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
1107 * (applied flag set, and op->container points to the open container) 1167 * (applied flag set, and op->container points to the open container)
1108 */ 1168 */
1109 1169
1170int
1110int esrv_apply_container (object *op, object *sack) 1171esrv_apply_container (object *op, object *sack)
1111{ 1172{
1112 object *tmp=op->container; 1173 object *tmp = op->container;
1174
1113 if(op->type!=PLAYER) 1175 if (op->type != PLAYER)
1114 return 0; /* This might change */ 1176 return 0; /* This might change */
1115 1177
1116 if (sack==NULL || sack->type != CONTAINER) { 1178 if (sack == NULL || sack->type != CONTAINER)
1117 LOG (llevError, 1179 {
1118 "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]");
1119 return 0; 1181 return 0;
1120 } 1182 }
1121 1183
1122 /* 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
1123 * 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
1124 * openening the new container. 1186 * openening the new container.
1125 */ 1187 */
1126 1188
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1128 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 */
1129 op->container->move_off = 0; 1193 op->container->move_off = 0;
1130 } 1194 }
1131 1195
1132 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1133 return 1; 1197 return 1;
1134 1198
1135 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));
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED); 1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1138 op->container=NULL; 1201 op->container = NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp); 1202 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1; 1203 if (tmp == sack)
1204 return 1;
1141 } 1205 }
1142 1206
1143 1207
1144 /* 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),
1145 * 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.
1146 */ 1210 */
1147 1211
1148 if (sack->slaying) { /* it's locked */ 1212 if (sack->slaying)
1213 { /* it's locked */
1149 tmp=find_key(op, op, sack); 1214 tmp = find_key (op, op, sack);
1150 if (tmp) { 1215 if (tmp)
1216 {
1151 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 }
1152 } else { 1219 else
1220 {
1153 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));
1154 query_name(sack));
1155 return 0; 1222 return 0;
1156 } 1223 }
1157 } 1224 }
1158 1225
1159 /* 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
1160 * 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.
1161 */ 1228 */
1162 1229
1163 /* 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
1164 * 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
1165 * 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.
1166 */ 1233 */
1167 1234
1168 1235
1169 if (sack->env != op) { 1236 if (sack->env != op)
1237 {
1170 /* 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
1171 * 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
1172 * try to do it, so lets handle it gracefully. 1240 * try to do it, so lets handle it gracefully.
1173 */ 1241 */
1174 if (sack->env) { 1242 if (sack->env)
1243 {
1175 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));
1176 query_name(sack));
1177 return 0; 1245 return 0;
1178 } 1246 }
1179 /* 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 */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */ 1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 1249
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1183 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));
1184 SET_FLAG (sack, FLAG_APPLIED); 1252 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack; 1253 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack); 1254 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 1255 esrv_send_inventory (op, sack);
1188 1256
1189 } else { /* sack is in players inventory */ 1257 }
1190 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 */
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 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));
1193 SET_FLAG (sack, FLAG_APPLIED); 1264 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack; 1265 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1266 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1197 } 1270 {
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED); 1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 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));
1201 SET_FLAG (sack, FLAG_APPLIED); 1273 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack); 1274 esrv_update_item (UPD_FLAGS, op, sack);
1203 } 1275 }
1204 } 1276 }
1205 return 1; 1277 return 1;
1206} 1278}
1207 1279
1208 1280
1209/** 1281/**
1210 * Handles dropping things on altar. 1282 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1283 * Returns true if sacrifice was accepted.
1212 */ 1284 */
1285static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1286apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1287{
1215 /* Only players can make sacrifices on spell casting altars. */ 1288 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1289 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1290 return 0;
1218 1291
1219 if (operate_altar (altar, &sacrifice)) { 1292 if (operate_altar (altar, &sacrifice))
1293 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1294 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * 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
1222 * is up to map designers to use them properly. 1296 * is up to map designers to use them properly.
1223 */ 1297 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1298 if (altar->inv && altar->inv->type == SPELL)
1299 {
1225 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);
1226 altar->inv->name);
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1301 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1302 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1303 * old maps.
1230 */ 1304 */
1305
1231/* push_button (altar);*/ 1306/* push_button (altar);*/
1307 }
1232 } else { 1308 else
1309 {
1233 altar->value = 1; /* works only once */ 1310 altar->value = 1; /* works only once */
1234 push_button (altar); 1311 push_button (altar);
1235 } 1312 }
1313
1236 return sacrifice == NULL; 1314 return !sacrifice;
1237 } else { 1315 }
1316 else
1238 return 0; 1317 return 0;
1239 }
1240} 1318}
1241
1242 1319
1243/** 1320/**
1244 * Handles 'movement' of shop mats. 1321 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1322 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1323 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1324 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1325 * MSW 2001-08-29
1249 */ 1326 */
1327int
1250int apply_shop_mat (object * shop_mat, object * op) 1328apply_shop_mat (object *shop_mat, object *op)
1251{ 1329{
1252 int rv = 0; 1330 int rv = 0;
1253 double opinion; 1331 double opinion;
1254 object *tmp, *next; 1332 object *tmp, *next;
1255 1333
1262 * the shop. 1340 * the shop.
1263 */ 1341 */
1264 for (tmp = op->inv; tmp; tmp = next) 1342 for (tmp = op->inv; tmp; tmp = next)
1265 { 1343 {
1266 next = tmp->below; 1344 next = tmp->below;
1345
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1346 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1347 {
1269 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);
1270 1349
1271 remove_ob (tmp); 1350 tmp->remove ();
1351
1272 if (i == -1) 1352 if (i == -1)
1273 i = 0; 1353 i = 0;
1354
1274 tmp->map = op->map; 1355 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i]; 1356 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i]; 1357 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0); 1358 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1359 }
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1370 {
1290 1371
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 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
1293 if (i != -1) 1375 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1377
1298 }
1299 return 0; 1378 return 0;
1300 } 1379 }
1301 /* Removed code that checked for multipart objects - it appears that 1380 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1381 * the teleport function should be able to handle this just fine.
1303 */ 1382 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1383 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1384 }
1306 /* immediate block below is only used for players */ 1385 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1386 {
1309 get_payment (op, op->inv); 1387 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1388 rv = teleport (shop_mat, SHOP_MAT, op);
1311 1389
1312 if (shop_mat->msg) 1390 if (shop_mat->msg)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* 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,
1317 * 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
1318 * actually the shop floor. 1394 * actually the shop floor.
1319 */ 1395 */
1320 else if (!rv && !is_in_shop (op)) 1396 else if (!rv && !is_in_shop (op))
1321 { 1397 {
1322 opinion = shopkeeper_approval (op->map, op); 1398 opinion = shopkeeper_approval (op->map, op);
1399
1323 if (opinion > 0.9) 1400 if (opinion > 0.9)
1324 new_draw_info (NDI_UNIQUE, 0, op, 1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1325 "The shopkeeper gives you a friendly wave.");
1326 else if (opinion > 0.75) 1402 else if (opinion > 0.75)
1327 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.");
1328 else if (opinion > 0.5) 1404 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else 1406 else
1331 new_draw_info (NDI_UNIQUE, 0, op, 1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1332 "The shopkeeper glares at you with contempt.");
1333 } 1408 }
1334 } 1409 }
1335 else 1410 else
1336 { 1411 {
1337 /* 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
1338 * 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
1339 * they are not on the mat anymore 1414 * they are not on the mat anymore
1340 */ 1415 */
1341
1342 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
1343 if (i == -1) 1418 if (i == -1)
1344 { 1419 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1420 LOG (llevError, "Internal shop-mat problem.\n");
1346 } 1421 }
1347 else 1422 else
1348 { 1423 {
1349 remove_ob (op); 1424 op->remove ();
1350 op->x += freearr_x[i]; 1425 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1426 op->y += freearr_y[i];
1352 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;
1353 } 1428 }
1354 } 1429 }
1430
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1431 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1432 return rv;
1357} 1433}
1358 1434
1359/** 1435/**
1360 * Handles applying a sign. 1436 * Handles applying a sign.
1361 */ 1437 */
1438static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1439apply_sign (object *op, object *sign, int autoapply)
1363{ 1440{
1364 readable_message_type* msgType; 1441 readable_message_type *msgType;
1365 char newbuf[HUGE_BUF]; 1442 char newbuf[HUGE_BUF];
1443
1366 if (sign->msg == NULL) { 1444 if (sign->msg == NULL)
1445 {
1367 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.");
1368 return; 1447 return;
1369 } 1448 }
1370 1449
1371 if (sign->stats.food) { 1450 if (sign->stats.food)
1451 {
1372 if (sign->last_eat >= sign->stats.food) { 1452 if (sign->last_eat >= sign->stats.food)
1453 {
1373 if (!sign->move_on) 1454 if (!sign->move_on)
1374 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.");
1375 return; 1456 return;
1376 } 1457 }
1377 1458
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1459 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1460 sign->last_eat++;
1380 } 1461 }
1381 1462
1382 /* 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?
1383 * 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
1384 * 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
1385 * to us). 1466 * to us).
1386 */ 1467 */
1387 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)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1469 {
1389 "You are unable to read while blind."); 1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1390 return; 1471 return;
1391 } 1472 }
1392 msgType=get_readable_message_type(sign); 1473 msgType = get_readable_message_type (sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1394 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);
1395} 1476}
1396
1397 1477
1398/** 1478/**
1399 * 'victim' moves onto 'trap' 1479 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1480 * 'victim' leaves 'trap'
1401 * 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.
1402 * 1482 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1483 * originator: Player, monster or other object that caused 'victim' to move
1404 * 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.
1405 * However, some types of traps require an originator to function. 1485 * However, some types of traps require an originator to function.
1406 */ 1486 */
1487void
1407void move_apply (object *trap, object *victim, object *originator) 1488move_apply (object *trap, object *victim, object *originator)
1408{ 1489{
1409 static int recursion_depth = 0; 1490 static int recursion_depth = 0;
1410 1491
1411 /* Only exits affect DMs. */ 1492 /* Only exits affect DMs. */
1412 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)
1413 return; 1494 return;
1414 1495
1415 /* move_apply() is the most likely candidate for causing unwanted and 1496 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1497 * possibly unlimited recursion.
1417 */ 1498 */
1419 * maps to fail. 1) it's not an error to recurse: 1500 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1501 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1502 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1503 * proper. This code was causing needless crashes.
1423 */ 1504 */
1424 if (recursion_depth >= 500) { 1505 if (recursion_depth >= 500)
1506 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[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);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1509 return;
1429 } 1510 }
1430 recursion_depth++; 1511 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1512 if (trap->head)
1513 trap = trap->head;
1432 1514
1433 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 }
1434 goto leave; 1539 goto leave;
1435 1540
1436 switch (trap->type) { 1541 case SPINNER:
1437 case PLAYERMOVER: 1542 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1543 {
1439 !should_director_abort(trap, victim)) { 1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1545 update_turn_face (victim);
1546 }
1547 goto leave;
1441 1548
1442 /* Is this correct? From the docs, it doesn't look like it 1549 case DIRECTOR:
1443 * 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)
1444 */ 1593 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1594 int tot;
1446 1595
1447 /* 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)
1448 * above with some objects have zero speed, and thus the player 1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 */ 1599
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* 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);
1453 } 1605 }
1454 goto leave;
1455 1606
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 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 {
1519 /* 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,
1520 * ab->above would be bogus 1610 * ab->above would be bogus
1521 */ 1611 */
1522 ab_next = ab->above; 1612 ab_next = ab->above;
1523 1613
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 {
1525 if ( ! sound_was_played) { 1616 if (!sound_was_played)
1617 {
1526 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);
1527 sound_was_played = 1; 1619 sound_was_played = 1;
1528 } 1620 }
1529 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!");
1530 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);
1531 } 1623 }
1532 } 1624 }
1533 goto leave; 1625 goto leave;
1534 } 1626 }
1535 1627
1536 1628
1537 case CONVERTER: 1629 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1630 if (convert_item (victim, trap) < 0)
1631 {
1539 object *op; 1632 object *op;
1540 1633
1541 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));
1542 1635
1543 op = get_archetype("burnout"); 1636 op = get_archetype ("burnout");
1544 if (op != NULL) { 1637 if (op != NULL)
1638 {
1545 op->x = trap->x; 1639 op->x = trap->x;
1546 op->y = trap->y; 1640 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0); 1641 insert_ob_in_map (op, trap->map, trap, 0);
1548 } 1642 }
1549 } 1643 }
1550 goto leave; 1644 goto leave;
1551 1645
1552 case TRIGGER_BUTTON: 1646 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1647 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1648 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1649 check_trigger (trap, victim);
1556 goto leave; 1650 goto leave;
1557 1651
1558 case DEEP_SWAMP: 1652 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1653 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1654 goto leave;
1561 1655
1562 case CHECK_INV: 1656 case CHECK_INV:
1563 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)
1564 goto leave; 1663 goto leave;
1565 1664
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* 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.
