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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 16:19:55 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 1.4 2006/08/15 16:19:55 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() */
42#include <math.h> 36#include <math.h>
43 37
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193
194/** 38/**
195 * 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.
196 * 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.
197 */ 41 */
42int
198int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
199{ 44{
200 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
201 /* 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.
202 * 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,
203 * 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,
204 * 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
205 * it. Examples: 51 * it. Examples:
206 * subtype 1: only arch 52 * subtype 1: only arch
207 * subtype 3: arch or name 53 * subtype 3: arch or name
208 * subtype 5: arch or race 54 * subtype 5: arch or race
209 * subtype 7: all three 55 * subtype 7: all three
210 */ 56 */
211 if (op->subtype) 57 if (op->subtype)
212 { 58 {
213 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
216 } else { 62 }
63 else
64 {
217 arch_flag = 1; 65 arch_flag = 1;
218 name_flag = 1; 66 name_flag = 1;
219 race_flag = 1; 67 race_flag = 1;
220 } 68 }
221 /* 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,
222 * name or race that matches. 70 * name or race that matches.
223 */ 71 */
224 if ( (op->race) && 72 if ((op->race) &&
225 ((!(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))) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
76 {
228 return 1; 77 return 1;
229 } 78 }
230 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 80 * of arch, name, or race match.
232 */ 81 */
233 if ( (op->slaying) && (
234 ((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))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85 {
237 return 1; 86 return 1;
238 } 87 }
239 return 0; 88 return 0;
240} 89}
241 90
242/** 91/**
243 * 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.
244 * 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.
245 * Return value: 1 if money was destroyed, 0 if not. 94 * Return value: 1 if money was destroyed, 0 if not.
246 */ 95 */
96static int
247static int apply_id_altar (object *money, object *altar, object *pl) 97apply_id_altar (object *money, object *altar, object *pl)
248{ 98{
249 object *id, *marked; 99 object *id, *marked;
250 int success=0; 100 int success = 0;
251 101
252 if (pl == NULL || pl->type != PLAYER) 102 if (pl == NULL || pl->type != PLAYER)
253 return 0; 103 return 0;
254 104
255 /* 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
256 * identifying' from being printed out more than it needs to be. 106 * identifying' from being printed out more than it needs to be.
257 */ 107 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 109 return 0;
260 110
261 marked = find_marked_object (pl); 111 marked = find_marked_object (pl);
262 /* 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
263 * identified. IF it doesn't, then go through the player inventory. 113 * identified. IF it doesn't, then go through the player inventory.
264 */ 114 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
266 && need_identify (marked))
267 { 116 {
268 if (operate_altar (altar, &money)) { 117 if (operate_altar (altar, &money))
118 {
269 identify (marked); 119 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) { 121 if (marked->msg)
122 {
273 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:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
275 } 128 }
276 return money == NULL;
277 }
278 }
279 129
280 for (id=pl->inv; id; id=id->below) { 130 for (id = pl->inv; id; id = id->below)
131 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 133 {
283 if (operate_altar(altar,&money)) { 134 if (operate_altar (altar, &money))
284 identify(id); 135 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 136 identify (id);
286 "You have %s.", long_desc(id, pl)); 137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
287 if (id->msg) { 138 if (id->msg)
139 {
288 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:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
290 } 142 }
291 success=1; 143 success = 1;
292 /* If no more money, might as well quit now */ 144 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 145 if (money == NULL || !check_altar_sacrifice (altar, money))
294 break; 146 break;
295 } 147 }
296 else { 148 else
149 {
297 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");
298 break; 151 break;
299 } 152 }
300 } 153 }
301 } 154 }
155 if (!success)
302 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");
303 return money == NULL; 157 return money == NULL;
304} 158}
305 159
306/** 160/**
307 * 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
308 * matching item. 162 * matching item.
309 **/ 163 **/
164static void
310static void handle_apply_yield(object* tmp) 165handle_apply_yield (object *tmp)
311{ 166{
312 const char* yield; 167 const char *yield;
313 168
314 yield = get_ob_key_value(tmp,"on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
315 if (yield != NULL) 170 if (yield != NULL)
316 { 171 {
317 object* drop = get_archetype(yield); 172 object *drop = get_archetype (yield);
173
318 if (tmp->env) 174 if (tmp->env)
319 { 175 {
320 drop = insert_ob_in_ob(drop,tmp->env); 176 drop = insert_ob_in_ob (drop, tmp->env);
321 if (tmp->env->type == PLAYER) 177 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop); 178 esrv_send_item (tmp->env, drop);
323 } 179 }
324 else 180 else
325 { 181 {
326 drop->x = tmp->x; 182 drop->x = tmp->x;
327 drop->y = tmp->y; 183 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
329 } 185 }
330 } 186 }
331} 187}
332 188
333/** 189/**
334 * Handles applying a potion. 190 * Handles applying a potion.
335 */ 191 */
192int
336int apply_potion (object * op, object * tmp) 193apply_potion (object *op, object *tmp)
337{ 194{
338 int got_one = 0, i; 195 int got_one = 0, i;
339 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
340 197
341 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
342 199
343 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
344 { 201 {
345 if (op->type == PLAYER) 202 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "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!");
348 );
349 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0; 205 return 0;
351 } 206 }
352 207
353 if (op->type == PLAYER) 208 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp); 210 identify (tmp);
357 }
358 211
359 handle_apply_yield (tmp); 212 handle_apply_yield (tmp);
360 213
361 /* Potion of restoration - only for players */ 214 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
364 object *depl; 217 object *depl;
365 archetype *at; 218 archetype *at;
366 219
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 { 221 {
369 drain_stat (op); 222 op->drain_stat ();
370 fix_player (op); 223 op->update_stats ();
371 decrease_ob (tmp); 224 decrease_ob (tmp);
372 return 1; 225 return 1;
373 } 226 }
227
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
375 { 229 {
376 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
377 return 0; 231 return 0;
378 } 232 }
379 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
234
380 if (depl != NULL) 235 if (depl)
381 { 236 {
382 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i)) 238 if (get_attr_value (&depl->stats, i))
384 {
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
386 } 240
387 remove_ob (depl); 241 depl->destroy ();
388 free_object (depl); 242 op->update_stats ();
389 fix_player (op);
390 } 243 }
391 else 244 else
392 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.");
393 246
394 decrease_ob (tmp); 247 decrease_ob (tmp);
396 } 249 }
397 250
398 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
400 { 253 {
401
402 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
403 { 255 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 { 257 {
406 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
436 op->contr->levgrace[i] = 3; 288 op->contr->levgrace[i] = 3;
437 break; 289 break;
438 } 290 }
439 } 291 }
440 } 292 }
293
441 /* Just makes checking easier */ 294 /* Just makes checking easier */
442 if (i < MIN (11, op->level)) 295 if (i < MIN (11, op->level))
443 got_one = 1; 296 got_one = 1;
297
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 { 299 {
446 if (got_one) 300 if (got_one)
447 { 301 {
448 fix_player (op); 302 op->update_stats ();
449 new_draw_info (NDI_UNIQUE, 0, op, 303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
450 "The Gods smile upon you and remake you"); 304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
451 new_draw_info (NDI_UNIQUE, 0, op, 305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
452 "a little more in their image.");
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect.");
455 } 306 }
456 else 307 else
457 new_draw_info (NDI_UNIQUE, 0, op, 308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
458 "The potion had no effect - you are already perfect");
459 } 309 }
460 else 310 else
461 { /* cursed potion */ 311 { /* cursed potion */
462 if (got_one) 312 if (got_one)
463 { 313 {
464 fix_player (op); 314 op->update_stats ();
465 new_draw_info (NDI_UNIQUE, 0, op, 315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
466 "The Gods are angry and punish you.");
467 } 316 }
468 else 317 else
469 new_draw_info (NDI_UNIQUE, 0, op, 318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
470 "You are fortunate that you are so pathetic.");
471 } 319 }
320
472 decrease_ob (tmp); 321 decrease_ob (tmp);
473 return 1; 322 return 1;
474 } 323 }
475 324
476 325
486 object *fball; 335 object *fball;
487 336
488 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!");
489 /* Explodes a fireball centered at player */ 338 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL); 339 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x; 342 fball->x = op->x;
496 fball->y = op->y; 343 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0); 344 insert_ob_in_map (fball, op->map, NULL, 0);
498 } 345 }
499 else 346 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501 348
502 decrease_ob (tmp); 349 decrease_ob (tmp);
503 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED)) 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op); 352 op->update_stats ();
506 return 1; 353 return 1;
507 } 354 }
508 355
509 /* Deal with protection potions */ 356 /* Deal with protection potions */
510 force = NULL; 357 force = NULL;
540 } 387 }
541 388
542 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
543 if (op->type == PLAYER) 390 if (op->type == PLAYER)
544 { /* only for players */ 391 { /* only for players */
545 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)
546 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else 394 else
549 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
550 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
555 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
557 * up all the stats. 403 * up all the stats.
558 */ 404 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op); 406 op->update_stats ();
561 decrease_ob (tmp); 407 decrease_ob (tmp);
562 return 1; 408 return 1;
563} 409}
564 410
565/**************************************************************************** 411/****************************************************************************
567 ****************************************************************************/ 413 ****************************************************************************/
568 414
569/** 415/**
570 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
571 */ 417 */
418static int
572static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
573{ 420{
574 int count=0; 421 int count = 0;
575 422
576 423
577 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
578 op=op->below; 426 op = op->below;
579 while(op!=NULL) { 427 while (op != NULL)
428 {
580 if (strcmp(op->arch->name,item)==0){ 429 if (strcmp (op->arch->name, item) == 0)
430 {
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
583 { 433 {
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
585 count++; 435 count++;
586 else 436 else
587 count += op->nrof; 437 count += op->nrof;
438 }
439 }
440 op = op->below;
588 } 441 }
589 }
590 op=op->below;
591 }
592 return count; 442 return count;
593} 443}
594 444
595/** 445/**
596 * This removes 'nrof' of what item->slaying says to remove. 446 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only 447 * op is typically the player, which is only
598 * really used to determine what space to look at. 448 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects. 449 * Modified to only eat 'nrof' of objects.
600 */ 450 */
451static void
601static void eat_item(object *op,const char *item, uint32 nrof) 452eat_item (object *op, const char *item, uint32 nrof)
602{ 453{
603 object *prev; 454 object *prev;
604 455
456 prev = op;
457 op = op->below;
458
459 while (op != NULL)
460 {
461 if (strcmp (op->arch->name, item) == 0)
462 {
463 if (op->nrof >= nrof)
464 {
465 decrease_ob_nr (op, nrof);
466 return;
467 }
468 else
469 {
470 decrease_ob_nr (op, op->nrof);
471 nrof -= op->nrof;
472 }
473 op = prev;
474 }
605 prev = op; 475 prev = op;
606 op=op->below; 476 op = op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 } 477 }
622} 478}
623 479
624/** 480/**
625 * 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
626 * with improvs improvements (typically last_eat). We take an int here 482 * with improvs improvements (typically last_eat). We take an int here
627 * 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
628 * increased value to see if the object is usuable. 484 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon. 485 * we return 1 (true) if the player can use the weapon.
630 */ 486 */
487static int
631static int check_weapon_power(const object *who, int improvs) 488check_weapon_power (const object *who, int improvs)
632{ 489{
490
633/* 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
634 * 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
635 * 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.
636 */ 494 */
637#if 1 495#if 1
638 if (((who->level/5)+5) >= improvs) return 1; 496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
639 else return 0; 499 return 0;
640 500
641#else 501#else
642 int level=0; 502 int level = 0;
643 503
644 /* The skill system hands out wc and dam bonuses to fighters 504 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus 505 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons. 506 * we need to curtail the power of player enchanted weapons.
647 * 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.
648 * 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
649 * using normal level - it is just a matter of play balance. 509 * using normal level - it is just a matter of play balance.
650 */ 510 */
651 if(who->type==PLAYER) { 511 if (who->type == PLAYER)
512 {
652 object *wc_obj=NULL; 513 object *wc_obj = NULL;
653 514
654 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)
655 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)
656 level = wc_obj->level; 517 level = wc_obj->level;
657 518
658 if (!level ) { 519 if (!level)
520 {
659 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);
522 level = who->level;
523 }
524 }
525 else
660 level = who->level; 526 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665 527
666 return (improvs <= ((level/5)+5)); 528 return (improvs <= ((level / 5) + 5));
667#endif 529#endif
668} 530}
669 531
670/** 532/**
671 * 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.
672 * 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.
673 */ 535 */
536static int
674static int check_sacrifice(object *op, const object *improver) 537check_sacrifice (object *op, const object *improver)
675{ 538{
676 int count=0; 539 int count = 0;
677 540
678 if (improver->slaying!=NULL) { 541 if (improver->slaying != NULL)
542 {
679 count = check_item(op,improver->slaying); 543 count = check_item (op, improver->slaying);
680 if (count<1) { 544 if (count < 1)
545 {
681 char buf[200]; 546 char buf[200];
547
682 sprintf(buf,"The gods want more %ss",improver->slaying); 548 sprintf (buf, "The gods want more %ss", &improver->slaying);
683 new_draw_info(NDI_UNIQUE,0,op,buf); 549 new_draw_info (NDI_UNIQUE, 0, op, buf);
684 return 0; 550 return 0;
685 } 551 }
686 } 552 }
687 else 553 else
688 count=1; 554 count = 1;
689 555
690 return count; 556 return count;
691} 557}
692 558
693/** 559/**
694 * Actually improves the weapon, and tells user. 560 * Actually improves the weapon, and tells user.
695 */ 561 */
696int improve_weapon_stat(object *op,object *improver,object *weapon, 562int
697 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)
698{ 564{
699 565
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
701 *stat += sacrifice_count; 567 *stat += sacrifice_count;
702 weapon->last_eat++; 568 weapon->last_eat++;
703 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);
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver); 570 decrease_ob (improver);
706 571
707 /* So it updates the players stats and the window */ 572 /* So it updates the players stats and the window */
708 fix_player(op); 573 op->update_stats ();
709 return 1; 574 return 1;
710} 575}
711 576
712/* Types of improvements, hidden in the sp field. */ 577/* Types of improvements, hidden in the sp field. */
713#define IMPROVE_PREPARE 1 578#define IMPROVE_PREPARE 1
726/** 591/**
727 * This does the prepare weapon scroll. 592 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on. 593 * Checks for sacrifice, and so on.
729 */ 594 */
730 595
596int
731int prepare_weapon(object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
732{ 598{
733 int sacrifice_count,i; 599 int sacrifice_count, i;
734 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
735 601
736 if (weapon->level!=0) { 602 if (weapon->level != 0)
603 {
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
738 return 0; 605 return 0;
739 } 606 }
740 for (i=0; i<NROFATTACKS; i++) 607 for (i = 0; i < NROFATTACKS; i++)
741 if (weapon->resist[i]) break; 608 if (weapon->resist[i])
609 break;
742 610
743 /* If we break out, i will be less than nrofattacks, preventing 611 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections. 612 * improvement of items that already have protections.
745 */ 613 */
746 if (i<NROFATTACKS || 614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */ 616 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */ 617 weapon->stats.ac) /* AC - only taifu's I think */
751 { 618 {
752 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
753 return 0; 620 return 0;
754 } 621 }
755 sacrifice_count=check_sacrifice(op,improver); 622 sacrifice_count = check_sacrifice (op, improver);
756 if (sacrifice_count<=0) 623 if (sacrifice_count <= 0)
757 return 0; 624 return 0;
758 weapon->level=isqrt(sacrifice_count); 625 weapon->level = isqrt (sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count); 627 eat_item (op, improver->slaying, sacrifice_count);
761 628
762 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);
763 weapon->name,weapon->level);
764 630
765 sprintf(buf,"%s's %s",op->name,weapon->name); 631 sprintf (buf, "%s's %s", &op->name, &weapon->name);
766 FREE_AND_COPY(weapon->name, buf); 632 weapon->name = weapon->name_pl = buf;
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same 633 weapon->nrof = 0; /* prevents preparing n weapons in the same
769 slot at once! */ 634 slot at once! */
770 decrease_ob(improver); 635 decrease_ob (improver);
771 weapon->last_eat=0; 636 weapon->last_eat = 0;
772 return 1; 637 return 1;
773} 638}
774 639
775 640
776/** 641/**
777 * 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.
782 * 647 *
783 * 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
784 * 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 ??
785 * level == max improve last_eat == current improve 650 * level == max improve last_eat == current improve
786 */ 651 */
652int
787int improve_weapon(object *op,object *improver,object *weapon) 653improve_weapon (object *op, object *improver, object *weapon)
788{ 654{
789 int sacrifice_count, sacrifice_needed=0; 655 int sacrifice_count, sacrifice_needed = 0;
790 656
791 if(improver->stats.sp==IMPROVE_PREPARE) { 657 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
792 return prepare_weapon(op, improver, weapon); 659 return prepare_weapon (op, improver, weapon);
793 } 660 }
794 if (weapon->level==0) { 661 if (weapon->level == 0)
662 {
795 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.");
796 return 0; 664 return 0;
797 } 665 }
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667 {
799 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.");
800 return 0; 669 return 0;
801 } 670 }
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 671 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
803 !check_weapon_power(op, weapon->last_eat+1)) { 672 {
804 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");
805 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");
806 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.");
807 return 0; 676 return 0;
808 } 677 }
809 /* 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
810 * 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,
811 * 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
812 * weapon can be improved. 681 * weapon can be improved.
813 */ 682 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
815 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
817 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);
818 "Damage has been increased by 5 to %d", weapon->stats.dam);
819 weapon->last_eat++; 688 weapon->last_eat++;
820 689
821 weapon->item_power++; 690 weapon->item_power++;
822 decrease_ob(improver); 691 decrease_ob (improver);
823 return 1; 692 return 1;
824 } 693 }
825 if (improver->stats.sp == IMPROVE_WEIGHT) { 694 if (improver->stats.sp == IMPROVE_WEIGHT)
695 {
826 /* Reduce weight by 20% */ 696 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10; 697 weapon->weight = (weapon->weight * 8) / 10;
828 if (weapon->weight < 1) weapon->weight = 1; 698 if (weapon->weight < 1)
829 new_draw_info_format(NDI_UNIQUE, 0, op, 699 weapon->weight = 1;
830 "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);
831 (float)weapon->weight/1000.0);
832 weapon->last_eat++; 701 weapon->last_eat++;
833 weapon->item_power++; 702 weapon->item_power++;
834 decrease_ob(improver); 703 decrease_ob (improver);
835 return 1; 704 return 1;
836 } 705 }
837 if (improver->stats.sp == IMPROVE_ENCHANT) { 706 if (improver->stats.sp == IMPROVE_ENCHANT)
707 {
838 weapon->magic++; 708 weapon->magic++;
839 weapon->last_eat++; 709 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op 710 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
841 ,"Weapon magic increased to %d",weapon->magic);
842 decrease_ob(improver); 711 decrease_ob (improver);
843 weapon->item_power++; 712 weapon->item_power++;
844 return 1; 713 return 1;
845 } 714 }
846 715
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 717 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
849 weapon->stats.Wis;
850 718
851 if (sacrifice_needed<1) 719 if (sacrifice_needed < 1)
852 sacrifice_needed =1; 720 sacrifice_needed = 1;
853 sacrifice_needed *=2; 721 sacrifice_needed *= 2;
854 722
855 sacrifice_count = check_sacrifice(op,improver); 723 sacrifice_count = check_sacrifice (op, improver);
856 if (sacrifice_count < sacrifice_needed) { 724 if (sacrifice_count < sacrifice_needed)
857 new_draw_info_format(NDI_UNIQUE, 0, op, 725 {
858 "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);
859 return 0; 727 return 0;
860 } 728 }
861 eat_item(op,improver->slaying, sacrifice_needed); 729 eat_item (op, improver->slaying, sacrifice_needed);
862 weapon->item_power++; 730 weapon->item_power++;
863 731
864 switch (improver->stats.sp) { 732 switch (improver->stats.sp)
733 {
865 case IMPROVE_STR: 734 case IMPROVE_STR:
866 return improve_weapon_stat(op,improver,weapon, 735 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
867 (signed char *) &(weapon->stats.Str),
868 1, "strength");
869 case IMPROVE_DEX: 736 case IMPROVE_DEX:
870 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
871 (signed char *) &(weapon->stats.Dex),
872 1, "dexterity");
873 case IMPROVE_CON: 738 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS: 740 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA: 742 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT: 744 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW: 746 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default: 748 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
895 } 750 }
896 LOG(llevError,"improve_weapon: Got to end of function\n"); 751 LOG (llevError, "improve_weapon: Got to end of function\n");
897 return 0; 752 return 0;
898} 753}
899 754
900/** 755/**
901 * Handles the applying of improve/prepare/enchant weapon scroll. 756 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * 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, ...),
903 * then calls improve_weapon to do the dirty work. 758 * then calls improve_weapon to do the dirty work.
904 */ 759 */
760int
905int check_improve_weapon (object *op, object *tmp) 761check_improve_weapon (object *op, object *tmp)
906{ 762{
907 object *otmp; 763 object *otmp;
908 764
909 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.");
910 return 0; 770 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 } 771 }
915 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
916 if(!otmp) { 773 if (!otmp)
774 {
917 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.");
918 return 0; 776 return 0;
919 } 777 }
920 if (otmp->type != WEAPON && otmp->type != BOW) { 778 if (otmp->type != WEAPON && otmp->type != BOW)
779 {
921 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");
922 return 0; 781 return 0;
923 } 782 }
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
925 improve_weapon(op,tmp,otmp); 784 improve_weapon (op, tmp, otmp);
926 esrv_send_item(op, otmp); 785 esrv_send_item (op, otmp);
927 return 1; 786 return 1;
928} 787}
929 788
930/** 789/**
931 * This code deals with the armour improvment scrolls. 790 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to 791 * Change limits on improvement - let players go up to
947 * the armour value of the piece of equipment exceed either 806 * the armour value of the piece of equipment exceed either
948 * the users level or 90) 807 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support 808 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now. 809 * changing of physical area right now.
951 */ 810 */
811int
952int improve_armour(object *op, object *improver, object *armour) 812improve_armour (object *op, object *improver, object *armour)
953{ 813{
954 object *tmp; 814 object *tmp;
955 815
956 if (armour->magic >= settings.armor_max_enchant) { 816 if (armour->magic >= settings.armor_max_enchant)
817 {
957 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.");
958 return 0; 819 return 0;
959 } 820 }
960 /* 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,
961 * 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.
962 * 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
963 * of gnarg and what not?) 824 * of gnarg and what not?)
964 */ 825 */
965 if (armour->title) { 826 if (armour->title)
827 {
966 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.");
967 return 0; 829 return 0;
968 } 830 }
969 831
970 /* Split objects if needed. Can't insert tmp until the 832 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge. 833 * end of this function - otherwise it will just re-merge.
972 */ 834 */
973 if(armour->nrof > 1) 835 if (armour->nrof > 1)
974 tmp = get_split_ob(armour,armour->nrof - 1); 836 tmp = get_split_ob (armour, armour->nrof - 1);
975 else 837 else
976 tmp = NULL; 838 tmp = NULL;
977 839
978 armour->magic++; 840 armour->magic++;
979 841
980 if ( !settings.armor_speed_linear ) 842 if (!settings.armor_speed_linear)
981 { 843 {
982 int base = 100; 844 int base = 100;
983 int pow = 0; 845 int pow = 0;
846
984 while ( pow < armour->magic ) 847 while (pow < armour->magic)
985 { 848 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100; 849 base = base - (base * settings.armor_speed_improvement) / 100;
987 pow++; 850 pow++;
988 } 851 }
989 852
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
991 } 854 }
992 else 855 else
993 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;
994 857
995 if ( !settings.armor_weight_linear ) 858 if (!settings.armor_weight_linear)
996 { 859 {
997 int base = 100; 860 int base = 100;
998 int pow = 0; 861 int pow = 0;
862
999 while ( pow < armour->magic ) 863 while (pow < armour->magic)
1000 { 864 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100; 865 base = base - (base * settings.armor_weight_reduction) / 100;
1002 pow++; 866 pow++;
1003 } 867 }
1004 868
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100; 869 armour->weight = (armour->arch->clone.weight * base) / 100;
1006 } 870 }
1007 else 871 else
1008 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;
1009 873
1010 if ( armour->weight <= 0 ) 874 if (armour->weight <= 0)
1011 { 875 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1013 armour->weight = 1; 877 armour->weight = 1;
1014 } 878 }
1015 879
1016 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);
1017 881
1018 if (op->type == PLAYER) { 882 if (op->type == PLAYER)
883 {
1019 esrv_send_item(op, armour); 884 esrv_send_item (op, armour);
1020 if(QUERY_FLAG(armour, FLAG_APPLIED)) 885 if (QUERY_FLAG (armour, FLAG_APPLIED))
1021 fix_player(op); 886 op->update_stats ();
1022 } 887 }
1023 decrease_ob(improver); 888 decrease_ob (improver);
1024 if (tmp) { 889 if (tmp)
890 {
1025 insert_ob_in_ob(tmp, op); 891 insert_ob_in_ob (tmp, op);
1026 esrv_send_item(op, tmp); 892 esrv_send_item (op, tmp);
1027 } 893 }
1028 return 1; 894 return 1;
1029} 895}
1030 896
1031 897
1032/* 898/*
1033 * 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
1041/* Takes one items and makes another. 907/* Takes one items and makes another.
1042 * converter is the object that is doing the conversion. 908 * converter is the object that is doing the conversion.
1043 * 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
1044 * what the converter wants, this will not do anything. 910 * what the converter wants, this will not do anything.