1572 * 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.
1573 */ 1681 */
1574 if (victim->head)
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 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))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap); 1684 enter_exit (victim, trap);
1590 } 1685 }
1591 goto leave; 1686 goto leave;
1592 1687
1593 case ENCOUNTER: 1688 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1689 /* may be some leftovers on this */
1595 goto leave; 1690 goto leave;
1596 1691
1597 case SHOP_MAT: 1692 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1693 apply_shop_mat (trap, victim);
1599 goto leave; 1694 goto leave;
1600 1695
1601 /* Drop a certain amount of gold, and have one item identified */ 1696 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1697 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1698 apply_id_altar (victim, trap, originator);
1604 goto leave; 1699 goto leave;
1605 1700
1606 case SIGN: 1701 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1702 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1703 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1704
1610 apply_sign (victim, trap, 1); 1705 apply_sign (victim, trap, 1);
1611 goto leave; 1706 goto leave;
1612 1707
1613 case CONTAINER: 1708 case CONTAINER:
1614 if (victim->type==PLAYER) 1709 if (victim->type == PLAYER)
1615 (void) esrv_apply_container (victim, trap); 1710 (void) esrv_apply_container (victim, trap);
1616 else 1711 else
1617 (void) apply_container (victim, trap); 1712 (void) apply_container (victim, trap);
1618 goto leave; 1713 goto leave;
1619 1714
1620 case RUNE: 1715 case RUNE:
1621 case TRAP: 1716 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1623 spring_trap(trap, victim); 1719 spring_trap (trap, victim);
1624 } 1720 }
1625 goto leave; 1721 goto leave;
1626 1722
1627 default: 1723 default:
1628 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 "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1630 trap->type);
1631 goto leave; 1726 goto leave;
1632 } 1727 }
1633 1728
1634 leave: 1729leave:
1635 recursion_depth--; 1730 recursion_depth--;
1636} 1731}
1637 1732
1638/** 1733/**
1639 * Handles reading a regular (ie not containing a spell) book. 1734 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1735 */
1736static void
1641static void apply_book (object *op, object *tmp) 1737apply_book (object *op, object *tmp)
1642{ 1738{
1643 int lev_diff; 1739 int lev_diff;
1644 object *skill_ob; 1740 object *skill_ob;
1645 1741
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 {
1647 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.");
1648 return; 1745 return;
1649 } 1746 }
1650 if(tmp->msg==NULL) { 1747 if (tmp->msg == NULL)
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1748 {
1652 "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);
1653 return; 1750 return;
1654 } 1751 }
1655 1752
1656 /* need a literacy skill to read stuff! */ 1753 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1754 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1755 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1756 {
1660 "You are unable to decipher the strange symbols."); 1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1661 return; 1758 return;
1662 } 1759 }
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1760 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 {
1665 if (lev_diff < 2) 1763 if (lev_diff < 2)
1666 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.");
1667 else if (lev_diff < 3) 1765 else if (lev_diff < 3)
1668 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.");
1669 else if (lev_diff < 5) 1767 else if (lev_diff < 5)
1670 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.");
1671 else if (lev_diff < 8) 1769 else if (lev_diff < 8)
1672 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.");
1673 else if (lev_diff < 15) 1771 else if (lev_diff < 15)
1674 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.");
1675 else 1773 else
1676 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.");
1677 return; 1775 return;
1678 } 1776 }
1679 1777
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1778 readable_message_type *msgType = get_readable_message_type (tmp);
1779
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype, 1781 msgType->message_type, msgType->message_subtype,
1683 "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);
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686 1783
1687 /* gain xp from reading */ 1784 /* gain xp from reading */
1688 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 */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1788
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 {
1691 /*exp_gain *= 2; because they just identified it too */ 1791 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1792 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793
1693 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1695 else op->contr->socket.update_look=1; 1797 else
1798 op->contr->ns->floorbox_update ();
1696 } 1799 }
1800
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1801 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 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 */
1699 } 1803 }
1700} 1804}
1701 1805
1702/** 1806/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1807 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * 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
1705 */ 1809 */
1810static void
1706static void apply_skillscroll (object *op, object *tmp) 1811apply_skillscroll (object *op, object *tmp)
1707{ 1812{
1708 switch ((int) learn_skill (op, tmp)) { 1813 switch ((int) learn_skill (op, tmp))
1814 {
1709 case 0: 1815 case 0:
1710 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 ");
1711 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));
1712 return; 1818 return;
1713 1819
1714 case 1: 1820 case 1:
1715 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);
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp); 1822 decrease_ob (tmp);
1721 return; 1823 return;
1722 1824
1723 default: 1825 default:
1724 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));
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp); 1827 decrease_ob (tmp);
1727 return; 1828 return;
1728 } 1829 }
1729} 1830}
1730 1831
1731/** 1832/**
1732 * Actually makes op learn spell. 1833 * Actually makes op learn spell.
1733 * Informs player of what happens. 1834 * Informs player of what happens.
1734 */ 1835 */
1836void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1837do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1838{
1737 object *tmp; 1839 object *tmp;
1738 1840
1739 if (op->type != PLAYER) { 1841 if (op->type != PLAYER)
1842 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1843 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1844 return;
1742 } 1845 }
1743 1846
1744 /* Upgrade special prayers to normal prayers */ 1847 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1848 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1849 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1850 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1851 {
1747 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");
1748 return; 1853 return;
1749 } 1854 }
1750 return; 1855 return;
1751 } 1856 }
1752 1857
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object(); 1859 tmp = spell->clone ();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op); 1860 insert_ob_in_ob (tmp, op);
1757 1861
1758 if (special_prayer) { 1862 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1863 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1864
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1865 esrv_add_spells (op->contr, tmp);
1766} 1866}
1767 1867
1768/** 1868/**
1769 * Erases spell from player's inventory. 1869 * Erases spell from player's inventory.
1770 */ 1870 */
1871void
1771void do_forget_spell (object *op, const char *spell) 1872do_forget_spell (object *op, const char *spell)
1772{ 1873{
1773 object *spob; 1874 object *spob;
1774 1875
1775 if (op->type != PLAYER) { 1876 if (op->type != PLAYER)
1877 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1878 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1879 return;
1778 } 1880 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1881 if ((spob = check_spell_known (op, spell)) == NULL)
1882 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1884 return;
1782 }
1783 1885 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1886
1785 "You lose knowledge of %s.", spell); 1887 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob); 1888 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1889 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1890 spob->destroy ();
1789 free_object(spob);
1790} 1891}
1791 1892
1792/** 1893/**
1793 * Handles player applying a spellbook. 1894 * Handles player applying a spellbook.
1794 * 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,
1795 * stuff like that. Random learning failure too. 1896 * stuff like that. Random learning failure too.
1796 */ 1897 */
1898static void
1797static void apply_spellbook (object *op, object *tmp) 1899apply_spellbook (object *op, object *tmp)
1798{ 1900{
1799 object *skop, *spell, *spell_skill; 1901 object *skop, *spell, *spell_skill;
1800 1902
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 {
1802 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.");
1803 return; 1906 return;
1804 } 1907 }
1805 1908
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1909 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1910 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1911 * legacy spellbooks
1809 */ 1912 */
1810 1913
1811 if(tmp->slaying != NULL) { 1914 if (tmp->slaying != NULL)
1915 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1917 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1918 {
1815 "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);
1816 return; 1920 return;
1817 } 1921 }
1818 else 1922 else
1819 insert_ob_in_ob(spell, tmp); 1923 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL; 1924 tmp->slaying = NULL;
1822 } 1925 }
1823 1926
1824 skop = find_skill_by_name(op, tmp->skill); 1927 skop = find_skill_by_name (op, tmp->skill);
1825 1928
1826 /* 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
1827 * lower than the spell will make learning the spell more difficult */ 1930 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1931 if (!skop)
1932 {
1829 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.");
1830 return; 1934 return;
1831 } 1935 }
1832 1936
1833 spell = tmp->inv; 1937 spell = tmp->inv;
1938
1834 if (!spell) { 1939 if (!spell)
1940 {
1835 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);
1836 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.");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1943 return;
1842 } 1944 }
1843 1945
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1946 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1947 {
1846 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 }
1847 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
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
1849 identify(tmp); 1956 identify (tmp);
1957
1850 if (tmp->env) 1958 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1852 else 1960 else
1853 op->contr->socket.update_look=1; 1961 op->contr->ns->floorbox_update ();
1854 } 1962 }
1855 1963
1856 /* 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
1857 * 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
1858 * 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
1859 * they would have a special prayer mark. 1967 * they would have a special prayer mark.
1860 */ 1968 */
1861 if (check_spell_known (op, spell->name)) { 1969 if (check_spell_known (op, spell->name))
1970 {
1862 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");
1863 return; 1972 return;
1864 } 1973 }
1865 1974
1866 if (spell->skill) { 1975 if (spell->skill)
1976 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1977 spell_skill = find_skill_by_name (op, spell->skill);
1978
1868 if (!spell_skill) { 1979 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1980 {
1870 "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);
1871 spell->skill);
1872 return; 1982 return;
1873 } 1983 }
1984
1874 if (spell_skill->level < spell->level) { 1985 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1986 {
1876 "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);
1877 spell->level, spell->skill);
1878 return; 1988 return;
1879 } 1989 }
1880 } 1990 }
1881 1991
1882 /* Logic as follows 1992 /* Logic as follows
1883 * 1993 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1994 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1995 *
1886 * 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
1887 * a spell. 1997 * a spell.
1888 * 1998 *
1889 * 3 -Automatically fail to learn if you read while confused 1999 * 3 -Automatically fail to learn if you read while confused
1890 * 2000 *
1891 * 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
1892 * literacy rate very useful! -b.t. 2002 * literacy rate very useful! -b.t.
1893 */ 2003 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2004 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 {
1895 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!");
1896 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 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (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])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2011 {
1900 2012
1901 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!");
1902 do_learn_spell (op, spell, 0); 2014 do_learn_spell (op, spell, 0);
1903 2015
1904 /* xp gain to literacy for spell learning */ 2016 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 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);
1907 } else { 2019 }
2020 else
2021 {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1909 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");
1910 } 2024 }
1911 decrease_ob(tmp); 2025 decrease_ob (tmp);
1912} 2026}
1913 2027
1914/** 2028/**
1915 * Handles applying a spell scroll. 2029 * Handles applying a spell scroll.
1916 */ 2030 */
2031void
1917void apply_scroll (object *op, object *tmp, int dir) 2032apply_scroll (object *op, object *tmp, int dir)
1918{ 2033{
1919 object *skop; 2034 object *skop;
1920 2035
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 {
1922 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.");
1923 return; 2039 return;
1924 } 2040 }
1925 2041
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 2042 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 2043 {
1928 "The scroll just doesn't make sense!"); 2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1929 return; 2045 return;
1930 } 2046 }
1931 2047
1932 if(op->type==PLAYER) { 2048 if (op->type == PLAYER)
2049 {
1933 /* players need a literacy skill to read stuff! */ 2050 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 2051 int exp_gain = 0;
1935 2052
1936 /* hard code literacy - tmp->skill points to where the exp 2053 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 2054 * should go for anything killed by the spell.