1045 */ 911 */
912int
1046int convert_item(object *item, object *converter) { 913convert_item (object *item, object *converter)
914{
1047 int nr=0; 915 int nr = 0;
1048 object *tmp;
1049 int is_in_shop;
1050 uint32 price_in; 916 uint32 price_in;
1051 917
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1053 tmp != NULL;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059
1060 /* 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,
1061 * 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
1062 * 3 gp and player drops a platinum, tough luck) 920 * 3 gp and player drops a platinum, tough luck)
1063 */ 921 */
1064 if (!strcmp(CONV_FROM(converter),"money")) { 922 if (!strcmp (CONV_FROM (converter), "money"))
1065 int cost; 923 {
924 int cost;
1066 925
1067 if(item->type!=MONEY) 926 if (item->type != MONEY)
1068 return 0; 927 return 0;
1069 928
1070 nr=(item->nrof*item->value)/CONV_NEED(converter); 929 nr = (item->nrof * item->value) / CONV_NEED (converter);
1071 if (!nr) return 0; 930 if (!nr)
931 return 0;
1072 cost=nr*CONV_NEED(converter)/item->value; 932 cost = nr * CONV_NEED (converter) / item->value;
1073 /* take into account rounding errors */ 933 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++; 934 if (nr * CONV_NEED (converter) % item->value)
935 cost++;
1075 decrease_ob_nr(item, cost); 936 decrease_ob_nr (item, cost);
1076 937
1077 price_in = cost*item->value; 938 price_in = cost * item->value;
939 }
940 else
1078 } 941 {
1079 else {
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1082 return 0; 944 return 0;
1083 945
1084 if(CONV_NEED(converter)) { 946 if (CONV_NEED (converter))
947 {
1085 nr=item->nrof/CONV_NEED(converter); 948 nr = item->nrof / CONV_NEED (converter);
1086 decrease_ob_nr(item,nr*CONV_NEED(converter)); 949 decrease_ob_nr (item, nr * CONV_NEED (converter));
1087 price_in = nr*CONV_NEED(converter)*item->value; 950 price_in = nr * CONV_NEED (converter) * item->value;
1088 } else { 951 }
952 else
953 {
1089 price_in = item->value; 954 price_in = item->value;
1090 remove_ob(item); 955 item->destroy ();
1091 free_object(item); 956 }
1092 }
1093 } 957 }
1094 958
1095 if (converter->inv != NULL) { 959 if (converter->inv != NULL)
960 {
1096 object *ob; 961 object *ob;
1097 int i; 962 int i;
1098 object *ob_to_copy; 963 object *ob_to_copy;
1099 964
1100 /* select random object from inventory to copy */ 965 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv; 966 ob_to_copy = converter->inv;
1102 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 {
1103 if (rndm(0, i) == 0) { 969 if (rndm (0, i) == 0)
1104 ob_to_copy = ob; 970 {
971 ob_to_copy = ob;
972 }
973 }
974 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1105 } 977 }
1106 } 978 else
1107 item = object_create_clone(ob_to_copy); 979 {
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110 } else {
1111 if (converter->other_arch == NULL) { 980 if (converter->other_arch == NULL)
1112 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);
1113 return -1; 984 return -1;
1114 } 985 }
1115 986
1116 item = object_create_arch(converter->other_arch); 987 item = object_create_arch (converter->other_arch);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1118 } 989 }
1119 990
1120 if(CONV_NR(converter)) 991 if (CONV_NR (converter))
1121 item->nrof=CONV_NR(converter); 992 item->nrof = CONV_NR (converter);
1122 if(nr) 993 if (nr)
1123 item->nrof*=nr; 994 item->nrof *= nr;
1124 if(is_in_shop) 995 if (is_in_shop (converter))
1125 SET_FLAG(item,FLAG_UNPAID); 996 SET_FLAG (item, FLAG_UNPAID);
1126 else if(price_in < item->nrof*item->value) { 997 else if (price_in < item->nrof * item->value)
998 {
1127 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",
1128 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);
1129 item->nrof*item->value, item->name); 1001
1130 /** 1002 /**
1131 * 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
1132 * propably had something in mind when doing this 1004 * propably had something in mind when doing this
1133 */ 1005 */
1134 } 1006 }
1135 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);
1136 return 1; 1008 return 1;
1137} 1009}
1138 1010
1139/** 1011/**
1140 * Handle apply on containers. 1012 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se). 1013 * By Eneq(@csd.uu.se).
1142 * 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]
1143 * added the alchemical cauldron to the code -b.t. 1015 * added the alchemical cauldron to the code -b.t.
1144 */ 1016 */
1145 1017
1018int
1146int apply_container (object *op, object *sack) 1019apply_container (object *op, object *sack)
1147{ 1020{
1148 char buf[MAX_BUF]; 1021 char buf[MAX_BUF];
1149 object *tmp; 1022 object *tmp;
1150 1023
1151 if(op->type!=PLAYER) 1024 if (op->type != PLAYER)
1152 return 0; /* This might change */ 1025 return 0; /* This might change */
1153 1026
1154 if (sack==NULL || sack->type != CONTAINER) { 1027 if (sack == NULL || sack->type != CONTAINER)
1028 {
1155 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]");
1156 return 0; 1030 return 0;
1157 } 1031 }
1158 op->contr->last_used = NULL; 1032
1159 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1160 1034
1161 if (sack->env!=op) { 1035 if (sack->env != op)
1036 {
1162 if (sack->other_arch == NULL || sack->env != NULL) { 1037 if (sack->other_arch == NULL || sack->env != NULL)
1038 {
1163 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.");
1164 return 1; 1040 return 1;
1165 } 1041 }
1042
1166 /* It's on the ground, the problems begin */ 1043 /* It's on the ground, the problems begin */
1167 if (op->container != sack) { 1044 if (op->container != sack)
1045 {
1168 /* it's closed OR some player has opened it */ 1046 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1048 {
1171 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);
1172 if (tmp) { 1050 if (tmp)
1051 {
1173 /* some other player have opened it */ 1052 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op, 1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1175 "%s is already occupied.", query_name(sack)); 1054 return 1;
1176 return 1; 1055 }
1177 } 1056 }
1178 } 1057 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 }
1204
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1206 if (op->container) { 1059 {
1207 if (op->container != sack) { 1060 if (op->container == NULL)
1208 tmp = op->container; 1061 {
1209 apply_container (op, tmp); 1062 tmp = arch_to_object (sack->other_arch);
1210 sprintf (buf, "You close %s and open ", query_name(tmp)); 1063 /* not good, but insert_ob_in_ob() is too smart */
1211 op->container = sack; 1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1212 strcat (buf, query_name(sack)); 1065 tmp->x = tmp->y = 0;
1213 strcat (buf, "."); 1066 tmp->map = NULL;
1214 } else { 1067 tmp->env = sack;
1215 CLEAR_FLAG (sack, FLAG_APPLIED); 1068 if (sack->inv)
1216 op->container = NULL; 1069 sack->inv->above = tmp;
1217 sprintf (buf, "You close %s.", query_name(sack)); 1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079
1080 if (tmp && tmp->type == CLOSE_CON)
1081 tmp->destroy ();
1082 }
1083 }
1218 } 1084 }
1219 } else { 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 {
1220 CLEAR_FLAG (sack, FLAG_APPLIED); 1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack)); 1109 sprintf (buf, "You open %s.", query_name (sack));
1222 SET_FLAG (sack, FLAG_APPLIED); 1110 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack; 1111 op->container = sack;
1224 } 1112 }
1225 } else { /* not applied */ 1113 }
1226 if (sack->slaying) { /* it's locked */ 1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1227 tmp = find_key(op, op, sack); 1118 tmp = find_key (op, op, sack);
1228 if (tmp) { 1119 if (tmp)
1120 {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1230 SET_FLAG (sack, FLAG_APPLIED); 1122 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */ 1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf); 1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1233 apply_container (op, sack); 1127 apply_container (op, sack);
1234 return 1; 1128 return 1;
1235 } 1129 }
1236 } else { 1130 }
1131 else
1237 sprintf (buf, "You don't have the key to unlock %s.", 1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1238 query_name(sack)); 1133 }
1239 } 1134 else
1240 } else { 1135 {
1241 sprintf (buf, "You readied %s.", query_name(sack)); 1136 sprintf (buf, "You readied %s.", query_name (sack));
1242 SET_FLAG (sack, FLAG_APPLIED); 1137 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */ 1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf); 1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack); 1142 apply_container (op, sack);
1246 return 1; 1143 return 1;
1144 }
1145 }
1247 } 1146 }
1248 } 1147
1249 }
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 if (op->contr) op->contr->socket.update_look=1; 1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152
1252 return 1; 1153 return 1;
1253} 1154}
1254 1155
1255/** 1156/**
1256 * 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
1257 * the player has in their inventory, eg, sacks, luggages, etc. 1158 * the player has in their inventory, eg, sacks, luggages, etc.
1264 * Reminder - there are three states for any container - closed (non applied), 1165 * Reminder - there are three states for any container - closed (non applied),
1265 * 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
1266 * (applied flag set, and op->container points to the open container) 1167 * (applied flag set, and op->container points to the open container)
1267 */ 1168 */
1268 1169
1170int
1269int esrv_apply_container (object *op, object *sack) 1171esrv_apply_container (object *op, object *sack)
1270{ 1172{
1271 object *tmp=op->container; 1173 object *tmp = op->container;
1174
1272 if(op->type!=PLAYER) 1175 if (op->type != PLAYER)
1273 return 0; /* This might change */ 1176 return 0; /* This might change */
1274 1177
1275 if (sack==NULL || sack->type != CONTAINER) { 1178 if (sack == NULL || sack->type != CONTAINER)
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 } 1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1280 1183
1281 /* 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
1282 * 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
1283 * openening the new container. 1186 * openening the new container.
1284 */ 1187 */
1285 1188
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1287 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 */
1288 op->container->move_off = 0; 1193 op->container->move_off = 0;
1289 } 1194 }
1290 /* Lauwenmark: Handle for plugin close event */ 1195
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1292 return 1; 1197 return 1;
1293 1198
1294 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));
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED); 1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1297 op->container=NULL; 1201 op->container = NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp); 1202 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1; 1203 if (tmp == sack)
1204 return 1;
1300 } 1205 }
1301 1206
1302 1207
1303 /* 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),
1304 * 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.
1305 */ 1210 */
1306 1211
1307 if (sack->slaying) { /* it's locked */ 1212 if (sack->slaying)
1213 { /* it's locked */
1308 tmp=find_key(op, op, sack); 1214 tmp = find_key (op, op, sack);
1309 if (tmp) { 1215 if (tmp)
1216 {
1310 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));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 } 1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1316 } 1224 }
1317 1225
1318 /* 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
1319 * 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.
1320 */ 1228 */
1321 1229
1322 /* 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
1323 * 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
1324 * 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.
1325 */ 1233 */
1326 1234
1327 1235
1328 if (sack->env != op) { 1236 if (sack->env != op)
1237 {
1329 /* 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
1330 * 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
1331 * try to do it, so lets handle it gracefully. 1240 * try to do it, so lets handle it gracefully.
1332 */ 1241 */
1333 if (sack->env) { 1242 if (sack->env)
1243 {
1334 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));
1335 query_name(sack));
1336 return 0; 1245 return 0;
1337 } 1246 }
1338 /* 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 */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */ 1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1340 1249
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED); 1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 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));
1352 SET_FLAG (sack, FLAG_APPLIED); 1252 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack; 1253 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack); 1254 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack); 1255 esrv_send_inventory (op, sack);
1356 } 1256
1357 else { 1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1358 CLEAR_FLAG (sack, FLAG_APPLIED); 1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 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));
1360 SET_FLAG (sack, FLAG_APPLIED); 1273 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack); 1274 esrv_update_item (UPD_FLAGS, op, sack);
1362 } 1275 }
1363 } 1276 }
1364 return 1; 1277 return 1;
1365} 1278}
1366 1279
1367 1280
1368/** 1281/**
1369 * Handles dropping things on altar. 1282 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted. 1283 * Returns true if sacrifice was accepted.
1371 */ 1284 */
1285static int
1372static int apply_altar (object *altar, object *sacrifice, object *originator) 1286apply_altar (object *altar, object *sacrifice, object *originator)
1373{ 1287{
1374 /* Only players can make sacrifices on spell casting altars. */ 1288 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1289 if (altar->inv && (!originator || originator->type != PLAYER))
1376 return 0; 1290 return 0;
1377 1291
1378 if (operate_altar (altar, &sacrifice)) { 1292 if (operate_altar (altar, &sacrifice))
1293 {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet 1294 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * 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
1381 * is up to map designers to use them properly. 1296 * is up to map designers to use them properly.
1382 */ 1297 */
1383 if (altar->inv && altar->inv->type==SPELL) { 1298 if (altar->inv && altar->inv->type == SPELL)
1299 {
1384 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);
1385 altar->inv->name);
1386 cast_spell (originator, altar, 0, altar->inv, NULL); 1301 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with 1302 /* If it is connected, push the button. Fixes some problems with
1388 * old maps. 1303 * old maps.
1389 */ 1304 */
1305
1390/* push_button (altar);*/ 1306/* push_button (altar);*/
1391 } else { 1307 }
1308 else
1309 {
1392 altar->value = 1; /* works only once */ 1310 altar->value = 1; /* works only once */
1393 push_button (altar); 1311 push_button (altar);
1394 } 1312 }
1395 return sacrifice == NULL; 1313
1396 } else { 1314 return !sacrifice;
1315 }
1316 else
1397 return 0; 1317 return 0;
1398 }
1399} 1318}
1400
1401 1319
1402/** 1320/**
1403 * Handles 'movement' of shop mats. 1321 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not. 1322 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus 1323 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date. 1324 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29 1325 * MSW 2001-08-29
1408 */ 1326 */
1327int
1409int apply_shop_mat (object *shop_mat, object *op) 1328apply_shop_mat (object *shop_mat, object *op)
1410{ 1329{
1411 int rv = 0; 1330 int rv = 0;
1412 double opinion; 1331 double opinion;
1413 object *tmp, *next; 1332 object *tmp, *next;
1414 1333
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1416 1335
1417 if (op->type != PLAYER) { 1336 if (op->type != PLAYER)
1337 {
1418 /* Remove all the unpaid objects that may be carried here. 1338 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in 1339 * This could be pets or monsters that are somehow in
1420 * the shop. 1340 * the shop.
1421 */ 1341 */
1422 for (tmp=op->inv; tmp; tmp=next) { 1342 for (tmp = op->inv; tmp; tmp = next)
1343 {
1423 next = tmp->below; 1344 next = tmp->below;
1345
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1346 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 {
1425 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);
1426 1349
1427 remove_ob(tmp); 1350 tmp->remove ();
1428 if (i==-1) i=0; 1351
1429 tmp->map = op->map; 1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1430 tmp->x = op->x + freearr_x[i]; 1356 tmp->x = op->x + freearr_x[i];
1431 tmp->y = op->y + freearr_y[i]; 1357 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0); 1358 insert_ob_in_map (tmp, op->map, op, 0);
1433 } 1359 }
1434 } 1360 }
1435 1361
1436 /* Don't teleport things like spell effects */ 1362 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1363 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 return 0;
1438 1365
1439 /* unpaid objects, or non living objects, can't transfer by 1366 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space. 1367 * shop mats. Instead, put it on a nearby space.
1441 */ 1368 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 {
1443 1371
1444 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374
1375 if (i != -1)
1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1377
1378 return 0;
1379 }
1380 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine.
1382 */
1383 rv = teleport (shop_mat, SHOP_MAT, op);
1384 }
1385 else if (can_pay (op) && get_payment (op))
1386 {
1387 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op);
1389
1390 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1392 /* This check below is a bit simplistic - generally it should be correct,
1393 * but there is never a guarantee that the bottom space on the map is
1394 * actually the shop floor.
1395 */
1396 else if (!rv && !is_in_shop (op))
1397 {
1398 opinion = shopkeeper_approval (op->map, op);
1399
1400 if (opinion > 0.9)
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1402 else if (opinion > 0.75)
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1404 else if (opinion > 0.5)
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 }
1409 }
1410 else
1411 {
1412 /* if we get here, a player tried to leave a shop but was not able
1413 * to afford the items he has. We try to move the player so that
1414 * they are not on the mat anymore
1415 */
1445 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
1446 if (i != -1) { 1418 if (i == -1)
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1419 {
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n"); 1420 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else { 1421 }
1491 remove_ob (op); 1422 else
1423 {
1424 op->remove ();
1492 op->x += freearr_x[i]; 1425 op->x += freearr_x[i];
1493 op->y += freearr_y[i]; 1426 op->y += freearr_y[i];
1494 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;
1495 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1428 }
1496 op->contr->socket.update_look=1;
1497 op->contr->socket.look_position=0;
1498 }
1499 } 1429 }
1430
1500 CLEAR_FLAG (op, FLAG_NO_APPLY); 1431 CLEAR_FLAG (op, FLAG_NO_APPLY);
1501 return rv; 1432 return rv;
1502} 1433}
1503 1434
1504/** 1435/**
1505 * Handles applying a sign. 1436 * Handles applying a sign.
1506 */ 1437 */
1438static void
1507static void apply_sign (object *op, object *sign, int autoapply) 1439apply_sign (object *op, object *sign, int autoapply)
1508{ 1440{
1509 readable_message_type* msgType; 1441 readable_message_type *msgType;
1510 char newbuf[HUGE_BUF]; 1442 char newbuf[HUGE_BUF];
1443
1511 if (sign->msg == NULL) { 1444 if (sign->msg == NULL)
1445 {
1512 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.");
1447 return;
1448 }
1449
1450 if (sign->stats.food)
1451 {
1452 if (sign->last_eat >= sign->stats.food)
1453 {
1454 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1513 return; 1456 return;
1514 } 1457 }
1515 1458
1516 if (sign->stats.food) {
1517 if (sign->last_eat >= sign->stats.food) {
1518 if (!sign->move_on)
1519 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1520 return;
1521 }
1522
1523 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1459 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1524 sign->last_eat++; 1460 sign->last_eat++;
1525 } 1461 }
1526 1462
1527 /* 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?
1528 * 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
1529 * 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
1530 * to us). 1466 * to us).
1531 */ 1467 */
1532 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)
1533 new_draw_info (NDI_UNIQUE, 0, op, 1469 {
1534 "You are unable to read while blind."); 1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1535 return; 1471 return;
1536 } 1472 }
1537 msgType=get_readable_message_type(sign); 1473 msgType = get_readable_message_type (sign);
1538 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1539 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);
1540} 1476}
1541
1542 1477
1543/** 1478/**
1544 * 'victim' moves onto 'trap' 1479 * 'victim' moves onto 'trap'
1545 * 'victim' leaves 'trap' 1480 * 'victim' leaves 'trap'
1546 * 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.
1547 * 1482 *
1548 * originator: Player, monster or other object that caused 'victim' to move 1483 * originator: Player, monster or other object that caused 'victim' to move
1549 * 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.
1550 * However, some types of traps require an originator to function. 1485 * However, some types of traps require an originator to function.
1551 */ 1486 */
1487void
1552void move_apply (object *trap, object *victim, object *originator) 1488move_apply (object *trap, object *victim, object *originator)
1553{ 1489{
1554 static int recursion_depth = 0; 1490 static int recursion_depth = 0;
1555 1491
1556 /* Only exits affect DMs. */ 1492 /* Only exits affect DMs. */
1557 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)
1558 return; 1494 return;
1559 1495
1560 /* move_apply() is the most likely candidate for causing unwanted and 1496 /* move_apply() is the most likely candidate for causing unwanted and
1561 * possibly unlimited recursion. 1497 * possibly unlimited recursion.
1562 */ 1498 */
1564 * maps to fail. 1) it's not an error to recurse: 1500 * maps to fail. 1) it's not an error to recurse:
1565 * rune detonates, summoning monster. monster lands on nearby rune. 1501 * rune detonates, summoning monster. monster lands on nearby rune.
1566 * nearby rune detonates. This sort of recursion is expected and 1502 * nearby rune detonates. This sort of recursion is expected and
1567 * proper. This code was causing needless crashes. 1503 * proper. This code was causing needless crashes.
1568 */ 1504 */
1569 if (recursion_depth >= 500) { 1505 if (recursion_depth >= 500)
1506 {
1570 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1571 "[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);
1572 trap->arch->name, trap->name, victim->arch->name, victim->name); 1509 return;
1573 return;
1574 } 1510 }
1575 recursion_depth++; 1511 recursion_depth++;
1576 if (trap->head) trap=trap->head; 1512 if (trap->head)
1513 trap = trap->head;
1577 1514
1578 /* Lauwenmark: Handle for plugin trigger event */ 1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1579 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 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 }
1580 goto leave; 1539 goto leave;
1581 1540
1582 switch (trap->type) {
1583 case PLAYERMOVER:
1584 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1585 !should_director_abort(trap, victim)) {
1586 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1587
1588 /* Is this correct? From the docs, it doesn't look like it
1589 * should be divided by trap->speed
1590 */
1591 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1592
1593 /* Just put in some sanity check. I think there is a bug in the
1594 * above with some objects have zero speed, and thus the player
1595 * getting permanently paralyzed.
1596 */
1597 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1598 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1599 }
1600 goto leave;
1601
1602 case SPINNER: 1541 case SPINNER:
1603 if(victim->direction) { 1542 if (victim->direction)
1543 {
1604 victim->direction=absdir(victim->direction-trap->stats.sp); 1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1605 update_turn_face(victim); 1545 update_turn_face (victim);
1606 } 1546 }
1607 goto leave; 1547 goto leave;
1608 1548
1609 case DIRECTOR: 1549 case DIRECTOR:
1610 if(victim->direction && !should_director_abort(trap, victim)) { 1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1611 victim->direction=trap->stats.sp; 1552 victim->direction = trap->stats.sp;
1612 update_turn_face(victim); 1553 update_turn_face (victim);
1613 } 1554 }
1614 goto leave; 1555 goto leave;
1615 1556
1616 case BUTTON: 1557 case BUTTON:
1617 case PEDESTAL: 1558 case PEDESTAL:
1618 update_button(trap); 1559 update_button (trap);
1619 goto leave; 1560 goto leave;
1620 1561
1621 case ALTAR: 1562 case ALTAR:
1622 /* sacrifice victim on trap */ 1563 /* sacrifice victim on trap */
1623 apply_altar (trap, victim, originator); 1564 apply_altar (trap, victim, originator);
1624 goto leave; 1565 goto leave;
1625 1566
1626 case THROWN_OBJ: 1567 case THROWN_OBJ:
1627 if (trap->inv == NULL) 1568 if (trap->inv == NULL)
1628 goto leave; 1569 goto leave;
1629 /* fallthrough */ 1570 /* fallthrough */
1630 1571
1631 case ARROW: 1572 case ARROW:
1632
1633 /* bad bug: monster throw a object, make a step forwards, step on object , 1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1634 * trigger this here and get hit by own missile - and will be own enemy. 1574 * trigger this here and get hit by own missile - and will be own enemy.
1635 * Victim then is his own enemy and will start to kill herself (this is 1575 * Victim then is his own enemy and will start to kill herself (this is
1636 * removed) but we have not synced victim and his missile. To avoid senseless 1576 * removed) but we have not synced victim and his missile. To avoid senseless
1637 * action, we avoid hits here 1577 * action, we avoid hits here
1638 */ 1578 */
1639 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1640 hit_with_arrow (trap, victim); 1580 hit_with_arrow (trap, victim);
1641 goto leave; 1581 goto leave;
1642 1582
1643 case SPELL_EFFECT: 1583 case SPELL_EFFECT:
1644 apply_spell_effect(trap, victim); 1584 apply_spell_effect (trap, victim);
1645 goto leave; 1585 goto leave;
1646 1586
1647 case TRAPDOOR: 1587 case TRAPDOOR:
1648 { 1588 {
1649 int max, sound_was_played; 1589 int max, sound_was_played;
1650 object *ab, *ab_next; 1590 object *ab, *ab_next;
1591
1651 if(!trap->value) { 1592 if (!trap->value)
1652 int tot; 1593 {
1594 int tot;
1595
1653 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1654 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1655 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1656 1599
1657 if(!(trap->value=(tot>trap->weight)?1:0)) 1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1658 goto leave; 1601 goto leave;
1659 1602
1660 SET_ANIMATION(trap, trap->value); 1603 SET_ANIMATION (trap, trap->value);
1661 update_object(trap,UP_OBJ_FACE); 1604 update_object (trap, UP_OBJ_FACE);
1662 } 1605 }
1663 1606
1664 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 {
1665 /* 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,
1666 * ab->above would be bogus 1610 * ab->above would be bogus
1667 */ 1611 */
1668 ab_next = ab->above; 1612 ab_next = ab->above;
1669 1613
1670 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1671 if ( ! sound_was_played) { 1615 {
1616 if (!sound_was_played)
1617 {
1672 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);
1673 sound_was_played = 1; 1619 sound_was_played = 1;
1674 } 1620 }
1675 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!");
1676 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);
1677 } 1623 }
1678 } 1624 }
1679 goto leave; 1625 goto leave;
1680 } 1626 }
1681 1627
1682 1628
1683 case CONVERTER: 1629 case CONVERTER:
1684 if (convert_item (victim, trap) < 0) { 1630 if (convert_item (victim, trap) < 0)
1685 object *op; 1631 {
1632 object *op;
1686 1633
1687 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));
1688 1635
1689 op = get_archetype("burnout"); 1636 op = get_archetype ("burnout");
1690 if (op != NULL) { 1637 if (op != NULL)
1691 op->x = trap->x; 1638 {
1692 op->y = trap->y; 1639 op->x = trap->x;
1640 op->y = trap->y;
1693 insert_ob_in_map(op, trap->map, trap, 0); 1641 insert_ob_in_map (op, trap->map, trap, 0);
1694 } 1642 }
1695 } 1643 }
1696 goto leave; 1644 goto leave;
1697 1645
1698 case TRIGGER_BUTTON: 1646 case TRIGGER_BUTTON:
1699 case TRIGGER_PEDESTAL: 1647 case TRIGGER_PEDESTAL:
1700 case TRIGGER_ALTAR: 1648 case TRIGGER_ALTAR:
1701 check_trigger (trap, victim); 1649 check_trigger (trap, victim);
1702 goto leave; 1650 goto leave;
1703 1651
1704 case DEEP_SWAMP: 1652 case DEEP_SWAMP:
1705 walk_on_deep_swamp (trap, victim); 1653 walk_on_deep_swamp (trap, victim);
1706 goto leave; 1654 goto leave;
1707 1655
1708 case CHECK_INV: 1656 case CHECK_INV:
1709 check_inv (victim, trap); 1657 check_inv (victim, trap);
1710 goto leave; 1658 goto leave;
1711 1659
1712 case HOLE: 1660 case HOLE:
1713 /* Hole not open? */ 1661 /* Hole not open? */
1714 if(trap->stats.wc > 0) 1662 if (trap->stats.wc > 0)
1715 goto leave; 1663 goto leave;
1716 1664
1717 /* 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.