1938 */ 2055 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 2057
1941 if ( ! skop) { 2058 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 2059 {
1943 "You are unable to decipher the strange symbols."); 2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1944 return; 2061 return;
1945 } 2062 }
1946 2063
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2064 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 2065 change_exp (op, exp_gain, skop->skill, 0);
1949 } 2066 }
1950 2067
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 2069 identify (tmp);
1953 2070
1954 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);
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 2072
1957 2073
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 2074 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 2075 decrease_ob (tmp);
1960} 2076}
1961 2077
1962/** 2078/**
1963 * Applies a treasure object - by default, chest. op 2079 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 2080 * is the person doing the applying, tmp is the treasure
1965 * chest. 2081 * chest.
1966 */ 2082 */
2083static void
1967static void apply_treasure (object *op, object *tmp) 2084apply_treasure (object *op, object *tmp)
1968{ 2085{
1969 object *treas; 2086 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971 2087
1972 2088
1973 /* 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
1974 * 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
1975 * 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
1976 * 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
1977 * treasure 2093 * treasure
1978 */ 2094 */
1979 2095
1980 treas = tmp->inv; 2096 treas = tmp->inv;
1981 if(treas==NULL) { 2097 if (treas == NULL)
2098 {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 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);
2011 2128
2012} 2129}
2013 2130
2014/** 2131/**
2015 * op eats food. 2132 * op eats food.
2016 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2017 */ 2134 */
2135static void
2018static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2019{ 2137{
2020 int capacity_remaining; 2138 int capacity_remaining;
2021 2139
2022 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2024 else { 2142 else
2143 {
2025 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2026 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))
2027 ; 2146 ;
2028 else { 2147 else
2148 {
2029 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2032 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!");
2033 else 2154 else
2034 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!");
2035 } 2156 }
2036 2157
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2038 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2039 2161
2040 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2041 /* eating message for normal players*/ 2164 /* eating message for normal players */
2042 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2043 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 }
2044 else 2170 else
2045 sprintf(buf,"The %s tasted %s",tmp->name, 2171 {
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2051 } 2174 }
2052 2175
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2054 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2058 else 2181 else
2059 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2060 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2063 op->stats.food = 999; 2186 op->stats.food = 999;
2064 } 2187 }
2065 2188
2066 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2069 } 2192 }
2070 } 2193 }
2071 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 2195 decrease_ob (tmp);
2073} 2196}
2074 2197
2075/** 2198/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * 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.
2080 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2205 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2207 */
2208int
2085int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2089 2214
2090 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2097 int i; /* index */ 2222 int i; /* index */
2098 2223
2099 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2226 return 0;
2102 2227
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2229 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2106 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2108 skin = tmp; 2235 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2110 abil = tmp; 2237 abil = tmp;
2111 } 2238 }
2112 } 2239 }
2113 2240
2114 /* 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
2115 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2117 2244 return 0;
2245
2118 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2249 else
2122 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2123 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2125 2253
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2255
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2257
2130 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2264
2135 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2269
2140 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2271 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2273
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2146 2276
2147 if (chance >= 0.) 2277 if (chance >= 0.)
2148 chance += 1.; 2278 chance += 1.;
2149 else 2279 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2281
2152 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2284
2155 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2158 2288
2159 /* 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!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2161 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2162 winners++; 2293 winners++;
2163 } 2294 }
2164 2295
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2166 2297 totalchance *= 1 - chance / 100;
2298
2167 /*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); */
2168 } 2300 }
2169 } 2301 }
2170 2302
2171 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2173 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2174 if (totalchance > 50.) 2306 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2184 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))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2186 else 2318 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2189 2321
2190 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2191 i = -1; 2323 i = -1;
2192 if (winners>0) 2324 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2194 2326
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2196 /* resistance increased! */ 2329 /* resistance increased! */
2197 skin->resist[i]++; 2330 skin->resist[i]++;
2198 fix_player(op); 2331 op->update_stats ();
2199 2332
2200 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]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2202 } 2335 }
2203 2336
2204 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2205 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 */
2206 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)
2207 && meal->last_eat != abil->last_eat) { 2340 {
2208 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> */
2209 2342
2210 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2211 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]);
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2214 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);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2216 } 2349 }
2217 else { 2350 else
2351 {
2218 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]);
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2354 abil->last_eat = 0;
2222 } 2355 }
2223 } 2356 }
2224 return 1; 2357 return 1;
2225}
2226
2227static void apply_savebed (object *pl)
2228{
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 /* Need to call terminate_all_pets() before we remove the player ob */
2237 terminate_all_pets(pl);
2238 remove_ob(pl);
2239 pl->direction=0;
2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2241 "%s leaves the game.",pl->name);
2242
2243 /* update respawn position */
2244 strcpy(pl->contr->savebed_map, pl->map->path);
2245 pl->contr->bed_x = pl->x;
2246 pl->contr->bed_y = pl->y;
2247
2248 strcpy(pl->contr->killer,"left");
2249 check_score(pl); /* Always check score */
2250 (void)save_player(pl,0);
2251 pl->map->players--;
2252#if MAP_MAXTIMEOUT
2253 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2254#endif
2255 play_again(pl);
2256 pl->speed = 0;
2257 update_ob_speed(pl);
2258} 2358}
2259 2359
2260/** 2360/**
2261 * Handles applying an improve armor scroll. 2361 * Handles applying an improve armor scroll.
2262 * Does some sanity checks, then calls improve_armour. 2362 * Does some sanity checks, then calls improve_armour.
2263 */ 2363 */
2364static void
2264static void apply_armour_improver (object *op, object *tmp) 2365apply_armour_improver (object *op, object *tmp)
2265{ 2366{
2266 object *armor; 2367 object *armor;
2267 2368
2268 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 {
2269 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.");
2270 return;
2271 }
2272 armor=find_marked_object(op);
2273 if ( ! armor) {
2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275 return; 2372 return;
2276 } 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
2277 if (armor->type != ARMOUR 2383 if (armor->type != ARMOUR
2278 && armor->type != CLOAK 2384 && armor->type != CLOAK
2279 && armor->type != BOOTS && armor->type != GLOVES 2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2280 && armor->type != BRACERS && armor->type != SHIELD
2281 && armor->type != HELMET)
2282 { 2386 {
2283 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");
2284 return; 2388 return;
2285 } 2389 }
2286 2390
2287 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2288 improve_armour(op,tmp,armor); 2392 improve_armour (op, tmp, armor);
2289} 2393}
2290 2394
2291 2395extern void
2292extern void apply_poison (object *op, object *tmp) 2396apply_poison (object *op, object *tmp)
2293{ 2397{
2294 if (op->type == PLAYER) { 2398 if (op->type == PLAYER)
2399 {
2295 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2296 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2297 strcpy(op->contr->killer,"poisonous booze"); 2402 strcpy (op->contr->killer, "poisonous booze");
2298 } 2403 }
2299 if (tmp->stats.hp > 0) { 2404 if (tmp->stats.hp > 0)
2405 {
2300 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);
2301 tmp->stats.hp);
2302 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2303 } 2408 }
2304 op->stats.food-=op->stats.food/4; 2409 op->stats.food -= op->stats.food / 4;
2305 handle_apply_yield(tmp); 2410 handle_apply_yield (tmp);
2306 decrease_ob(tmp); 2411 decrease_ob (tmp);
2307} 2412}
2308 2413
2309/** 2414/**
2310 * 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.
2311 * A valid 2 way exit means: 2416 * A valid 2 way exit means:
2312 * -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)
2313 * -You are 2418 * -You are
2314 * ° the owner of the exit 2419 * ° the owner of the exit
2315 * ° or in the same party as the owner 2420 * ° or in the same party as the owner
2316 * 2421 *
2317 * 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
2318 * 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
2319 * 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).
2320 */ 2425 */
2426int
2321int is_legal_2ways_exit (object* op, object *exit) 2427is_legal_2ways_exit (object *op, object *exit)
2322 { 2428{
2323 object * tmp; 2429 object *tmp;
2324 object * exit_owner; 2430 object *exit_owner;
2325 player * pp; 2431 player *pp;
2326 mapstruct * exitmap; 2432 maptile *exitmap;
2327 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2433
2328 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 */
2329 /* To know if an exit has a correspondant, we look at 2438 /* To know if an exit has a correspondant, we look at
2330 * 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
2331 * the current exit's position */ 2440 * the current exit's position */
2332 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2333 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2334 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2335 if (exitmap) 2445 if (exitmap)
2336 { 2446 {
2337 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2338 if (!tmp) return 0; 2448 if (!tmp)
2449 return 0;
2339 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)
2340 { 2451 {
2341 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2452 if (tmp->type != EXIT)
2342 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2453 continue; /*Not an exit */
2343 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2454 if (!EXIT_PATH (tmp))
2344 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 */
2345 2460
2346 /* 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
2347 * 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
2348 * town portals to prevent strangers from visiting your appartments 2463 * town portals to prevent strangers from visiting your appartments
2349 */ 2464 */
2465 if (!exit->race)
2350 if (!exit->race) return 1; /*No owner, free for all!*/ 2466 return 1; /*No owner, free for all! */
2351 exit_owner=NULL; 2467 exit_owner = NULL;
2352 for (pp=first_player;pp;pp=pp->next) 2468 for (pp = first_player; pp; pp = pp->next)
2353 { 2469 {
2354 if (!pp->ob) continue; 2470 if (!pp->ob)
2471 continue;
2355 if (pp->ob->name!=exit->race) continue; 2472 if (pp->ob->name != exit->race)
2473 continue;
2356 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 */
2357 break; 2475 break;
2358 } 2476 }
2359 if (!exit_owner) return 0; /* No more owner*/ 2477 if (!exit_owner)
2360 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 */
2361 if ( exit_owner && /*There is a owner*/ 2481 if (exit_owner && /*There is a owner */
2362 (op->contr) && /*A player tries to pass */ 2482 (op->contr) && /*A player tries to pass */
2363 ( (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 */
2364 (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 */
2365 return 0; 2485 return 0;
2366 return 1; 2486 return 1;
2367 } 2487 }
2368 } 2488 }
2369 return 0; 2489 return 0;
2370 } 2490}
2371 2491
2372 2492
2373/** 2493/**
2374 * Main apply handler. 2494 * Main apply handler.