1718 * Processing will happen if the head runs into the pit 1666 * Processing will happen if the head runs into the pit
1719 */ 1667 */
1720 if (victim->head) 1668 if (victim->head)
1721 goto leave; 1669 goto leave;
1722 1670
1723 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1724 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1725 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1726 goto leave; 1674 goto leave;
1727 1675
1728 case EXIT: 1676 case EXIT:
1729 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1730 /* Basically, don't show exits leading to random maps the 1679 /* Basically, don't show exits leading to random maps the
1731 * players output. 1680 * players output.
1732 */ 1681 */
1733 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))
1734 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1735 enter_exit (victim, trap); 1684 enter_exit (victim, trap);
1736 } 1685 }
1737 goto leave; 1686 goto leave;
1738 1687
1739 case ENCOUNTER: 1688 case ENCOUNTER:
1740 /* may be some leftovers on this */ 1689 /* may be some leftovers on this */
1741 goto leave; 1690 goto leave;
1742 1691
1743 case SHOP_MAT: 1692 case SHOP_MAT:
1744 apply_shop_mat (trap, victim); 1693 apply_shop_mat (trap, victim);
1745 goto leave; 1694 goto leave;
1746 1695
1747 /* Drop a certain amount of gold, and have one item identified */ 1696 /* Drop a certain amount of gold, and have one item identified */
1748 case IDENTIFY_ALTAR: 1697 case IDENTIFY_ALTAR:
1749 apply_id_altar (victim, trap, originator); 1698 apply_id_altar (victim, trap, originator);
1750 goto leave; 1699 goto leave;
1751 1700
1752 case SIGN: 1701 case SIGN:
1753 if (victim->type != PLAYER && trap->stats.food > 0) 1702 if (victim->type != PLAYER && trap->stats.food > 0)
1754 goto leave; /* monsters musn't apply magic_mouths with counters */ 1703 goto leave; /* monsters musn't apply magic_mouths with counters */
1755 1704
1756 apply_sign (victim, trap, 1); 1705 apply_sign (victim, trap, 1);
1757 goto leave; 1706 goto leave;
1758 1707
1759 case CONTAINER: 1708 case CONTAINER:
1760 if (victim->type==PLAYER) 1709 if (victim->type == PLAYER)
1761 (void) esrv_apply_container (victim, trap); 1710 (void) esrv_apply_container (victim, trap);
1762 else 1711 else
1763 (void) apply_container (victim, trap); 1712 (void) apply_container (victim, trap);
1764 goto leave; 1713 goto leave;
1765 1714
1766 case RUNE: 1715 case RUNE:
1767 case TRAP: 1716 case TRAP:
1768 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1769 spring_trap(trap, victim); 1719 spring_trap (trap, victim);
1770 } 1720 }
1771 goto leave; 1721 goto leave;
1772 1722
1773 default: 1723 default:
1774 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 "
1775 "handled in move_apply()\n", trap->name, trap->arch->name, 1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1776 trap->type);
1777 goto leave; 1726 goto leave;
1778 } 1727 }
1779 1728
1780 leave: 1729leave:
1781 recursion_depth--; 1730 recursion_depth--;
1782} 1731}
1783 1732
1784/** 1733/**
1785 * Handles reading a regular (ie not containing a spell) book. 1734 * Handles reading a regular (ie not containing a spell) book.
1786 */ 1735 */
1736static void
1787static void apply_book (object *op, object *tmp) 1737apply_book (object *op, object *tmp)
1788{ 1738{
1789 int lev_diff; 1739 int lev_diff;
1790 object *skill_ob; 1740 object *skill_ob;
1791 1741
1792 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 {
1793 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.");
1794 return; 1745 return;
1795 } 1746 }
1796 if(tmp->msg==NULL) { 1747 if (tmp->msg == NULL)
1797 new_draw_info_format(NDI_UNIQUE, 0, op, 1748 {
1798 "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);
1799 return; 1750 return;
1800 } 1751 }
1801 1752
1802 /* need a literacy skill to read stuff! */ 1753 /* need a literacy skill to read stuff! */
1803 skill_ob = find_skill_by_name(op, tmp->skill); 1754 skill_ob = find_skill_by_name (op, tmp->skill);
1804 if ( ! skill_ob) { 1755 if (!skill_ob)
1805 new_draw_info(NDI_UNIQUE, 0,op,
1806 "You are unable to decipher the strange symbols.");
1807 return;
1808 } 1756 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1758 return;
1759 }
1809 lev_diff = tmp->level - (skill_ob->level + 5); 1760 lev_diff = tmp->level - (skill_ob->level + 5);
1810 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 {
1811 if (lev_diff < 2) 1763 if (lev_diff < 2)
1812 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.");
1813 else if (lev_diff < 3) 1765 else if (lev_diff < 3)
1814 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.");
1815 else if (lev_diff < 5) 1767 else if (lev_diff < 5)
1816 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.");
1817 else if (lev_diff < 8) 1769 else if (lev_diff < 8)
1818 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.");
1819 else if (lev_diff < 15) 1771 else if (lev_diff < 15)
1820 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.");
1821 else 1773 else
1822 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.");
1823 return; 1775 return;
1824 }
1825
1826
1827 /* Lauwenmark: Handle for plugin book event */
1828 /*printf("Book apply: %s\n", tmp->name);
1829 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1830 printf("Book applied: %s\n", tmp->name);*/
1831 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1832 { 1776 }
1833 CFParm CFP; 1777
1834 int k, l, m;
1835 uint32 n;
1836 new_draw_info_format (NDI_UNIQUE, 0, op,
1837 "You open the %s and start reading.", tmp->name);
1838 k = EVENT_APPLY;
1839 l = SCRIPT_FIX_ALL;
1840 m = 0;
1841 n = 0;
1842 CFP.Value[0] = &k;
1843 CFP.Value[1] = op;
1844 CFP.Value[2] = tmp;
1845 CFP.Value[3] = NULL;
1846 CFP.Value[4] = NULL;
1847 CFP.Value[5] = &n;
1848 CFP.Value[6] = &m;
1849 CFP.Value[7] = &m;
1850 CFP.Value[8] = &l;
1851 CFP.Value[9] = (void*)evt->hook;
1852 CFP.Value[10]= (void*)evt->options;
1853 if (findPlugin(evt->plugin)>=0)
1854 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1855 }
1856 else*/{
1857 readable_message_type* msgType = get_readable_message_type(tmp); 1778 readable_message_type *msgType = get_readable_message_type (tmp);
1779
1858 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1859 msgType->message_type, msgType->message_subtype, 1781 msgType->message_type, msgType->message_subtype,
1860 "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);
1861 "%s\n%s",
1862 long_desc(tmp,op), tmp->msg);
1863 }
1864 1783
1865 /* gain xp from reading */ 1784 /* gain xp from reading */
1866 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 */
1867 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1788
1868 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 {
1869 /*exp_gain *= 2; because they just identified it too */ 1791 /*exp_gain *= 2; because they just identified it too */
1870 SET_FLAG(tmp,FLAG_IDENTIFIED); 1792 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793
1871 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1872 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1873 else op->contr->socket.update_look=1; 1797 else
1798 op->contr->ns->floorbox_update ();
1874 } 1799 }
1800
1875 change_exp(op,exp_gain, skill_ob->skill, 0); 1801 change_exp (op, exp_gain, skill_ob->skill, 0);
1876 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 */
1877 } 1803 }
1878} 1804}
1879 1805
1880/** 1806/**
1881 * Handles the applying of a skill scroll, calling learn_skill straight. 1807 * Handles the applying of a skill scroll, calling learn_skill straight.
1882 * 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
1883 */ 1809 */
1810static void
1884static void apply_skillscroll (object *op, object *tmp) 1811apply_skillscroll (object *op, object *tmp)
1885{ 1812{
1886 switch ((int) learn_skill (op, tmp)) { 1813 switch ((int) learn_skill (op, tmp))
1887 case 0: 1814 {
1815 case 0:
1888 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 ");
1889 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));
1890 return; 1818 return;
1891 1819
1892 case 1: 1820 case 1:
1893 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);
1894 tmp->skill);
1895 new_draw_info_format(NDI_UNIQUE, 0, op,
1896 "Type 'bind ready_skill %s",tmp->skill);
1897 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1898 decrease_ob(tmp); 1822 decrease_ob (tmp);
1899 return; 1823 return;
1900 1824
1901 default: 1825 default:
1902 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));
1903 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1904 decrease_ob(tmp); 1827 decrease_ob (tmp);
1905 return; 1828 return;
1906 } 1829 }
1907} 1830}
1908 1831
1909/** 1832/**
1910 * Actually makes op learn spell. 1833 * Actually makes op learn spell.
1911 * Informs player of what happens. 1834 * Informs player of what happens.
1912 */ 1835 */
1836void
1913void do_learn_spell (object *op, object *spell, int special_prayer) 1837do_learn_spell (object *op, object *spell, int special_prayer)
1914{ 1838{
1915 object *tmp; 1839 object *tmp;
1916 1840
1917 if (op->type != PLAYER) { 1841 if (op->type != PLAYER)
1842 {
1918 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1843 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1919 return; 1844 return;
1920 } 1845 }
1921 1846
1922 /* Upgrade special prayers to normal prayers */ 1847 /* Upgrade special prayers to normal prayers */
1923 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1848 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1849 {
1924 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1850 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1851 {
1925 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");
1926 return; 1853 return;
1927 } 1854 }
1928 return; 1855 return;
1929 } 1856 }
1930 1857
1931 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1932 tmp = get_object(); 1859 tmp = spell->clone ();
1933 copy_object(spell, tmp);
1934 insert_ob_in_ob(tmp, op); 1860 insert_ob_in_ob (tmp, op);
1935 1861
1936 if (special_prayer) { 1862 if (special_prayer)
1937 SET_FLAG(tmp, FLAG_STARTEQUIP); 1863 SET_FLAG (tmp, FLAG_STARTEQUIP);
1938 }
1939 1864
1940 new_draw_info_format (NDI_UNIQUE, 0, op,
1941 "Type 'bind cast %s", spell->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1943 esrv_add_spells(op->contr, tmp); 1865 esrv_add_spells (op->contr, tmp);
1944} 1866}
1945 1867
1946/** 1868/**
1947 * Erases spell from player's inventory. 1869 * Erases spell from player's inventory.
1948 */ 1870 */
1871void
1949void do_forget_spell (object *op, const char *spell) 1872do_forget_spell (object *op, const char *spell)
1950{ 1873{
1951 object *spob; 1874 object *spob;
1952 1875
1953 if (op->type != PLAYER) { 1876 if (op->type != PLAYER)
1877 {
1954 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1878 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1955 return; 1879 return;
1956 } 1880 }
1957 if ( (spob=check_spell_known (op, spell)) == NULL) { 1881 if ((spob = check_spell_known (op, spell)) == NULL)
1882 {
1958 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1959 return; 1884 return;
1960 }
1961 1885 }
1962 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1886
1963 "You lose knowledge of %s.", spell); 1887 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1964 player_unready_range_ob(op->contr, spob); 1888 player_unready_range_ob (op->contr, spob);
1965 esrv_remove_spell(op->contr, spob); 1889 esrv_remove_spell (op->contr, spob);
1966 remove_ob(spob); 1890 spob->destroy ();
1967 free_object(spob);
1968} 1891}
1969 1892
1970/** 1893/**
1971 * Handles player applying a spellbook. 1894 * Handles player applying a spellbook.
1972 * 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,
1973 * stuff like that. Random learning failure too. 1896 * stuff like that. Random learning failure too.