2375 * 2495 *
2385 * 2505 *
2386 * aflag is special (always apply/unapply) flags. Nothing is done with 2506 * aflag is special (always apply/unapply) flags. Nothing is done with
2387 * them in this function - they are passed to apply_special 2507 * them in this function - they are passed to apply_special
2388 */ 2508 */
2389 2509
2510int
2390int manual_apply (object *op, object *tmp, int aflag) 2511manual_apply (object *op, object *tmp, int aflag)
2391{ 2512{
2392 if (tmp->head) tmp=tmp->head; 2513 if (tmp->head)
2514 tmp = tmp->head;
2393 2515
2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 {
2395 if (op->type == PLAYER) { 2518 if (op->type == PLAYER)
2519 {
2396 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);
2397 return 1; 2577 return 1;
2398 } else {
2399 return 0; /* monsters just skip unpaid items */
2400 } 2578 }
2401 } 2579 else
2580 {
2581 return 0;
2582 }
2402 2583
2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2584 case SKILLSCROLL:
2404 return RESULT_INT (0); 2585 if (op->type == PLAYER)
2405 2586 {
2406 switch (tmp->type) { 2587 apply_skillscroll (op, tmp);
2407
2408 case CF_HANDLE:
2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411 tmp->value=tmp->value?0:1;
2412 SET_ANIMATION(tmp, tmp->value);
2413 update_object(tmp,UP_OBJ_FACE);
2414 push_button(tmp);
2415 return 1; 2588 return 1;
2416
2417 case TRIGGER:
2418 if (check_trigger (tmp, op)) {
2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421 } else {
2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423 } 2589 }
2590 return 0;
2591
2592 case SPELLBOOK:
2593 if (op->type == PLAYER)
2594 {
2595 apply_spellbook (op, tmp);
2424 return 1; 2596 return 1;
2425
2426 case EXIT:
2427 if (op->type != PLAYER)
2428 return 0;
2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 query_name(tmp));
2432 } else {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437 enter_exit(op,tmp);
2438 } 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);
2439 return 1; 2627 return 1;
2628 }
2629 else
2630 {
2631 return 0;
2632 }
2440 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:
2441 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:
2442 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);
2443 return 1; 2675 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER) {
2447 apply_book (op, tmp);
2448 return 1;
2449 } else {
2450 return 0;
2451 } 2676 }
2677 else
2678 return 0;
2452 2679
2453 case SKILLSCROLL: 2680 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp);
2682 return 1;
2683
2684 case CLOCK:
2454 if (op->type == PLAYER) { 2685 if (op->type == PLAYER)
2455 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);
2456 return 1; 2696 return 1;
2457 } 2697 }
2698 else
2699 {
2458 return 0; 2700 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER) {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 } 2701 }
2702
2703 case MENU:
2704 if (op->type == PLAYER)
2705 {
2706 shop_listing (op);
2707 return 1;
2708 }
2709 else
2710 {
2465 return 0; 2711 return 0;
2712 }
2466 2713
2467 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 {
2468 apply_scroll (op, tmp, 0); 2721 apply_lighter (op, tmp);
2469 return 1; 2722 return 1;
2470
2471 case POTION:
2472 (void) apply_potion(op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 case CLOSE_CON:
2477 if (op->type==PLAYER)
2478 (void) esrv_apply_container (op, tmp->env);
2479 else
2480 (void) apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 if (op->type==PLAYER)
2485 (void) esrv_apply_container (op, tmp);
2486 else
2487 (void) apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER) {
2492 apply_treasure (op, tmp);
2493 return 1;
2494 } else {
2495 return 0;
2496 } 2723 }
2497
2498 case WEAPON:
2499 case ARMOUR:
2500 case BOOTS:
2501 case GLOVES:
2502 case AMULET:
2503 case GIRDLE:
2504 case BRACERS:
2505 case SHIELD:
2506 case HELMET:
2507 case RING:
2508 case CLOAK:
2509 case WAND:
2510 case ROD:
2511 case HORN:
2512 case SKILL:
2513 case BOW:
2514 case LAMP:
2515 case BUILDER:
2516 case SKILL_TOOL:
2517 if (tmp->env != op)
2518 return 2; /* not in inventory */
2519 (void) apply_special (op, tmp, aflag);
2520 return 1;
2521
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 if (op->type == PLAYER) {
2534 apply_savebed (op);
2535 return 1;
2536 } else { 2724 else
2537 return 0;
2538 } 2725 {
2539
2540 case ARMOUR_IMPROVER:
2541 if (op->type == PLAYER) {
2542 apply_armour_improver (op, tmp);
2543 return 1;
2544 } else {
2545 return 0;
2546 }
2547
2548 case WEAPON_IMPROVER:
2549 (void) check_improve_weapon(op, tmp);
2550 return 1;
2551
2552 case CLOCK:
2553 if (op->type == PLAYER) {
2554 char buf[MAX_BUF];
2555 timeofday_t tod;
2556
2557 get_tod(&tod);
2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561 ((tod.hour >= 14) ? "pm" : "am"));
2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2564 return 1;
2565 } else {
2566 return 0;
2567 }
2568
2569 case MENU:
2570 if (op->type == PLAYER) {
2571 shop_listing (op);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER) {
2583 apply_lighter(op,tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case ITEM_TRANSFORMER:
2590 apply_item_transformer( op, tmp );
2591 return 1;
2592
2593 default:
2594 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;
2595 } 2735 }
2596} 2736}
2597 2737
2598 2738
2599/* 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"
2600 * 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
2601 * "but you are floating high above the ground" messages. 2741 * "but you are floating high above the ground" messages.
2602 * 2742 *
2603 * Same return value as apply() function. 2743 * Same return value as apply() function.
2604 */ 2744 */
2745int
2605int player_apply (object *pl, object *op, int aflag, int quiet) 2746player_apply (object *pl, object *op, int aflag, int quiet)
2606{ 2747{
2607 int tmp; 2748 int tmp;
2608 2749
2609 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2751 {
2610 /* player is flying and applying object not in inventory */ 2752 /* player is flying and applying object not in inventory */
2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 {
2612 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!");
2613 "above the ground!");
2614 return 0; 2756 return 0;
2615 } 2757 }
2616 } 2758 }
2617 2759
2618 /* 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
2619 * applied. 2761 * applied.
2620 */ 2762 */
2621 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))
2622 { 2764 {
2623 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);
2624 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!");
2625 "of smoke!");
2626 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.");
2627 remove_ob (op); 2768 op->destroy ();
2628 free_object (op);
2629 return 1; 2769 return 1;
2630 } 2770 }
2631 2771
2632 pl->contr->last_used = op; 2772 pl->contr->last_used = op;
2633 pl->contr->last_used_id = op->count;
2634 2773
2635 tmp = manual_apply (pl, op, aflag); 2774 tmp = manual_apply (pl, op, aflag);
2636 if ( ! quiet) { 2775 if (!quiet)
2776 {
2637 if (tmp == 0) 2777 if (tmp == 0)
2638 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));
2639 "I don't know how to apply the %s.",
2640 query_name (op));
2641 else if (tmp == 2) 2779 else if (tmp == 2)
2642 new_draw_info_format (NDI_UNIQUE, 0, pl, 2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2643 "You must get it first!\n");
2644 } 2781 }
2645 return tmp; 2782 return tmp;
2646} 2783}
2647 2784
2648/** 2785/**
2649 * player_apply_below attempts to apply the object 'below' the player. 2786 * player_apply_below attempts to apply the object 'below' the player.
2650 * 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
2651 * we use the ground. 2788 * we use the ground.
2652 */ 2789 */
2653 2790
2791void
2654void player_apply_below (object *pl) 2792player_apply_below (object *pl)
2655{ 2793{
2656 object *tmp, *next; 2794 object *tmp, *next;
2657 int floors; 2795 int floors;
2658 2796
2659 /* 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
2660 * item in the container. Otherwise, use the map. 2798 * item in the container. Otherwise, use the map.
2661 */ 2799 */
2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663 2801
2664 /* 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
2665 * 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
2666 * 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
2667 * 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
2668 * not return a proper value. 2806 * not return a proper value.
2669 */ 2807 */
2670 for (floors = 0; tmp!=NULL; tmp=next) { 2808 for (floors = 0; tmp != NULL; tmp = next)
2809 {
2671 next = tmp->below; 2810 next = tmp->below;
2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673 floors++; 2812 floors++;
2674 else if (floors > 0) 2813 else if (floors > 0)
2675 return; /* process only floor objects after first floor object */ 2814 return; /* process only floor objects after first floor object */
2676 2815
2677 /* 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
2678 * person moving on it, also activate. Added code to make it 2817 * person moving on it, also activate. Added code to make it
2679 * 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
2680 * the item needs. 2819 * the item needs.
2681 */ 2820 */
2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2821 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2822 {
2683 if (player_apply (pl, tmp, 0, 1) == 1) 2823 if (player_apply (pl, tmp, 0, 1) == 1)
2684 return; 2824 return;
2685 } 2825 }
2686 if (floors >= 2) 2826 if (floors >= 2)
2687 return; /* process at most two floor objects */ 2827 return; /* process at most two floor objects */
2688 } 2828 }
2689} 2829}
2690 2830
2691/** 2831/**
2692 * Unapplies specified item. 2832 * Unapplies specified item.
2693 * No check done on cursed/damned. 2833 * No check done on cursed/damned.
2694 * Break this out of apply_special - this is just done 2834 * Break this out of apply_special - this is just done
2695 * 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.
2696 */ 2836 */
2837static int
2697static int unapply_special (object *who, object *op, int aflags) 2838unapply_special (object *who, object *op, int aflags)
2698{ 2839{
2699 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)))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0); 2841 return RESULT_INT (0);
2702 2842
2703 object *tmp2; 2843 object *tmp2;
2704 2844
2705 CLEAR_FLAG(op, FLAG_APPLIED); 2845 CLEAR_FLAG (op, FLAG_APPLIED);
2706 switch(op->type) { 2846 switch (op->type)
2847 {
2707 case WEAPON: 2848 case WEAPON:
2708 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));
2709 2850
2710 (void) change_abil (who,op); 2851 (void) change_abil (who, op);
2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2712 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2853 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2713 clear_skill(who); 2854 clear_skill (who);
2714 break; 2855 break;
2715 2856
2716 case SKILL: /* allows objects to impart skills */ 2857 case SKILL: /* allows objects to impart skills */
2717 case SKILL_TOOL: 2858 case SKILL_TOOL:
2718 if (op != who->chosen_skill) { 2859 if (op != who->chosen_skill)
2860 {
2719 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;
2720 } 2969 }
2721 if (who->type==PLAYER) {
2722 if (who->contr->shoottype == range_skill)
2723 who->contr->shoottype = range_none;
2724 if ( ! op->invisible) {
2725 new_draw_info_format (NDI_UNIQUE, 0, who,
2726 "You stop using the %s.", query_name(op));
2727 } else {
2728 new_draw_info_format (NDI_UNIQUE, 0, who,
2729 "You can no longer use the skill: %s.",
2730 op->skill);
2731 }
2732 }
2733 (void) change_abil (who, op);
2734 who->chosen_skill = NULL;
2735 CLEAR_FLAG (who, FLAG_READY_SKILL);
2736 break;
2737 2970
2738 case ARMOUR:
2739 case HELMET:
2740 case SHIELD:
2741 case RING:
2742 case BOOTS:
2743 case GLOVES:
2744 case AMULET:
2745 case GIRDLE:
2746 case BRACERS:
2747 case CLOAK:
2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749 (void) change_abil (who,op);
2750 break;
2751 case LAMP:
2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753 op->name);
2754 tmp2 = arch_to_object(op->other_arch);
2755 tmp2->x = op->x;
2756 tmp2->y = op->y;
2757 tmp2->map = op->map;
2758 tmp2->below = op->below;
2759 tmp2->above = op->above;
2760 tmp2->stats.food = op->stats.food;
2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764 if (who->type == PLAYER)
2765 esrv_del_item(who->contr, (tag_t)op->count);
2766 remove_ob(op);
2767 free_object(op);
2768 insert_ob_in_ob(tmp2, who);
2769 fix_player(who);
2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771 if (who->type == PLAYER) {
2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776 if(who->type==PLAYER)
2777 esrv_send_item(who, tmp2);
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779 break;
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 clear_skill(who);
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 if(who->type==PLAYER) {
2787 who->contr->shoottype = range_none;
2788 } else {
2789 if (op->type == BOW)
2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2791 else
2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2793 }
2794 break;
2795
2796 case BUILDER:
2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 who->contr->shoottype = range_none;
2799 who->contr->ranges[ range_builder ] = NULL;
2800 break;
2801
2802 default:
2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2804 break;
2805 }
2806
2807 fix_player(who);
2808
2809 if ( ! (aflags & AP_NO_MERGE)) {
2810 object *tmp;
2811
2812 tag_t del_tag = op->count;
2813 tmp = merge_ob (op, NULL);
2814 if (who->type == PLAYER) {
2815 if (tmp) { /* it was merged */
2816 esrv_del_item (who->contr, del_tag);
2817 op = tmp;
2818 }
2819 esrv_send_item (who, op); 2971 esrv_send_item (who, op);
2820 } 2972 }
2821 } 2973 }
2822 return 0; 2974 return 0;
2823} 2975}
2824 2976
2825/** 2977/**
2826 * Returns the object that is using location 'loc'. 2978 * Returns the object that is using location 'loc'.
2827 * Note that 'start' is the first object to start examing - we 2979 * Note that 'start' is the first object to start examing - we
2834 * 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.
2835 * don't return invisible objects unless they are skill objects 2987 * don't return invisible objects unless they are skill objects
2836 * invisible other objects that use 2988 * invisible other objects that use
2837 * up body locations can be used as restrictions. 2989 * up body locations can be used as restrictions.
2838 */ 2990 */
2991object *
2839object *get_item_from_body_location(object *start, int loc) 2992get_item_from_body_location (object *start, int loc)
2840{ 2993{
2841 object *tmp; 2994 object *tmp;
2842 2995
2843 if (!start) return NULL; 2996 if (!start)
2844
2845 for (tmp=start; tmp; tmp=tmp->below)
2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2847 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2848
2849 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;
2850} 3004}
2851 3005
2852 3006
2853 3007
2854/** 3008/**
2860 * Returns 0 on success, returns 1 if there is some problem. 3014 * Returns 0 on success, returns 1 if there is some problem.