1974 */ 1897 */
1898static void
1975static void apply_spellbook (object *op, object *tmp) 1899apply_spellbook (object *op, object *tmp)
1976{ 1900{
1977 object *skop, *spell, *spell_skill; 1901 object *skop, *spell, *spell_skill;
1978 1902
1979 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 {
1980 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.");
1981 return; 1906 return;
1982 } 1907 }
1983 1908
1984 /* artifact_spellbooks have 'slaying' field point to a spell name, 1909 /* artifact_spellbooks have 'slaying' field point to a spell name,
1985 * instead of having their spell stored in stats.sp. These are 1910 * instead of having their spell stored in stats.sp. These are
1986 * legacy spellbooks 1911 * legacy spellbooks
1987 */ 1912 */
1988 1913
1989 if(tmp->slaying != NULL) { 1914 if (tmp->slaying != NULL)
1915 {
1990 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1991 if (!spell) { 1917 if (!spell)
1992 new_draw_info_format(NDI_UNIQUE, 0, op, 1918 {
1993 "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);
1994 return; 1920 return;
1995 } 1921 }
1996 else 1922 else
1997 insert_ob_in_ob(spell, tmp); 1923 insert_ob_in_ob (spell, tmp);
1998 free_string(tmp->slaying);
1999 tmp->slaying=NULL; 1924 tmp->slaying = NULL;
2000 } 1925 }
2001 1926
2002 skop = find_skill_by_name(op, tmp->skill); 1927 skop = find_skill_by_name (op, tmp->skill);
2003 1928
2004 /* 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
2005 * lower than the spell will make learning the spell more difficult */ 1930 * lower than the spell will make learning the spell more difficult */
2006 if ( !skop) { 1931 if (!skop)
1932 {
2007 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.");
2008 return; 1934 return;
2009 } 1935 }
2010 1936
2011 spell = tmp->inv; 1937 spell = tmp->inv;
1938
2012 if (!spell) { 1939 if (!spell)
1940 {
2013 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);
2014 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.");
2015 return; 1943 return;
2016 }
2017 if (spell->level > (skop->level+10)) {
2018 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2019 return;
2020 } 1944 }
2021 1945
2022 new_draw_info_format(NDI_UNIQUE, 0, op, 1946 if (skop->level < int (sqrtf (spell->level) * 1.5f))
2023 "The spellbook contains the %s level spell %s.", 1947 {
2024 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 }
2025 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
2026 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
2027 identify(tmp); 1956 identify (tmp);
1957
2028 if (tmp->env) 1958 if (tmp->env)
2029 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2030 else 1960 else
2031 op->contr->socket.update_look=1; 1961 op->contr->ns->floorbox_update ();
2032 } 1962 }
2033 1963
2034 /* 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
2035 * 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
2036 * 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
2037 * they would have a special prayer mark. 1967 * they would have a special prayer mark.
2038 */ 1968 */
2039 if (check_spell_known (op, spell->name)) { 1969 if (check_spell_known (op, spell->name))
1970 {
2040 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");
2041 return; 1972 return;
2042 } 1973 }
2043 1974
2044 if (spell->skill) { 1975 if (spell->skill)
1976 {
2045 spell_skill = find_skill_by_name(op, spell->skill); 1977 spell_skill = find_skill_by_name (op, spell->skill);
1978
2046 if (!spell_skill) { 1979 if (!spell_skill)
2047 new_draw_info_format(NDI_UNIQUE, 0, op, 1980 {
2048 "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);
2049 spell->skill);
2050 return; 1982 return;
2051 } 1983 }
1984
2052 if (spell_skill->level < spell->level) { 1985 if (spell_skill->level < spell->level)
2053 new_draw_info_format(NDI_UNIQUE, 0, op, 1986 {
2054 "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);
2055 spell->level, spell->skill);
2056 return; 1988 return;
2057 } 1989 }
2058 } 1990 }
2059 1991
2060 /* Logic as follows 1992 /* Logic as follows
2061 * 1993 *
2062 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1994 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2063 * 1995 *
2064 * 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
2065 * a spell. 1997 * a spell.
2066 * 1998 *
2067 * 3 -Automatically fail to learn if you read while confused 1999 * 3 -Automatically fail to learn if you read while confused
2068 * 2000 *
2069 * 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
2070 * literacy rate very useful! -b.t. 2002 * literacy rate very useful! -b.t.
2071 */ 2003 */
2072 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2004 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 {
2073 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!");
2074 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 }
2075 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2076 (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])
2077 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2011 {
2078 2012
2079 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!");
2080 do_learn_spell (op, spell, 0); 2014 do_learn_spell (op, spell, 0);
2081 2015
2082 /* xp gain to literacy for spell learning */ 2016 /* xp gain to literacy for spell learning */
2083 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2084 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);
2085 } else { 2019 }
2020 else
2021 {
2086 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2087 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");
2088 } 2024 }
2089 decrease_ob(tmp); 2025 decrease_ob (tmp);
2090} 2026}
2091 2027
2092/** 2028/**
2093 * Handles applying a spell scroll. 2029 * Handles applying a spell scroll.
2094 */ 2030 */
2031void
2095void apply_scroll (object *op, object *tmp, int dir) 2032apply_scroll (object *op, object *tmp, int dir)
2096{ 2033{
2097 object *skop; 2034 object *skop;
2098 2035
2099 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 {
2100 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.");
2101 return; 2039 return;
2102 } 2040 }
2103 2041
2104 if (!tmp->inv || tmp->inv->type != SPELL) { 2042 if (!tmp->inv || tmp->inv->type != SPELL)
2105 new_draw_info (NDI_UNIQUE, 0, op, 2043 {
2106 "The scroll just doesn't make sense!"); 2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2107 return; 2045 return;
2108 } 2046 }
2109 2047
2110 if(op->type==PLAYER) { 2048 if (op->type == PLAYER)
2049 {
2111 /* players need a literacy skill to read stuff! */ 2050 /* players need a literacy skill to read stuff! */
2112 int exp_gain=0; 2051 int exp_gain = 0;
2113 2052
2114 /* hard code literacy - tmp->skill points to where the exp 2053 /* hard code literacy - tmp->skill points to where the exp
2115 * should go for anything killed by the spell. 2054 * should go for anything killed by the spell.
2116 */ 2055 */
2117 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2118 2057
2119 if ( ! skop) { 2058 if (!skop)
2120 new_draw_info(NDI_UNIQUE, 0,op, 2059 {
2121 "You are unable to decipher the strange symbols."); 2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2122 return; 2061 return;
2123 } 2062 }
2124 2063
2125 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2064 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2126 change_exp(op,exp_gain, skop->skill, 0); 2065 change_exp (op, exp_gain, skop->skill, 0);
2127 } 2066 }
2128 2067
2129 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2130 identify(tmp); 2069 identify (tmp);
2131 2070
2132 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);
2133 "The scroll of %s turns to dust.", tmp->inv->name);
2134 2072
2135 2073
2136 cast_spell(op,tmp,dir,tmp->inv, NULL); 2074 cast_spell (op, tmp, dir, tmp->inv, NULL);
2137 decrease_ob(tmp); 2075 decrease_ob (tmp);
2138} 2076}
2139 2077
2140/** 2078/**
2141 * Applies a treasure object - by default, chest. op 2079 * Applies a treasure object - by default, chest. op
2142 * is the person doing the applying, tmp is the treasure 2080 * is the person doing the applying, tmp is the treasure
2143 * chest. 2081 * chest.
2144 */ 2082 */
2083static void
2145static void apply_treasure (object *op, object *tmp) 2084apply_treasure (object *op, object *tmp)
2146{ 2085{
2147 object *treas; 2086 object *treas;
2148 tag_t tmp_tag = tmp->count, op_tag = op->count;
2149 2087
2150 2088
2151 /* 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
2152 * 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
2153 * 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
2154 * 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
2155 * treasure 2093 * treasure
2156 */ 2094 */
2157 2095
2158 treas = tmp->inv; 2096 treas = tmp->inv;
2159 if(treas==NULL) { 2097 if (treas == NULL)
2098 {
2160 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2161 decrease_ob(tmp);
2162 return;
2163 }
2164 while (tmp->inv) {
2165 treas = tmp->inv;
2166
2167 remove_ob(treas);
2168 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2169 query_name(treas));
2170
2171 treas->x=op->x;
2172 treas->y=op->y;
2173 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2174
2175 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2176 && QUERY_FLAG (op, FLAG_ALIVE))
2177 spring_trap (treas, op);
2178 /* If either player or container was destroyed, no need to do
2179 * further processing. I think this should be enclused with
2180 * spring trap above, as I don't think there is otherwise
2181 * any way for the treasure chest or player to get killed
2182 */
2183 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2184 break;
2185 }
2186
2187 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2188 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);
2189 2128
2190} 2129}
2191 2130
2192/** 2131/**
2193 * op eats food. 2132 * op eats food.
2194 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2195 */ 2134 */
2135static void
2196static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2197{ 2137{
2198 int capacity_remaining; 2138 int capacity_remaining;
2199 2139
2200 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2201 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2202 else { 2142 else
2143 {
2203 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2204 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))
2205 ; 2146 ;
2206 else { 2147 else
2148 {
2207 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2208 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2209 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2210 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!");
2211 else 2154 else
2212 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!");
2213 } 2156 }
2214 2157
2215 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2216 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2217 2161
2218 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2219 /* eating message for normal players*/ 2164 /* eating message for normal players */
2220 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2221 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2222 else 2167 else
2223 sprintf(buf,"The %s tasted %s",tmp->name, 2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2224 tmp->type==FLESH?"terrible!":"good."); 2169 }
2225 } 2170 else
2226 else { 2171 {
2227 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2228 sprintf(buf,"The %s tasted terrible!",tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2229 } 2174 }
2230 2175
2231 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2232 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2233 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2234 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2235 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2236 else 2181 else
2237 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2238 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2239 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2240 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2241 op->stats.food = 999; 2186 op->stats.food = 999;
2242 } 2187 }
2243 2188
2244 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2245 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2246 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2247 } 2192 }
2248 } 2193 }
2249 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2250 decrease_ob(tmp); 2195 decrease_ob (tmp);
2251} 2196}
2252 2197
2253/** 2198/**
2254 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2255 * 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.
2258 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2259 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2260 * return: 2205 * return:
2261 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2262 */ 2207 */
2208int
2263int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2264 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2265 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2266 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2267 2214
2268 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2269 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2270 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2271 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2272 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2273 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2274 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2275 int i; /* index */ 2222 int i; /* index */
2276 2223
2277 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2278 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2279 return 0; 2226 return 0;
2280 2227
2281 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2282 from the player's inventory */ 2229 from the player's inventory */
2283 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2284 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2285 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2286 skin = tmp; 2235 skin = tmp;
2287 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2288 abil = tmp; 2237 abil = tmp;
2289 } 2238 }
2290 } 2239 }
2291 2240
2292 /* 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
2293 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2294 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2295 2244 return 0;
2245
2296 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2297 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2298 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2299 else 2249 else
2300 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2301 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2302 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2303 2253
2304 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2305 2255
2306 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2307 2257
2308 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2309 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2310 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2311 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2312 2264
2313 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2314 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2315 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2316 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2317 2269
2318 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2319 flesh is too rare */ 2271 flesh is too rare */
2320 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2321 2273
2322 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2323 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2324 2276
2325 if (chance >= 0.) 2277 if (chance >= 0.)
2326 chance += 1.; 2278 chance += 1.;
2327 else 2279 else
2328 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2329 2281
2330 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2331 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2332 2284
2333 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2334 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2335 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2336 2288
2337 /* 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!) */
2338 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2339 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2340 winners++; 2293 winners++;
2341 } 2294 }
2342 2295
2343 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2344 2297 totalchance *= 1 - chance / 100;
2298
2345 /*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); */
2346 } 2300 }
2347 } 2301 }
2348 2302
2349 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2350 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2351 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2352 if (totalchance > 50.) 2306 if (totalchance > 50.)
2353 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2354 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2355 sprintf(buf, "The %s tasted very good.", meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2356 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2357 sprintf(buf, "The %s tasted good.", meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2358 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2359 sprintf(buf, "The %s tasted bland.", meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2360 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2361 sprintf(buf, "The %s had a boring taste.", meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2362 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))
2363 sprintf(buf, "The %s tasted strange.", meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2364 else 2318 else
2365 sprintf(buf, "The %s had no taste.", meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2366 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2367 2321
2368 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2369 i = -1; 2323 i = -1;
2370 if (winners>0) 2324 if (winners > 0)
2371 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2372 2326
2373 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2374 /* resistance increased! */ 2329 /* resistance increased! */
2375 skin->resist[i]++; 2330 skin->resist[i]++;
2376 fix_player(op); 2331 op->update_stats ();
2377 2332
2378 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]);
2379 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2380 } 2335 }
2381 2336
2382 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2383 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 */
2384 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)
2385 && meal->last_eat != abil->last_eat) { 2340 {
2386 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> */
2387 2342
2388 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2389 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]);
2390 change_resist_msg[meal->last_eat]);
2391 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2392 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);
2393 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2394 } 2349 }
2395 else { 2350 else
2351 {
2396 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]);
2397 change_resist_msg[meal->last_eat]);
2398 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2399 abil->last_eat = 0; 2354 abil->last_eat = 0;
2400 } 2355 }
2401 } 2356 }
2402 return 1; 2357 return 1;
2403}
2404
2405static void apply_savebed (object *pl)
2406{
2407#ifndef COZY_SERVER
2408 if(!pl->contr->name_changed||!pl->stats.exp) {
2409 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2410 return;
2411 }
2412#endif
2413 /* Need to call terminate_all_pets() before we remove the player ob */
2414 terminate_all_pets(pl);
2415 remove_ob(pl);
2416 pl->direction=0;
2417 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2418 "%s leaves the game.",pl->name);
2419
2420 /* update respawn position */
2421 strcpy(pl->contr->savebed_map, pl->map->path);
2422 pl->contr->bed_x = pl->x;
2423 pl->contr->bed_y = pl->y;
2424
2425 strcpy(pl->contr->killer,"left");
2426 check_score(pl); /* Always check score */
2427 (void)save_player(pl,0);
2428 pl->map->players--;
2429#if MAP_MAXTIMEOUT
2430 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2431#endif
2432 play_again(pl);
2433 pl->speed = 0;
2434 update_ob_speed(pl);
2435} 2358}
2436 2359
2437/** 2360/**
2438 * Handles applying an improve armor scroll. 2361 * Handles applying an improve armor scroll.
2439 * Does some sanity checks, then calls improve_armour. 2362 * Does some sanity checks, then calls improve_armour.
2440 */ 2363 */
2364static void
2441static void apply_armour_improver (object *op, object *tmp) 2365apply_armour_improver (object *op, object *tmp)
2442{ 2366{
2443 object *armor; 2367 object *armor;
2444 2368
2445 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 {
2446 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.");
2447 return;
2448 }
2449 armor=find_marked_object(op);
2450 if ( ! armor) {
2451 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2452 return; 2372 return;
2453 } 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
2454 if (armor->type != ARMOUR 2383 if (armor->type != ARMOUR
2455 && armor->type != CLOAK 2384 && armor->type != CLOAK
2456 && armor->type != BOOTS && armor->type != GLOVES 2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2457 && armor->type != BRACERS && armor->type != SHIELD
2458 && armor->type != HELMET)
2459 { 2386 {
2460 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");
2461 return; 2388 return;
2462 } 2389 }
2463 2390
2464 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2465 improve_armour(op,tmp,armor); 2392 improve_armour (op, tmp, armor);
2466} 2393}
2467 2394
2468 2395extern void
2469extern void apply_poison (object *op, object *tmp) 2396apply_poison (object *op, object *tmp)
2470{ 2397{
2471 if (op->type == PLAYER) { 2398 if (op->type == PLAYER)
2399 {
2472 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2473 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2474 strcpy(op->contr->killer,"poisonous booze"); 2402 strcpy (op->contr->killer, "poisonous booze");
2475 } 2403 }
2476 if (tmp->stats.hp > 0) { 2404 if (tmp->stats.hp > 0)
2405 {
2477 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);
2478 tmp->stats.hp);
2479 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2480 } 2408 }
2481 op->stats.food-=op->stats.food/4; 2409 op->stats.food -= op->stats.food / 4;
2482 handle_apply_yield(tmp); 2410 handle_apply_yield (tmp);
2483 decrease_ob(tmp); 2411 decrease_ob (tmp);
2484} 2412}
2485 2413
2486/** 2414/**
2487 * 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.
2488 * A valid 2 way exit means: 2416 * A valid 2 way exit means:
2489 * -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)
2490 * -You are 2418 * -You are
2491 * ° the owner of the exit 2419 * ° the owner of the exit
2492 * ° or in the same party as the owner 2420 * ° or in the same party as the owner
2493 * 2421 *
2494 * 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
2495 * 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
2496 * 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).
2497 */ 2425 */
2426int
2498int is_legal_2ways_exit (object* op, object *exit) 2427is_legal_2ways_exit (object *op, object *exit)
2499 { 2428{
2500 object * tmp; 2429 object *tmp;
2501 object * exit_owner; 2430 object *exit_owner;
2502 player * pp; 2431 player *pp;
2503 mapstruct * exitmap; 2432 maptile *exitmap;
2504 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2433
2505 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 */
2506 /* To know if an exit has a correspondant, we look at 2438 /* To know if an exit has a correspondant, we look at
2507 * 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
2508 * the current exit's position */ 2440 * the current exit's position */
2509 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2510 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2511 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2512 if (exitmap) 2445 if (exitmap)
2513 { 2446 {
2514 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2515 if (!tmp) return 0; 2448 if (!tmp)
2449 return 0;
2516 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)
2517 { 2451 {
2518 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2452 if (tmp->type != EXIT)
2519 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2453 continue; /*Not an exit */
2520 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2454 if (!EXIT_PATH (tmp))
2521 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 */
2522 2460
2523 /* 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
2524 * 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
2525 * town portals to prevent strangers from visiting your appartments 2463 * town portals to prevent strangers from visiting your appartments
2526 */ 2464 */
2465 if (!exit->race)
2527 if (!exit->race) return 1; /*No owner, free for all!*/ 2466 return 1; /*No owner, free for all! */
2528 exit_owner=NULL; 2467 exit_owner = NULL;
2529 for (pp=first_player;pp;pp=pp->next) 2468 for (pp = first_player; pp; pp = pp->next)
2530 { 2469 {
2531 if (!pp->ob) continue; 2470 if (!pp->ob)
2471 continue;
2532 if (pp->ob->name!=exit->race) continue; 2472 if (pp->ob->name != exit->race)
2473 continue;
2533 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 */
2534 break; 2475 break;
2535 } 2476 }
2536 if (!exit_owner) return 0; /* No more owner*/ 2477 if (!exit_owner)
2537 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 */
2538 if ( exit_owner && /*There is a owner*/ 2481 if (exit_owner && /*There is a owner */
2539 (op->contr) && /*A player tries to pass */ 2482 (op->contr) && /*A player tries to pass */
2540 ( (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 */
2541 (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 */
2542 return 0; 2485 return 0;
2543 return 1; 2486 return 1;
2544 } 2487 }
2545 } 2488 }
2546 return 0; 2489 return 0;
2547 } 2490}
2548 2491
2549 2492
2550/** 2493/**
2551 * Main apply handler. 2494 * Main apply handler.
2552 * 2495 *
2562 * 2505 *
2563 * aflag is special (always apply/unapply) flags. Nothing is done with 2506 * aflag is special (always apply/unapply) flags. Nothing is done with
2564 * them in this function - they are passed to apply_special 2507 * them in this function - they are passed to apply_special
2565 */ 2508 */
2566 2509
2510int
2567int manual_apply (object *op, object *tmp, int aflag) 2511manual_apply (object *op, object *tmp, int aflag)
2568{ 2512{
2569 if (tmp->head) tmp=tmp->head; 2513 if (tmp->head)
2514 tmp = tmp->head;
2570 2515
2571 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 {
2572 if (op->type == PLAYER) { 2518 if (op->type == PLAYER)
2519 {
2573 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.");
2574 return 1; 2521 return 1;
2575 } else { 2522 }
2523 else
2576 return 0; /* monsters just skip unpaid items */ 2524 return 0; /* monsters just skip unpaid items */
2577 } 2525 }
2526
2527 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2528 return RESULT_INT (0);
2529
2530 switch (tmp->type)
2578 } 2531 {
2579 2532 case CF_HANDLE:
2580 2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2581 /* Lauwenmark: Handle for plugin apply event */ 2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2582 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2535 tmp->value = tmp->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value);
2537 update_object (tmp, UP_OBJ_FACE);
2538 push_button (tmp);
2583 return 1; 2539 return 1;
2584 2540
2585 switch (tmp->type) { 2541 case TRIGGER:
2586 2542 if (check_trigger (tmp, op))
2587 case TRANSPORT: 2543 {
2588 return apply_transport(op, tmp, aflag);
2589
2590 case CF_HANDLE:
2591 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2592 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2593 tmp->value=tmp->value?0:1;
2594 SET_ANIMATION(tmp, tmp->value);
2595 update_object(tmp,UP_OBJ_FACE);
2596 push_button(tmp);
2597 return 1;
2598
2599 case TRIGGER:
2600 if (check_trigger (tmp, op)) {
2601 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2602 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2603 } else { 2546 }
2547 else
2548 {
2604 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2605 } 2550 }
2606 return 1; 2551 return 1;
2607 2552
2608 case EXIT: 2553 case EXIT:
2609 if (op->type != PLAYER) 2554 if (op->type != PLAYER)
2610 return 0; 2555 return 0;
2611 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 {
2612 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2613 query_name(tmp)); 2559 }
2614 } else { 2560 else
2561 {
2615 /* Don't display messages for random maps. */ 2562 /* Don't display messages for random maps. */
2616 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2617 strncmp(EXIT_PATH(tmp), "/random/", 8))
2618 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2619 enter_exit(op,tmp); 2565 enter_exit (op, tmp);
2620 } 2566 }
2621 return 1; 2567 return 1;
2622 2568
2623 case SIGN: 2569 case SIGN:
2624 apply_sign (op, tmp, 0); 2570 apply_sign (op, tmp, 0);
2625 return 1; 2571 return 1;
2626 2572
2627 case BOOK: 2573 case BOOK:
2628 if (op->type == PLAYER) { 2574 if (op->type == PLAYER)
2575 {
2629 apply_book (op, tmp); 2576 apply_book (op, tmp);
2630 return 1; 2577 return 1;
2631 } else { 2578 }
2632 return 0; 2579 else
2633 } 2580 {
2581 return 0;
2582 }
2634 2583
2635 case SKILLSCROLL: 2584 case SKILLSCROLL:
2636 if (op->type == PLAYER) { 2585 if (op->type == PLAYER)
2586 {
2637 apply_skillscroll (op, tmp); 2587 apply_skillscroll (op, tmp);
2638 return 1; 2588 return 1;
2639 } 2589 }
2640 return 0; 2590 return 0;
2641 2591
2642 case SPELLBOOK: 2592 case SPELLBOOK:
2643 if (op->type == PLAYER) { 2593 if (op->type == PLAYER)
2594 {
2644 apply_spellbook (op, tmp); 2595 apply_spellbook (op, tmp);
2645 return 1; 2596 return 1;
2646 } 2597 }
2647 return 0; 2598 return 0;
2648 2599
2649 case SCROLL: 2600 case SCROLL:
2650 apply_scroll (op, tmp, 0); 2601 apply_scroll (op, tmp, 0);
2651 return 1; 2602 return 1;
2652 2603
2653 case POTION: 2604 case POTION:
2654 (void) apply_potion(op, tmp); 2605 (void) apply_potion (op, tmp);
2655 return 1; 2606 return 1;
2656 2607
2657 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2608 /* Eneq(@csd.uu.se): Handle apply on containers. */
2658 case CLOSE_CON: 2609 case CLOSE_CON:
2659 if (op->type==PLAYER)
2660 (void) esrv_apply_container (op, tmp->env);
2661 else
2662 (void) apply_container (op, tmp->env);
2663 return 1;
2664
2665 case CONTAINER:
2666 if (op->type==PLAYER)
2667 (void) esrv_apply_container (op, tmp);
2668 else
2669 (void) apply_container (op, tmp);
2670 return 1;
2671
2672 case TREASURE:
2673 if (op->type == PLAYER) { 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 {
2674 apply_treasure (op, tmp); 2626 apply_treasure (op, tmp);
2675 return 1; 2627 return 1;
2676 } else { 2628 }
2677 return 0; 2629 else
2678 } 2630 {
2631 return 0;
2632 }
2679 2633
2680 case WEAPON: 2634 case WEAPON:
2681 case ARMOUR: 2635 case ARMOUR:
2682 case BOOTS: 2636 case BOOTS:
2683 case GLOVES: 2637 case GLOVES:
2684 case AMULET: 2638 case AMULET:
2685 case GIRDLE: 2639 case GIRDLE:
2686 case BRACERS: 2640 case BRACERS:
2687 case SHIELD: 2641 case SHIELD:
2688 case HELMET: 2642 case HELMET:
2689 case RING: 2643 case RING:
2690 case CLOAK: 2644 case CLOAK:
2691 case WAND: 2645 case WAND:
2692 case ROD: 2646 case ROD:
2693 case HORN: 2647 case HORN:
2694 case SKILL: 2648 case SKILL:
2695 case BOW: 2649 case BOW:
2696 case LAMP: 2650 case LAMP:
2697 case BUILDER: 2651 case BUILDER:
2698 case SKILL_TOOL: 2652 case SKILL_TOOL:
2699 if (tmp->env != op) 2653 if (tmp->env != op)
2700 return 2; /* not in inventory */ 2654 return 2; /* not in inventory */
2701 (void) apply_special (op, tmp, aflag); 2655 (void) apply_special (op, tmp, aflag);
2702 return 1; 2656 return 1;
2703 2657
2704 case DRINK: 2658 case DRINK:
2705 case FOOD: 2659 case FOOD:
2706 case FLESH: 2660 case FLESH:
2707 apply_food (op, tmp); 2661 apply_food (op, tmp);
2708 return 1; 2662 return 1;
2709 2663
2710 case POISON: 2664 case POISON:
2711 apply_poison (op, tmp); 2665 apply_poison (op, tmp);
2712 return 1; 2666 return 1;
2713 2667
2714 case SAVEBED: 2668 case SAVEBED:
2669 return 1;
2670
2671 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) { 2672 if (op->type == PLAYER)
2716 apply_savebed (op); 2673 {
2717 return 1;
2718 } else {
2719 return 0;
2720 }
2721
2722 case ARMOUR_IMPROVER:
2723 if (op->type == PLAYER) {
2724 apply_armour_improver (op, tmp); 2674 apply_armour_improver (op, tmp);
2725 return 1; 2675 return 1;
2726 } else { 2676 }
2727 return 0; 2677 else
2728 } 2678 return 0;
2729 2679
2730 case WEAPON_IMPROVER: 2680 case WEAPON_IMPROVER:
2731 (void) check_improve_weapon(op, tmp); 2681 (void) check_improve_weapon (op, tmp);
2732 return 1; 2682 return 1;
2733 2683
2734 case CLOCK: 2684 case CLOCK:
2735 if (op->type == PLAYER) { 2685 if (op->type == PLAYER)
2736 char buf[MAX_BUF]; 2686 {
2737 timeofday_t tod; 2687 char buf[MAX_BUF];
2688 timeofday_t tod;
2738 2689
2739 get_tod(&tod); 2690 get_tod (&tod);
2740 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2691 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2741 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2742 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2743 ((tod.hour >= 14) ? "pm" : "am"));
2744 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2745 new_draw_info(NDI_UNIQUE, 0,op, buf); 2695 new_draw_info (NDI_UNIQUE, 0, op, buf);
2746 return 1; 2696 return 1;
2747 } else { 2697 }
2748 return 0; 2698 else
2749 } 2699 {
2700 return 0;
2701 }
2750 2702
2751 case MENU: 2703 case MENU:
2752 if (op->type == PLAYER) { 2704 if (op->type == PLAYER)
2753 shop_listing (op); 2705 {
2754 return 1; 2706 shop_listing (op);
2755 } else { 2707 return 1;
2756 return 0; 2708 }
2757 } 2709 else
2710 {
2711 return 0;
2712 }
2758 2713
2759 case POWER_CRYSTAL: 2714 case POWER_CRYSTAL:
2760 apply_power_crystal(op,tmp); /* see egoitem.c */ 2715 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2716 return 1;
2762 2717
2763 case LIGHTER: /* for lighting torches/lanterns/etc */ 2718 case LIGHTER: /* for lighting torches/lanterns/etc */
2764 if (op->type == PLAYER) { 2719 if (op->type == PLAYER)
2765 apply_lighter(op,tmp); 2720 {
2766 return 1; 2721 apply_lighter (op, tmp);
2767 } else { 2722 return 1;
2768 return 0; 2723 }
2769 } 2724 else
2725 {
2726 return 0;
2727 }
2770 2728
2771 case ITEM_TRANSFORMER: 2729 case ITEM_TRANSFORMER:
2772 apply_item_transformer( op, tmp ); 2730 apply_item_transformer (op, tmp);
2773 return 1; 2731 return 1;
2774 2732
2775 default: 2733 default:
2776 return 0; 2734 return 0;
2777 } 2735 }
2778} 2736}
2779 2737
2780 2738
2781/* 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"
2782 * 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
2783 * "but you are floating high above the ground" messages. 2741 * "but you are floating high above the ground" messages.