2861 * 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
2862 * 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
2863 * another function that does just that. 3017 * another function that does just that.
2864 */ 3018 */
3019int
2865int unapply_for_ob(object *who, object *op, int aflags) 3020unapply_for_ob (object *who, object *op, int aflags)
2866{ 3021{
2867 int i; 3022 int i;
2868 object *tmp=NULL, *last; 3023 object *tmp = NULL, *last;
2869 3024
2870 /* 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
2871 * 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.
2872 */ 3027 */
2873 if (op->type == WEAPON || op->type == SHIELD) { 3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
2874 for (tmp=who->inv; tmp; tmp=tmp->below) { 3030 for (tmp = who->inv; tmp; tmp = tmp->below)
3031 {
2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3033 {
2877 (!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 {
2878 if (aflags & AP_PRINT) 3036 if (aflags & AP_PRINT)
2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2880 else 3038 else
2881 unapply_special(who, tmp, aflags); 3039 unapply_special (who, tmp, aflags);
2882 } 3040 }
2883 else { 3041 else
3042 {
2884 /* 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.
2885 * 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
2886 * at least generate the message. 3045 * at least generate the message.
2887 */ 3046 */
2888 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));
2889 "No matter how hard you try, you just can't\nremove %s.",
2890 query_name(tmp));
2891 return 1; 3048 return 1;
2892 } 3049 }
2893 3050
2894 } 3051 }
2895 } 3052 }
2896 } 3053 }
2897 3054
2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 {
2899 /* this used up a slot that we need to free */ 3057 /* this used up a slot that we need to free */
2900 if (op->body_info[i]) { 3058 if (op->body_info[i])
3059 {
2901 last = who->inv; 3060 last = who->inv;
2902 3061
2903 /* 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
2904 * to free up enough slots. 3063 * to free up enough slots.
2905 */ 3064 */
2906 while ((who->body_used[i] + op->body_info[i]) < 0) { 3065 while ((who->body_used[i] + op->body_info[i]) < 0)
3066 {
2907 tmp = get_item_from_body_location(last, i); 3067 tmp = get_item_from_body_location (last, i);
2908 if (!tmp) { 3068 if (!tmp)
3069 {
2909#if 0 3070#if 0
2910 /* 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
2911 * equipped. 3072 * equipped.
2912 */ 3073 */
2913 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);
2914 i, body_locations[i].save_name, who->name);
2915#endif 3075#endif
2916 return 1; 3076 return 1;
2917 } 3077 }
2918 /* 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 */
2919 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))))
2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3080 {
2921 if (aflags & AP_PRINT) 3081 if (aflags & AP_PRINT)
2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2923 else 3083 else
2924 unapply_special(who, tmp, aflags); 3084 unapply_special (who, tmp, aflags);
2925 } 3085 }
2926 else { 3086 else
3087 {
2927 /* Cursed item that we can't unequip - tell the player. 3088 /* Cursed item that we can't unequip - tell the player.
2928 * 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,
2929 * 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
2930 * one cursed ring.) 3091 * one cursed ring.)
2931 */ 3092 */
2932 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));
2933 } 3094 }
2934 last = tmp->below; 3095 last = tmp->below;
2935 } 3096 }
2936 /* 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
2937 * return in the !tmp would have kicked in. 3098 * return in the !tmp would have kicked in.
2938 */ 3099 */
2939 } /* if op is using this body location */ 3100 } /* if op is using this body location */
2940 } /* for body lcoations */ 3101 } /* for body lcoations */
2941 return 0; 3102 return 0;
2942} 3103}
2943 3104
2944/** 3105/**
2945 * Checks to see if 'who' can apply object 'op'. 3106 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special. 3107 * Returns 0 if apply can be done without anything special.
2950 * 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?)
2951 * 3112 *
2952 * See include/define.h for detailed description of the meaning of 3113 * See include/define.h for detailed description of the meaning of
2953 * these return values. 3114 * these return values.
2954 */ 3115 */
3116int
2955int can_apply_object(object *who, object *op) 3117can_apply_object (object *who, object *op)
2956{ 3118{
2957 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)))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0); 3120 return RESULT_INT (0);
2960 3121
2961 int i, retval=0; 3122 int i, retval = 0;
2962 object *tmp=NULL, *ws=NULL; 3123 object *tmp = NULL, *ws = NULL;
2963 3124
2964 /* 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
2965 * 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
2966 * 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
2967 * in place and store that way. 3128 * in place and store that way.
2968 */ 3129 */
2969 if (op->type == WEAPON || op->type == SHIELD) { 3130 if (op->type == WEAPON || op->type == SHIELD)
3131 {
2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3133 {
2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3135 {
2972 retval = CAN_APPLY_UNAPPLY; 3136 retval = CAN_APPLY_UNAPPLY;
2973 ws = tmp; 3137 ws = tmp;
2974 } 3138 }
2975 } 3139 }
2976 } 3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
2977 3146 {
2978
2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2980 if (op->body_info[i]) {
2981 /* Item uses more slots than we have */ 3147 /* Item uses more slots than we have */
2982 if (FABS(op->body_info[i]) > who->body_info[i]) { 3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
2983 /* Could return now for efficiently - rest of info below isn' 3150 /* Could return now for efficiently - rest of info below isn'
2984 * really needed. 3151 * really needed.
2985 */ 3152 */
2986 retval |= CAN_APPLY_NEVER; 3153 retval |= CAN_APPLY_NEVER;
3154 }
2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3155 else if ((who->body_used[i] + op->body_info[i]) < 0)
3156 {
2988 /* in this case, equipping this would use more free spots than 3157 /* in this case, equipping this would use more free spots than
2989 * we have. 3158 * we have.
2990 */ 3159 */
2991 object *tmp1; 3160 object *tmp1;
2992 3161
2993 3162
2994 /* 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
2995 * 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
2996 * 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
2997 * shield equipped and try to equip another shield, there is only 3166 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations 3167 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied 3168 * does take into the account cases where what is being applied
3000 * may be two handed for example. 3169 * may be two handed for example.
3001 */ 3170 */
3002 if (ws) { 3171 if (ws)
3172 {
3003 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 {
3004 retval |= CAN_APPLY_UNAPPLY; 3175 retval |= CAN_APPLY_UNAPPLY;
3005 continue; 3176 continue;
3006 } 3177 }
3007 } 3178 }
3008 3179
3009 tmp1 = get_item_from_body_location(who->inv, i); 3180 tmp1 = get_item_from_body_location (who->inv, i);
3010 if (!tmp1) { 3181 if (!tmp1)
3182 {
3011#if 0 3183#if 0
3012 /* 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
3013 * join in with more stuff equipped than they are now allowed. 3185 * join in with more stuff equipped than they are now allowed.
3014 */ 3186 */
3015 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);
3016 i, who->name);
3017#endif 3188#endif
3018 retval |= CAN_APPLY_NEVER; 3189 retval |= CAN_APPLY_NEVER;
3190 }
3019 } else { 3191 else
3192 {
3020 /* need to unapply something. However, if this something 3193 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need 3194 * is different than we had found before, it means they need
3022 * to apply multiple objects 3195 * to apply multiple objects
3023 */ 3196 */
3024 retval |= CAN_APPLY_UNAPPLY; 3197 retval |= CAN_APPLY_UNAPPLY;
3198 if (!tmp)
3025 if (!tmp) tmp = tmp1; 3199 tmp = tmp1;
3026 else if (tmp != tmp1) { 3200 else if (tmp != tmp1)
3201 {
3027 retval |= CAN_APPLY_UNAPPLY_MULT; 3202 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 } 3203 }
3029 /* 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
3030 * 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
3031 * the slots, the player then has a choice. 3206 * the slots, the player then has a choice.
3032 */ 3207 */
3033 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]))
3034 (FABS(op->body_info[i]) < who->body_info[i]))
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3209 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036 3210
3037 /* Does unequippint 'tmp1' free up enough slots for this to be 3211 /* Does unequippint 'tmp1' free up enough slots for this to be
3038 * equipped? If not, there must be something else to unapply. 3212 * equipped? If not, there must be something else to unapply.
3039 */ 3213 */
3040 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)
3041 retval |= CAN_APPLY_UNAPPLY_MULT; 3215 retval |= CAN_APPLY_UNAPPLY_MULT;
3042 3216
3043 } 3217 }
3044 } /* if not enough free slots */ 3218 } /* if not enough free slots */
3045 } /* if this object uses location i */ 3219 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */ 3220 } /* for i -> num_body_locations loop */
3047 3221
3048 /* 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
3049 * really be controlled by use of body locations. We do have 3223 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters, 3224 * the weapon/shield checks, and the range checks for monsters,
3051 * 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,
3052 * 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
3053 * all use the same location. 3227 * all use the same location.
3054 */ 3228 */
3055 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))
3056 retval |= CAN_APPLY_RESTRICTION; 3238 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3240 retval |= CAN_APPLY_RESTRICTION;
3059
3060
3061 if (who->type != PLAYER) {
3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3068 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION; 3244 retval |= CAN_APPLY_RESTRICTION;
3071 } 3245 }
3072 return retval; 3246 return retval;
3073} 3247}
3074 3248
3075 3249
3076 3250
3077/** 3251/**
3078 * 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.
3079 * 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,
3080 * 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
3094 * 3268 *
3095 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096 * 3270 *
3097 * apply_special() doesn't check for unpaid items. 3271 * apply_special() doesn't check for unpaid items.
3098 */ 3272 */
3273int
3099int apply_special (object *who, object *op, int aflags) 3274apply_special (object *who, object *op, int aflags)
3100{ 3275{
3101 int basic_flag = aflags & AP_BASIC_FLAGS; 3276 int basic_flag = aflags & AP_BASIC_FLAGS;
3102 object *tmp, *tmp2, *skop=NULL; 3277 object *tmp, *tmp2, *skop = NULL;
3103 int i; 3278 int i;
3104 3279
3105 if(who==NULL) { 3280 if (who == NULL)
3281 {
3106 LOG(llevError,"apply_special() from object without environment.\n"); 3282 LOG (llevError, "apply_special() from object without environment.\n");
3107 return 1; 3283 return 1;
3108 } 3284 }
3109 3285
3110 if(op->env!=who) 3286 if (op->env != who)
3111 return 1; /* op is not in inventory */ 3287 return 1; /* op is not in inventory */
3112 3288
3113 /* trying to unequip op */ 3289 /* trying to unequip op */
3114 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3290 if (QUERY_FLAG (op, FLAG_APPLIED))
3291 {
3115 /* always apply, so no reason to unapply */ 3292 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY) return 0; 3293 if (basic_flag == AP_APPLY)
3294 return 0;
3117 3295
3118 if ( ! (aflags & AP_IGNORE_CURSE)
3119 && (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)))
3120 new_draw_info_format(NDI_UNIQUE, 0, who, 3297 {
3121 "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));
3122 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))
3123 return 1; 3326 return 1;
3124 } 3327 }
3125 return unapply_special(who, op, aflags); 3328 else
3126 }
3127
3128 if (basic_flag == AP_UNAPPLY) return 0;
3129
3130 i = can_apply_object(who, op);
3131
3132 /* Can't just apply this object. Lets see what not and what to do */
3133 if (i) {
3134 if (i & CAN_APPLY_NEVER) {
3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3136 return 1;
3137 } else if (i & CAN_APPLY_RESTRICTION) {
3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3139 return 1;
3140 } 3329 {
3141 if (who->type != PLAYER) {
3142 /* Some error, so don't try to equip something more */
3143 if (unapply_for_ob(who, op, aflags)) return 1;
3144 } else {
3145 if (who->contr->unapply == unapply_never ||
3146 (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 {
3147 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):");
3148 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)
3149 return 1; 3340 return 1;
3150 } 3341 }
3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3152 i = unapply_for_ob(who, op, aflags);
3153 if (i) return 1;
3154 } 3342 }
3155 }
3156 } 3343 }
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 {
3158 skop=find_skill_by_name(who, op->skill); 3346 skop = find_skill_by_name (who, op->skill);
3159 if (!skop) { 3347 if (!skop)
3348 {
3160 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);
3161 return 1; 3391 return 1;
3162 } else {
3163 /* While experience will be credited properly, we want to change the
3164 * skill so that the dam and wc get updated
3165 */
3166 change_skill(who, skop, 0);
3167 }
3168 }
3169
3170 if (who->type == PLAYER && op->item_power &&
3171 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173 return 1;
3174 }
3175
3176
3177 /* Ok. We are now at the state where we can apply the new object.
3178 * Note that we don't have the checks for can_use_...
3179 * below - that is already taken care of by can_apply_object.
3180 */
3181
3182
3183 if(op->nrof > 1)
3184 tmp = get_split_ob(op,op->nrof - 1);
3185 else
3186 tmp = NULL;
3187
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3191
3192 switch(op->type) {
3193 case WEAPON:
3194 if (!check_weapon_power(who, op->last_eat)) {
3195 new_draw_info(NDI_UNIQUE, 0,who,
3196 "That weapon is too powerful for you to use.");
3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198 if(tmp!=NULL)
3199 (void) insert_ob_in_ob(tmp,who);
3200 return 1;
3201 } 3392 }
3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 {
3203 /* 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. */
3204 /* (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) */
3205 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.");
3206 if(tmp!=NULL) 3398 if (tmp != NULL)
3207 (void) insert_ob_in_ob(tmp,who); 3399 (void) insert_ob_in_ob (tmp, who);
3208 return 1; 3400 return 1;
3209 } 3401 }
3210 SET_FLAG(op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3211 3403
3404 if (skop)
3212 if (skop) change_skill(who, skop, 1); 3405 change_skill (who, skop, 1);
3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3214 SET_FLAG(who, FLAG_READY_WEAPON); 3407 SET_FLAG (who, FLAG_READY_WEAPON);
3215 3408
3216 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));
3217 3410
3218 (void) change_abil (who,op); 3411 (void) change_abil (who, op);
3219 break; 3412 break;
3220 3413
3221 case ARMOUR: 3414 case ARMOUR:
3222 case HELMET: 3415 case HELMET:
3223 case SHIELD: 3416 case SHIELD:
3224 case BOOTS: 3417 case BOOTS:
3225 case GLOVES: 3418 case GLOVES:
3226 case GIRDLE: 3419 case GIRDLE:
3227 case BRACERS: 3420 case BRACERS:
3228 case CLOAK: 3421 case CLOAK:
3229 case RING: 3422 case RING:
3230 case AMULET: 3423 case AMULET:
3231 SET_FLAG(op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3232 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));
3233 (void) change_abil (who,op); 3426 (void) change_abil (who, op);
3234 break; 3427 break;
3235 case LAMP: 3428 case LAMP:
3236 if (op->stats.food < 1) { 3429 if (op->stats.food < 1)
3430 {
3237 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);
3238 " fuel!", op->name);
3239 return 1; 3432 return 1;
3240 } 3433 }
3241 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);
3242 op->name);
3243 tmp2 = arch_to_object(op->other_arch); 3435 tmp2 = arch_to_object (op->other_arch);
3244 tmp2->stats.food = op->stats.food; 3436 tmp2->stats.food = op->stats.food;
3245 SET_FLAG(tmp2, FLAG_APPLIED); 3437 SET_FLAG (tmp2, FLAG_APPLIED);
3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3247 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3439 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3248 insert_ob_in_ob(tmp2, who); 3440 insert_ob_in_ob (tmp2, who);
3249 3441
3250 /* 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);
3251 if (who->type == PLAYER) 3452 if (who->type == PLAYER)
3252 esrv_del_item(who->contr, (tag_t)op->count);
3253 remove_ob(op);
3254 free_object(op);
3255
3256 /* insert the portion that was split off */
3257 if(tmp!=NULL) {
3258 (void) insert_ob_in_ob(tmp,who);
3259 if(who->type==PLAYER)
3260 esrv_send_item(who, tmp); 3453 esrv_send_item (who, tmp);
3261 } 3454 }
3262 fix_player(who); 3455 who->update_stats ();
3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3264 if (who->type == PLAYER) { 3458 if (who->type == PLAYER)
3459 {
3265 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!");
3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3267 } 3462 }
3268 } 3463 }
3269 if(who->type==PLAYER) 3464 if (who->type == PLAYER)
3270 esrv_send_item(who, tmp2); 3465 esrv_send_item (who, tmp2);
3271 return 0; 3466 return 0;
3272 break; 3467 break;
3273 3468
3274 /* this part is needed for skill-tools */ 3469 /* this part is needed for skill-tools */
3275 case SKILL: 3470 case SKILL:
3276 case SKILL_TOOL: 3471 case SKILL_TOOL:
3277 if (who->chosen_skill) { 3472 if (who->chosen_skill)
3473 {
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279 return 1; 3475 return 1;
3280 } 3476 }
3281 if (who->type == PLAYER) { 3477 if (who->type == PLAYER)
3478 {
3282 who->contr->shoottype = range_skill; 3479 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op; 3480 who->contr->ranges[range_skill] = op;
3284 if ( ! op->invisible) { 3481 if (!op->invisible)
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3288 "You can now use the skill: %s.",
3289 op->skill);
3290 } else {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3292 op->skill? op->skill:op->name);
3293 } 3482 {
3294 }
3295 SET_FLAG (op, FLAG_APPLIED);
3296 (void) change_abil (who, op);
3297 who->chosen_skill = op;
3298 SET_FLAG (who, FLAG_READY_SKILL);
3299 break;
3300
3301 case BOW:
3302 if (!check_weapon_power(who, op->last_eat)) {
3303 new_draw_info(NDI_UNIQUE, 0, who,
3304 "That item is too powerful for you to use.");
3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306 if(tmp != NULL)
3307 (void)insert_ob_in_ob(tmp,who);
3308 return 1;
3309 }
3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3311 new_draw_info(NDI_UNIQUE, 0, who,
3312 "The weapon does not recognize you as its owner.");
3313 if(tmp != NULL)
3314 (void)insert_ob_in_ob(tmp,who);
3315 return 1;
3316 }
3317 /*FALLTHROUGH*/
3318 case WAND:
3319 case ROD:
3320 case HORN:
3321 /* check for skill, alter player status */
3322 SET_FLAG(op, FLAG_APPLIED);
3323 if (skop) change_skill(who, skop, 0);
3324 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;
3325 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
3326 if(who->type==PLAYER) { 3522 if (who->type == PLAYER)
3523 {
3327 if (op->type == BOW) { 3524 if (op->type == BOW)
3525 {
3328 (void)change_abil(who, op); 3526 (void) change_abil (who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who, 3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.",
3331 op->race ? op->race : "nothing", query_name(op)); 3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3332 who->contr->shoottype = range_bow; 3529 who->contr->shoottype = range_bow;
3530 }
3333 } else { 3531 else
3532 {
3334 who->contr->shoottype = range_misc; 3533 who->contr->shoottype = range_misc;
3335 } 3534 }
3535 }
3336 } else { 3536 else
3537 {
3337 if (op->type == BOW) 3538 if (op->type == BOW)
3338 SET_FLAG (who, FLAG_READY_BOW); 3539 SET_FLAG (who, FLAG_READY_BOW);
3339 else 3540 else
3340 SET_FLAG (who, FLAG_READY_RANGE); 3541 SET_FLAG (who, FLAG_READY_RANGE);
3341 } 3542 }
3342 break; 3543 break;
3343 3544
3344 case BUILDER: 3545 case BUILDER:
3345 if ( who->contr->ranges[ range_builder ] ) 3546 if (who->contr->ranges[range_builder])
3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3547 unapply_special (who, who->contr->ranges[range_builder], 0);
3347 who->contr->shoottype = range_builder; 3548 who->contr->shoottype = range_builder;
3348 who->contr->ranges[ range_builder ] = op; 3549 who->contr->ranges[range_builder] = op;
3349 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));
3350 break; 3551 break;
3351 3552
3352 default: 3553 default:
3353 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));
3354 } /* end of switch op->type */ 3555 } /* end of switch op->type */
3355 3556
3356 SET_FLAG(op, FLAG_APPLIED); 3557 SET_FLAG (op, FLAG_APPLIED);
3357 3558
3358 if(tmp!=NULL) 3559 if (tmp != NULL)
3359 tmp = insert_ob_in_ob(tmp,who); 3560 tmp = insert_ob_in_ob (tmp, who);
3360 3561
3361 fix_player(who); 3562 who->update_stats ();
3362 3563
3363 /* We exclude spell casting objects. The fire code will set the 3564 /* We exclude spell casting objects. The fire code will set the
3364 * been applied flag when they are used - until that point, 3565 * been applied flag when they are used - until that point,
3365 * you don't know anything about them. 3566 * you don't know anything about them.
3366 */ 3567 */
3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3368 op->type!=ROD)
3369 SET_FLAG(op,FLAG_BEEN_APPLIED); 3569 SET_FLAG (op, FLAG_BEEN_APPLIED);
3370 3570
3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3372 if (who->type == PLAYER) { 3573 if (who->type == PLAYER)
3574 {
3373 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!");
3374 SET_FLAG(op,FLAG_KNOWN_CURSED); 3576 SET_FLAG (op, FLAG_KNOWN_CURSED);
3375 } 3577 }
3376 } 3578 }
3377 if(who->type==PLAYER) { 3579 if (who->type == PLAYER)
3580 {
3378 /* if multiple objects were applied, update both slots */ 3581 /* if multiple objects were applied, update both slots */
3379 if (tmp) 3582 if (tmp)
3380 esrv_send_item(who, tmp); 3583 esrv_send_item (who, tmp);
3381 esrv_send_item(who, op); 3584 esrv_send_item (who, op);
3382 } 3585 }
3383 return 0; 3586 return 0;
3384} 3587}
3385 3588
3386 3589
3590int
3387int monster_apply_special (object *who, object *op, int aflags) 3591monster_apply_special (object *who, object *op, int aflags)
3388{ 3592{
3389 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3390 return 1; 3594 return 1;
3391 return apply_special (who, op, aflags); 3595 return apply_special (who, op, aflags);
3392} 3596}
3393 3597
3394/** 3598/**
3395 * Map was just loaded, handle op's initialisation. 3599 * Map was just loaded, handle op's initialisation.
3396 * 3600 *
3397 * Generates shop floor's item, and treasures. 3601 * Generates shop floor's item, and treasures.
3398 */ 3602 */
3603int
3399int auto_apply (object *op) { 3604auto_apply (object *op)
3605{
3400 object *tmp = NULL, *tmp2; 3606 object *tmp = NULL, *tmp2;
3401 int i; 3607 int i;
3402 3608
3403 switch(op->type) { 3609 switch (op->type)
3610 {
3404 case SHOP_FLOOR: 3611 case SHOP_FLOOR:
3405 if (!HAS_RANDOM_ITEMS(op)) return 0; 3612 if (!op->has_random_items ())
3613 return 0;
3614
3615 do
3406 do { 3616 {
3407 i=10; /* let's give it 10 tries */ 3617 i = 10; /* let's give it 10 tries */
3408 while((tmp=generate_treasure(op->randomitems, 3618 while ((tmp = generate_treasure (op->randomitems,
3409 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);
3410 if(tmp==NULL) 3620 if (tmp == NULL)
3411 return 0;
3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413 free_object(tmp);
3414 tmp = NULL;
3415 }
3416 } while(!tmp);
3417 tmp->x=op->x;
3418 tmp->y=op->y;
3419 SET_FLAG(tmp,FLAG_UNPAID);
3420 insert_ob_in_map(tmp,op->map,NULL,0);
3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422 identify(tmp);
3423 break;
3424
3425 case TREASURE:
3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427 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
3428 while ((op->stats.hp--)>0) 3642 while ((op->stats.hp--) > 0)
3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3430 op->stats.exp ? (int)op->stats.exp :
3431 op->map == NULL ? 14: op->map->difficulty,0); 3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3432 3645
3433 /* 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,
3434 * 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
3435 * to disappear. An example of this item is the random_* stuff 3648 * to disappear. An example of this item is the random_* stuff
3436 * that is put inside other objects. 3649 * that is put inside other objects.
3437 */ 3650 */
3438 for (tmp=op->inv; tmp; tmp=tmp2) { 3651 for (tmp = op->inv; tmp; tmp = tmp2)
3652 {
3439 tmp2 = tmp->below; 3653 tmp2 = tmp->below;
3440 remove_ob(tmp); 3654 tmp->remove ();
3655
3656 if (op->env)
3441 if (op->env) insert_ob_in_ob(tmp, op->env); 3657 insert_ob_in_ob (tmp, op->env);
3442 else free_object(tmp); 3658 else
3659 tmp->destroy ();
3443 } 3660 }
3444 remove_ob(op); 3661
3445 free_object(op); 3662 op->destroy ();
3446 break; 3663 break;
3447 } 3664 }
3448 return tmp ? 1 : 0; 3665 return tmp ? 1 : 0;
3449} 3666}
3450 3667
3451/** 3668/**
3452 * 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
3453 * when an original map is loaded) and performs special actions for 3670 * when an original map is loaded) and performs special actions for
3454 * certain objects (most initialization of chests and creation of 3671 * certain objects (most initialization of chests and creation of
3455 * treasures and stuff). Calls auto_apply if appropriate. 3672 * treasures and stuff). Calls auto_apply if appropriate.
3456 */ 3673 */
3457 3674void
3458void fix_auto_apply(mapstruct *m) { 3675fix_auto_apply (maptile *m)
3676{
3459 object *tmp,*above=NULL; 3677 object *tmp, *above = NULL;
3460 int x,y; 3678 int x, y;
3461 3679
3462 if(m==NULL) return; 3680 if (m == NULL)
3681 return;
3463 3682
3464 for(x=0;x<MAP_WIDTH(m);x++) 3683 for (x = 0; x < MAP_WIDTH (m); x++)
3465 for(y=0;y<MAP_HEIGHT(m);y++) 3684 for (y = 0; y < MAP_HEIGHT (m); y++)
3466 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 {
3467 above=tmp->above; 3687 above = tmp->above;
3468 3688
3469 if (tmp->inv) { 3689 if (tmp->inv)
3690 {
3470 object *invtmp, *invnext; 3691 object *invtmp, *invnext;
3471 3692
3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 {
3473 invnext = invtmp->below; 3695 invnext = invtmp->below;
3474 3696
3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3476 auto_apply(invtmp); 3698 auto_apply (invtmp);
3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 {
3478 while ((invtmp->stats.hp--)>0) 3701 while ((invtmp->stats.hp--) > 0)
3479 create_treasure(invtmp->randomitems, invtmp, 0, 3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3480 m->difficulty,0); 3703
3481 invtmp->randomitems = NULL; 3704 invtmp->randomitems = NULL;
3482 }
3483 else if (invtmp && invtmp->arch &&
3484 invtmp->type!=TREASURE &&
3485 invtmp->type != SPELL &&
3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 } 3705 }
3496 /* This is really temporary - the code at the bottom will 3706 else if (invtmp && invtmp->arch
3497 * 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 ())
3498 * of maps/players already out there with items that have spells
3499 * which haven't had the randomitems set to null yet.
3500 * MSW 2004-05-13
3501 * 3708 {
3502 * 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);
3503 * else you get two spells in the book ^_- 3710 /* Need to clear this so that we never try to create
3504 * Ryo 2004-08-16 3711 * treasure again for this object
3505 */ 3712 */
3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509 tmp->randomitems = NULL;
3510
3511 }
3512
3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514 auto_apply(tmp);
3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516 while ((tmp->stats.hp--)>0)
3517 create_treasure(tmp->randomitems, tmp, 0,
3518 m->difficulty,0);
3519 tmp->randomitems = NULL; 3713 invtmp->randomitems = NULL;
3520 }
3521 else if(tmp->type==TIMED_GATE) {
3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524 tmp->speed = 0;
3525 update_ob_speed(tmp);
3526 } 3714 }
3527 } 3715 }
3528 /* This function can be called everytime a map is loaded, even when 3716 /* This is really temporary - the code at the bottom will
3529 * 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
3530 * over and ove again, so after we generate the treasure, blank out 3718 * of maps/players already out there with items that have spells
3531 * randomitems so if it is swapped in again, it won't make anything. 3719 * which haven't had the randomitems set to null yet.
3532 * This is a problem for the above objects, because they have counters 3720 * MSW 2004-05-13
3533 * 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
3534 */ 3725 */
3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3536 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)
3537 HAS_RANDOM_ITEMS(tmp)) {
3538 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3539 m->difficulty,0);
3540 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);
3541 } 3748 }
3542 } 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 }
3543 3765
3544 for(x=0;x<MAP_WIDTH(m);x++) 3766 for (x = 0; x < MAP_WIDTH (m); x++)
3545 for(y=0;y<MAP_HEIGHT(m);y++) 3767 for (y = 0; y < MAP_HEIGHT (m); y++)
3546 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)
3547 if (tmp->above &&
3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549 check_trigger (tmp, tmp->above); 3770 check_trigger (tmp, tmp->above);
3550} 3771}
3551 3772
3552/** 3773/**
3553 * Handles player eating food that temporarily changes status (resistances, stats). 3774 * Handles player eating food that temporarily changes status (resistances, stats).
3554 * This used to call cast_change_attr(), but 3775 * This used to call cast_change_attr(), but
3555 * 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
3556 * the food changes, just grab a force and use that instead. 3777 * the food changes, just grab a force and use that instead.
3557 */ 3778 */
3558 3779
3780void
3559void eat_special_food(object *who, object *food) { 3781eat_special_food (object *who, object *food)
3782{
3560 object *force; 3783 object *force;
3561 int i, did_one=0; 3784 int i, did_one = 0;
3562 sint8 k; 3785 sint8 k;
3563 3786
3564 force = get_archetype(FORCE_NAME); 3787 force = get_archetype (FORCE_NAME);
3565 3788
3566 for (i=0; i < NUM_STATS; i++) { 3789 for (i = 0; i < NUM_STATS; i++)
3790 {
3567 k = get_attr_value(&food->stats, i); 3791 k = get_attr_value (&food->stats, i);
3568 if (k) { 3792 if (k)
3793 {
3569 set_attr_value(&force->stats, i, k); 3794 set_attr_value (&force->stats, i, k);
3570 did_one = 1; 3795 did_one = 1;
3571 } 3796 }
3572 } 3797 }
3573 3798
3574 /* check if we can protect the eater */ 3799 /* check if we can protect the eater */
3575 for (i=0; i<NROFATTACKS; i++) { 3800 for (i = 0; i < NROFATTACKS; i++)
3801 {
3576 if (food->resist[i]>0) { 3802 if (food->resist[i] > 0)
3803 {
3577 force->resist[i] = food->resist[i] / 2; 3804 force->resist[i] = food->resist[i] / 2;
3578 did_one = 1; 3805 did_one = 1;
3579 } 3806 }
3580 } 3807 }
3808
3581 if (did_one) { 3809 if (did_one)
3810 {
3582 force->speed = 0.1; 3811 force->speed = 0.1;
3583 update_ob_speed(force); 3812 update_ob_speed (force);
3584 /* bigger morsel of food = longer effect time */ 3813 /* bigger morsel of food = longer effect time */
3585 force->stats.food = food->stats.food / 5; 3814 force->duration = food->stats.food / 5;
3586 SET_FLAG(force, FLAG_IS_USED_UP);
3587 SET_FLAG(force, FLAG_APPLIED); 3815 SET_FLAG (force, FLAG_APPLIED);
3588 change_abil(who, force); 3816 change_abil (who, force);
3589 insert_ob_in_ob(force, who); 3817 insert_ob_in_ob (force, who);
3590 } else {
3591 free_object(force);
3592 } 3818 }
3819 else
3820 force->destroy ();
3593 3821
3594 /* check for hp, sp change */ 3822 /* check for hp, sp change */
3595 if(food->stats.hp!=0) { 3823 if (food->stats.hp != 0)
3824 {
3596 if(QUERY_FLAG(food, FLAG_CURSED)) { 3825 if (QUERY_FLAG (food, FLAG_CURSED))
3826 {
3597 strcpy(who->contr->killer,food->name); 3827 strcpy (who->contr->killer, food->name);
3598 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
3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3600 } else {
3601 if(food->stats.hp>0)
3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3603 else
3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3605 who->stats.hp += food->stats.hp; 3837 who->stats.hp += food->stats.hp;
3606 } 3838 }
3607 } 3839 }
3608 if(food->stats.sp!=0) { 3840 if (food->stats.sp != 0)
3841 {
3609 if(QUERY_FLAG(food, FLAG_CURSED)) { 3842 if (QUERY_FLAG (food, FLAG_CURSED))
3843 {
3610 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!");
3611 who->stats.sp -= food->stats.sp; 3845 who->stats.sp -= food->stats.sp;
3612 if(who->stats.sp<0) who->stats.sp=0; 3846 if (who->stats.sp < 0)
3613 } else { 3847 who->stats.sp = 0;
3848 }
3849 else
3850 {
3614 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!");
3615 who->stats.sp += food->stats.sp; 3852 who->stats.sp += food->stats.sp;
3616 /* place limit on max sp from food? */ 3853 /* place limit on max sp from food? */
3617 } 3854 }
3618 } 3855 }
3619 fix_player(who); 3856 who->update_stats ();
3620} 3857}
3621
3622 3858
3623/** 3859/**
3624 * Designed primarily to light torches/lanterns/etc. 3860 * Designed primarily to light torches/lanterns/etc.
3625 * 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
3626 * the selected object to "burn". -b.t. 3862 * the selected object to "burn". -b.t.
3627 */ 3863 */
3628 3864void
3629void apply_lighter(object *who, object *lighter) { 3865apply_lighter (object *who, object *lighter)
3866{
3630 object *item; 3867 object *item;
3631 int is_player_env=0; 3868 int is_player_env = 0;
3632 uint32 nrof;
3633 tag_t count;
3634 char item_name[MAX_BUF];
3635 3869
3636 item=find_marked_object(who); 3870 item = find_marked_object (who);
3637 if(item) { 3871 if (item)
3872 {
3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3873 if (lighter->last_eat && lighter->stats.food)
3874 { /* lighter gets used up */
3639 /* Split multiple lighters if they're being used up. Otherwise * 3875 /* Split multiple lighters if they're being used up. Otherwise *
3640 * one charge from each would be used up. --DAMN */ 3876 * one charge from each would be used up. --DAMN */
3641 if(lighter->nrof > 1) { 3877 if (lighter->nrof > 1)
3878 {
3642 object *oneLighter = get_object(); 3879 object *oneLighter = lighter->clone ();
3643 copy_object(lighter, oneLighter); 3880
3644 lighter->nrof -= 1; 3881 lighter->nrof -= 1;
3645 oneLighter->nrof = 1; 3882 oneLighter->nrof = 1;
3646 oneLighter->stats.food--; 3883 oneLighter->stats.food--;
3647 esrv_send_item(who, lighter); 3884 esrv_send_item (who, lighter);
3648 oneLighter=insert_ob_in_ob(oneLighter, who); 3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3649 esrv_send_item(who, oneLighter); 3886 esrv_send_item (who, oneLighter);
3887 }
3650 } else { 3888 else
3651 lighter->stats.food--; 3889 lighter->stats.food--;
3652 } 3890 }
3653 3891 else if (lighter->last_eat)
3654 } else if(lighter->last_eat) { /* no charges left in lighter */ 3892 { /* no charges left in lighter */
3655 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);
3656 "You attempt to light the %s with a used up %s.",
3657 item->name, lighter->name);
3658 return; 3894 return;
3659 } 3895 }
3896
3660 /* 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?
3661 * 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
3662 * objects at once. 3899 * objects at once.
3663 */ 3900 */
3664 nrof=item->nrof;
3665 count=item->count;
3666 /* If the item is destroyed, we don't have a valid pointer to the
3667 * name object, so make a copy so the message we print out makes
3668 * some sense.
3669 */
3670 strcpy(item_name, item->name);
3671 if (who == is_player_inv(item)) is_player_env=1;
3672 3901
3902 if (who == item->in_player ())
3903 is_player_env = 1;
3904
3673 save_throw_object(item,AT_FIRE,who); 3905 save_throw_object (item, AT_FIRE, who);
3674 /* Change to check count and not freed, since the object pointer 3906
3675 * may have gotten recycled 3907 if (item->destroyed ())
3676 */ 3908 {
3677 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);
3678 new_draw_info_format(NDI_UNIQUE, 0,who,
3679 "You light the %s with the %s.",item_name,lighter->name);
3680 /* Need to update the player so that the players glow radius 3910 /* Need to update the player so that the players glow radius
3681 * gets changed. 3911 * gets changed.
3682 */ 3912 */
3683 if (is_player_env) fix_player(who); 3913 if (is_player_env)
3914 who->update_stats ();
3915 }
3684 } else { 3916 else
3685 new_draw_info_format(NDI_UNIQUE, 0,who,
3686 "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);
3687 } 3918 }
3688 3919 else /* nothing to light */
3689 } else /* nothing to light */
3690 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.");
3691 3921
3692} 3922}
3693 3923
3694/** 3924/**
3695 * 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.
3696 * scroll_failure()- hacked directly from spell_failure 3926 * scroll_failure()- hacked directly from spell_failure
3697 */ 3927 */
3928void
3698void scroll_failure(object *op, int failure, int power) 3929scroll_failure (object *op, int failure, int power)
3699{ 3930{
3700 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 */
3701 3933
3702 if(failure<= -1&&failure > -15) {/* wonder */ 3934 if (failure <= -1 && failure > -15)
3935 { /* wonder */
3703 object *tmp; 3936 object *tmp;
3704 3937
3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3706 tmp=get_archetype(SPELL_WONDER); 3939 tmp = get_archetype (SPELL_WONDER);
3707 cast_wonder(op, op, 0, tmp); 3940 cast_wonder (op, op, 0, tmp);
3708 free_object(tmp); 3941 tmp->destroy ();
3942 }
3709 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3943 else if (failure <= -15 && failure > -35)
3944 { /* drain mana */
3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3712 if(op->stats.sp<0) op->stats.sp = 0; 3947 if (op->stats.sp < 0)
3948 op->stats.sp = 0;
3949 }
3713 } else if (settings.spell_failure_effects == TRUE) { 3950 else if (settings.spell_failure_effects == TRUE)
3951 {
3714 if (failure <= -35&&failure > -60) { /* confusion */ 3952 if (failure <= -35 && failure > -60)
3953 { /* confusion */
3715 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!");
3716 confuse_player(op,op,power); 3955 confuse_player (op, op, power);
3956 }
3717 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3957 else if (failure <= -60 && failure > -70)
3958 { /* paralysis */
3718 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!");
3719 "you!");
3720 paralyze_player(op,op,power); 3960 paralyze_player (op, op, power);
3961 }
3721 } else if (failure <= -70&&failure> -80) {/* blind */ 3962 else if (failure <= -70 && failure > -80)
3963 { /* blind */
3722 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!");
3723 blind_player(op,op,power); 3965 blind_player (op, op, power);
3724 } else if (failure <= -80) {/* blast the immediate area */ 3966 }
3967 else if (failure <= -80)
3968 { /* blast the immediate area */
3725 object *tmp; 3969 object *tmp;
3970
3726 tmp=get_archetype(LOOSE_MANA); 3971 tmp = get_archetype (LOOSE_MANA);
3727 cast_magic_storm(op,tmp, power); 3972 cast_magic_storm (op, tmp, power);
3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3729 free_object(tmp); 3974 tmp->destroy ();
3730 } 3975 }
3731 } 3976 }
3732} 3977}
3733 3978
3979void
3734void apply_changes_to_player(object *pl, object *change) { 3980apply_changes_to_player (object *pl, object *change)
3981{
3735 int excess_stat=0; /* if the stat goes over the maximum 3982 int excess_stat = 0; /* if the stat goes over the maximum
3736 for the race, put the excess stat some 3983 for the race, put the excess stat some
3737 where else. */ 3984 where else. */
3738 3985
3739 switch (change->type) { 3986 switch (change->type)
3987 {
3740 case CLASS: { 3988 case CLASS:
3989 {
3741 living *stats = &(pl->contr->orig_stats); 3990 living *stats = &(pl->contr->orig_stats);
3742 living *ns = &(change->stats); 3991 living *ns = &(change->stats);
3743 object *walk; 3992 object *walk;
3744 int flag_change_face=1; 3993 int flag_change_face = 1;
3745 3994
3746 /* the following code assigns stats up to the stat max 3995 /* the following code assigns stats up to the stat max
3747 * for the race, and if the stat max is exceeded, 3996 * for the race, and if the stat max is exceeded,
3748 * tries to randomly reassign the excess stat 3997 * tries to randomly reassign the excess stat
3749 */ 3998 */
3750 int i,j; 3999 int i, j;
4000
3751 for(i=0;i<NUM_STATS;i++) { 4001 for (i = 0; i < NUM_STATS; i++)
4002 {
3752 sint8 stat=get_attr_value(stats,i); 4003 sint8 stat = get_attr_value (stats, i);
3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4005
3754 stat += get_attr_value(ns,i); 4006 stat += get_attr_value (ns, i);
3755 if(stat > 20 + race_bonus) { 4007 if (stat > 20 + race_bonus)
4008 {
3756 excess_stat++; 4009 excess_stat++;
3757 stat = 20+race_bonus; 4010 stat = 20 + race_bonus;
3758 } 4011 }
3759 set_attr_value(stats,i,stat); 4012 set_attr_value (stats, i, stat);
3760 } 4013 }
3761 4014
3762 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 */
3763 int i = rndm(0, 6); 4017 int i = rndm (0, 6);
3764 int stat=get_attr_value(stats,i); 4018 int stat = get_attr_value (stats, i);
3765 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)
3766 if(i==CHA) continue; /* exclude cha from this */ 4022 continue; /* exclude cha from this */
3767 if( stat < 20 + race_bonus) { 4023 if (stat < 20 + race_bonus)
4024 {
3768 change_attr_value(stats,i,1); 4025 change_attr_value (stats, i, 1);
3769 excess_stat--; 4026 excess_stat--;
3770 } 4027 }
3771 } 4028 }
3772 4029
3773 /* insert the randomitems from the change's treasurelist into 4030 /* insert the randomitems from the change's treasurelist into
3774 * the player ref: player.c 4031 * the player ref: player.c
3775 */ 4032 */
3776 if(change->randomitems!=NULL) 4033 if (change->randomitems != NULL)
3777 give_initial_items(pl,change->randomitems); 4034 give_initial_items (pl, change->randomitems);
3778 4035
3779 4036
3780 /* set up the face, for some races. */ 4037 /* set up the face, for some races. */
3781 4038
3782 /* first, look for the force object banning 4039 /* first, look for the force object banning
3783 * changing the face. Certain races never change face with class. 4040 * changing the face. Certain races never change face with class.
3784 */ 4041 */
3785 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4042 for (walk = pl->inv; walk != NULL; walk = walk->below)
3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4043 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4044 flag_change_face = 0;
3787 4045
3788 if(flag_change_face) { 4046 if (flag_change_face)
4047 {
3789 pl->animation_id = GET_ANIM_ID(change); 4048 pl->animation_id = GET_ANIM_ID (change);
3790 pl->face = change->face; 4049 pl->face = change->face;
3791 4050
3792 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4051 if (QUERY_FLAG (change, FLAG_ANIMATE))
3793 SET_FLAG(pl,FLAG_ANIMATE); 4052 SET_FLAG (pl, FLAG_ANIMATE);
3794 else 4053 else
3795 CLEAR_FLAG(pl,FLAG_ANIMATE); 4054 CLEAR_FLAG (pl, FLAG_ANIMATE);
3796 } 4055 }
3797 4056
3798 /* check the special case of can't use weapons */ 4057 /* check the special case of can't use weapons */
3799 /*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); */
3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4059 if (!strcmp (change->name, "monk"))
4060 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3801 4061
3802 break; 4062 break;
3803 } 4063 }
3804 } 4064 }
3805} 4065}
3806 4066
3807/** 4067/**
3812 * 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.
3813 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4073 * The format is as follow: transformer:[number ]yield[;transformer:...].
3814 * 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.
3815 * 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.
3816 */ 4076 */
4077void
3817void apply_item_transformer( object* pl, object* transformer ) 4078apply_item_transformer (object *pl, object *transformer)
3818 { 4079{
3819 object* marked; 4080 object *marked;
3820 object* new_item; 4081 object *new_item;
3821 char* find; 4082 char *find;
3822 char* separator; 4083 char *separator;
3823 int yield; 4084 int yield;
3824 char got[ MAX_BUF ]; 4085 char got[MAX_BUF];
3825 int len; 4086 int len;
3826 4087
3827 if ( !pl || !transformer ) 4088 if (!pl || !transformer)
3828 return; 4089 return;
3829 marked = find_marked_object( pl ); 4090 marked = find_marked_object (pl);
3830 if ( !marked ) 4091 if (!marked)
3831 { 4092 {
3832 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));
3833 return; 4094 return;
3834 } 4095 }
3835 if ( !marked->slaying ) 4096 if (!marked->slaying)
3836 { 4097 {
3837 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));
3838 return; 4099 return;
3839 } 4100 }
3840 /* check whether they are compatible or not */ 4101 /* check whether they are compatible or not */
3841 find = strstr( marked->slaying, transformer->arch->name ); 4102 find = strstr (marked->slaying, transformer->arch->name);
3842 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3843 { 4104 {
3844 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));
3845 return; 4106 return;
3846 } 4107 }
3847 find += strlen( transformer->arch->name ) + 1; 4108 find += strlen (transformer->arch->name) + 1;
3848 /* 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 */
3849 if ( isdigit( *( find ) ) ) 4110 if (isdigit (*(find)))
3850 { 4111 {
3851 yield = atoi( find ); 4112 yield = atoi (find);
3852 if ( yield < 1 ) 4113 if (yield < 1)
3853 { 4114 {
3854 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);
3855 yield = 1; 4116 yield = 1;
3856 } 4117 }
3857 } 4118 }
3858 else 4119 else
3859 yield = 1; 4120 yield = 1;
3860 4121
3861 while ( isdigit( *find ) ) 4122 while (isdigit (*find))
3862 find++; 4123 find++;
3863 while ( *find == ' ' ) 4124 while (*find == ' ')
3864 find++; 4125 find++;
3865 memset( got, 0, MAX_BUF ); 4126 memset (got, 0, MAX_BUF);
3866 if ( (separator = strchr( find, ';' ))!=NULL) 4127 if ((separator = strchr (find, ';')) != NULL)
3867 { 4128 {
3868 len = separator - find; 4129 len = separator - find;
3869 } 4130 }
3870 else 4131 else
3871 { 4132 {
3872 len = strlen(find); 4133 len = strlen (find);
3873 } 4134 }
3874 if ( len > MAX_BUF-1) 4135 if (len > MAX_BUF - 1)
3875 len = MAX_BUF-1; 4136 len = MAX_BUF - 1;
3876 strcpy( got, find ); 4137 strcpy (got, find);
3877 got[len] = '\0'; 4138 got[len] = '\0';
3878 4139
3879 /* Now create new item, remove used ones when required. */ 4140 /* Now create new item, remove used ones when required. */
3880 new_item = get_archetype( got ); 4141 new_item = get_archetype (got);
3881 if ( !new_item ) 4142 if (!new_item)
3882 { 4143 {
3883 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));
3884 return; 4145 return;
3885 } 4146 }
4147
3886 new_item->nrof = yield; 4148 new_item->nrof = yield;
3887 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));
3888 insert_ob_in_ob( new_item, pl ); 4150 insert_ob_in_ob (new_item, pl);
3889 esrv_send_inventory( pl, pl ); 4151 esrv_send_inventory (pl, pl);
3890 /* Eat up one item */ 4152 /* Eat up one item */
3891 decrease_ob_nr( marked, 1 ); 4153 decrease_ob_nr (marked, 1);
3892 /* Eat one transformer if needed */ 4154 /* Eat one transformer if needed */
3893 if ( transformer->stats.food ) 4155 if (transformer->stats.food)
3894 if ( --transformer->stats.food == 0 ) 4156 if (--transformer->stats.food == 0)
3895 decrease_ob_nr( transformer, 1 ); 4157 decrease_ob_nr (transformer, 1);
3896 } 4158}

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