2784 * 2742 *
2785 * Same return value as apply() function. 2743 * Same return value as apply() function.
2786 */ 2744 */
2745int
2787int player_apply (object *pl, object *op, int aflag, int quiet) 2746player_apply (object *pl, object *op, int aflag, int quiet)
2788{ 2747{
2789 int tmp; 2748 int tmp;
2790 2749
2791 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2751 {
2792 /* player is flying and applying object not in inventory */ 2752 /* player is flying and applying object not in inventory */
2793 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 {
2794 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!");
2795 "above the ground!");
2796 return 0; 2756 return 0;
2797 } 2757 }
2798 } 2758 }
2799 2759
2800 /* 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
2801 * applied. 2761 * applied.
2802 */ 2762 */
2803 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))
2804 { 2764 {
2805 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);
2806 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!");
2807 "of smoke!");
2808 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.");
2809 remove_ob (op); 2768 op->destroy ();
2810 free_object (op);
2811 return 1; 2769 return 1;
2812 } 2770 }
2813 2771
2814 pl->contr->last_used = op; 2772 pl->contr->last_used = op;
2815 pl->contr->last_used_id = op->count;
2816 2773
2817 tmp = manual_apply (pl, op, aflag); 2774 tmp = manual_apply (pl, op, aflag);
2818 if ( ! quiet) { 2775 if (!quiet)
2776 {
2819 if (tmp == 0) 2777 if (tmp == 0)
2820 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));
2821 "I don't know how to apply the %s.",
2822 query_name (op));
2823 else if (tmp == 2) 2779 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, 2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2825 "You must get it first!\n");
2826 } 2781 }
2827 return tmp; 2782 return tmp;
2828} 2783}
2829 2784
2830/** 2785/**
2831 * player_apply_below attempts to apply the object 'below' the player. 2786 * player_apply_below attempts to apply the object 'below' the player.
2832 * 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
2833 * we use the ground. 2788 * we use the ground.
2834 */ 2789 */
2835 2790
2791void
2836void player_apply_below (object *pl) 2792player_apply_below (object *pl)
2837{ 2793{
2838 object *tmp, *next; 2794 object *tmp, *next;
2839 int floors; 2795 int floors;
2840 2796
2841 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2842 apply_transport(pl, pl->contr->transport, 0);
2843 return;
2844 }
2845
2846 /* 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
2847 * item in the container. Otherwise, use the map. 2798 * item in the container. Otherwise, use the map.
2848 */ 2799 */
2849 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2850 2801
2851 /* 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
2852 * 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
2853 * 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
2854 * 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
2855 * not return a proper value. 2806 * not return a proper value.
2856 */ 2807 */
2857 for (floors = 0; tmp!=NULL; tmp=next) { 2808 for (floors = 0; tmp != NULL; tmp = next)
2809 {
2858 next = tmp->below; 2810 next = tmp->below;
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++; 2812 floors++;
2861 else if (floors > 0) 2813 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */ 2814 return; /* process only floor objects after first floor object */
2863 2815
2864 /* 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
2865 * person moving on it, also activate. Added code to make it 2817 * person moving on it, also activate. Added code to make it
2866 * 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
2867 * the item needs. 2819 * the item needs.
2868 */ 2820 */
2869 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2821 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2822 {
2870 if (player_apply (pl, tmp, 0, 1) == 1) 2823 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return; 2824 return;
2872 } 2825 }
2873 if (floors >= 2) 2826 if (floors >= 2)
2874 return; /* process at most two floor objects */ 2827 return; /* process at most two floor objects */
2875 } 2828 }
2876} 2829}
2877 2830
2878/** 2831/**
2879 * Unapplies specified item. 2832 * Unapplies specified item.
2880 * No check done on cursed/damned. 2833 * No check done on cursed/damned.
2881 * Break this out of apply_special - this is just done 2834 * Break this out of apply_special - this is just done
2882 * 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.
2883 */ 2836 */
2837static int
2884static int unapply_special (object *who, object *op, int aflags) 2838unapply_special (object *who, object *op, int aflags)
2885{ 2839{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0);
2842
2886 object *tmp2; 2843 object *tmp2;
2887 2844
2888 CLEAR_FLAG(op, FLAG_APPLIED); 2845 CLEAR_FLAG (op, FLAG_APPLIED);
2889 switch(op->type) { 2846 switch (op->type)
2847 {
2890 case WEAPON: 2848 case WEAPON:
2891 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));
2892 2850
2893 (void) change_abil (who,op);
2894 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2895 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2896 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2897 who->current_weapon_script = NULL;
2898 who->current_weapon = NULL;
2899 clear_skill(who);
2900 break;
2901
2902 case SKILL: /* allows objects to impart skills */
2903 case SKILL_TOOL:
2904 if (op != who->chosen_skill) {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906 }
2907 if (who->type==PLAYER) {
2908 if (who->contr->shoottype == range_skill)
2909 who->contr->shoottype = range_none;
2910 if ( ! op->invisible) {
2911 new_draw_info_format (NDI_UNIQUE, 0, who,
2912 "You stop using the %s.", query_name(op));
2913 } else {
2914 new_draw_info_format (NDI_UNIQUE, 0, who,
2915 "You can no longer use the skill: %s.",
2916 op->skill);
2917 }
2918 }
2919 (void) change_abil (who, op); 2851 (void) change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who);
2855 break;
2856
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL:
2859 if (op != who->chosen_skill)
2860 {
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);
2920 who->chosen_skill = NULL; 2877 who->chosen_skill = NULL;
2921 CLEAR_FLAG (who, FLAG_READY_SKILL); 2878 CLEAR_FLAG (who, FLAG_READY_SKILL);
2922 break; 2879 break;
2923 2880
2924 case ARMOUR: 2881 case ARMOUR:
2925 case HELMET: 2882 case HELMET:
2926 case SHIELD: 2883 case SHIELD:
2927 case RING: 2884 case RING:
2928 case BOOTS: 2885 case BOOTS:
2929 case GLOVES: 2886 case GLOVES:
2930 case AMULET: 2887 case AMULET:
2931 case GIRDLE: 2888 case GIRDLE:
2932 case BRACERS: 2889 case BRACERS:
2933 case CLOAK: 2890 case CLOAK:
2934 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2935 (void) change_abil (who,op); 2892 (void) change_abil (who, op);
2936 break; 2893 break;
2937 case LAMP: 2894 case LAMP:
2938 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2939 op->name);
2940 tmp2 = arch_to_object(op->other_arch); 2896 tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x; 2897 tmp2->x = op->x;
2942 tmp2->y = op->y; 2898 tmp2->y = op->y;
2943 tmp2->map = op->map; 2899 tmp2->map = op->map;
2944 tmp2->below = op->below; 2900 tmp2->below = op->below;
2945 tmp2->above = op->above; 2901 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food; 2902 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2903 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904
2948 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2949 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2906 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907
2950 if (who->type == PLAYER) 2908 if (who->type == PLAYER)
2951 esrv_del_item(who->contr, (tag_t)op->count); 2909 esrv_del_item (who->contr, op->count);
2952 remove_ob(op); 2910
2953 free_object(op); 2911 op->destroy ();
2954 insert_ob_in_ob(tmp2, who); 2912 insert_ob_in_ob (tmp2, who);
2955 fix_player(who); 2913 who->update_stats ();
2956 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 {
2957 if (who->type == PLAYER) { 2916 if (who->type == PLAYER)
2917 {
2958 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2959 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2960 } 2920 }
2961 } 2921 }
2962 if(who->type==PLAYER) 2922 if (who->type == PLAYER)
2963 esrv_send_item(who, tmp2); 2923 esrv_send_item (who, tmp2);
2964 return 1; /* otherwise, an attempt to drop causes problems */ 2924 return 1; /* otherwise, an attempt to drop causes problems */
2965 break; 2925 break;
2966 case BOW: 2926 case BOW:
2967 case WAND: 2927 case WAND:
2968 case ROD: 2928 case ROD:
2969 case HORN: 2929 case HORN:
2970 clear_skill(who); 2930 clear_skill (who);
2971 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2972 if(who->type==PLAYER) { 2932 if (who->type == PLAYER)
2933 {
2973 who->contr->shoottype = range_none; 2934 who->contr->shoottype = range_none;
2974 } else { 2935 }
2975 if (op->type == BOW) 2936 else
2937 {
2938 if (op->type == BOW)
2976 CLEAR_FLAG (who, FLAG_READY_BOW); 2939 CLEAR_FLAG (who, FLAG_READY_BOW);
2977 else 2940 else
2978 CLEAR_FLAG(who, FLAG_READY_RANGE); 2941 CLEAR_FLAG (who, FLAG_READY_RANGE);
2979 } 2942 }
2980 break; 2943 break;
2981 2944
2982 case BUILDER: 2945 case BUILDER:
2983 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2984 who->contr->shoottype = range_none; 2947 who->contr->shoottype = range_none;
2985 who->contr->ranges[ range_builder ] = NULL; 2948 who->contr->ranges[range_builder] = NULL;
2986 break; 2949 break;
2987 2950
2988 default: 2951 default:
2989 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2990 break; 2953 break;
2991 } 2954 }
2992 2955
2993 fix_player(who); 2956 who->update_stats ();
2994 2957
2995 if ( ! (aflags & AP_NO_MERGE)) { 2958 if (!(aflags & AP_NO_MERGE))
2959 {
2996 object *tmp; 2960 object *tmp;
2997 2961
2998 tag_t del_tag = op->count;
2999 tmp = merge_ob (op, NULL); 2962 tmp = merge_ob (op, NULL);
3000 if (who->type == PLAYER) { 2963 if (who->type == PLAYER)
3001 if (tmp) { /* it was merged */ 2964 {
2965 if (tmp)
2966 { /* it was merged */
3002 esrv_del_item (who->contr, del_tag); 2967 esrv_del_item (who->contr, op->count);
3003 op = tmp; 2968 op = tmp;
3004 } 2969 }
2970
3005 esrv_send_item (who, op); 2971 esrv_send_item (who, op);
3006 } 2972 }
3007 } 2973 }
3008 return 0; 2974 return 0;
3009} 2975}
3010 2976
3011/** 2977/**
3012 * Returns the object that is using location 'loc'. 2978 * Returns the object that is using location 'loc'.
3013 * Note that 'start' is the first object to start examing - we 2979 * Note that 'start' is the first object to start examing - we
3020 * 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.
3021 * don't return invisible objects unless they are skill objects 2987 * don't return invisible objects unless they are skill objects
3022 * invisible other objects that use 2988 * invisible other objects that use
3023 * up body locations can be used as restrictions. 2989 * up body locations can be used as restrictions.
3024 */ 2990 */
2991object *
3025object *get_item_from_body_location(object *start, int loc) 2992get_item_from_body_location (object *start, int loc)
3026{ 2993{
3027 object *tmp; 2994 object *tmp;
3028 2995
3029 if (!start) return NULL; 2996 if (!start)
3030
3031 for (tmp=start; tmp; tmp=tmp->below)
3032 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3033 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3034
3035 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;
3036} 3004}
3037 3005
3038 3006
3039 3007
3040/** 3008/**
3046 * Returns 0 on success, returns 1 if there is some problem. 3014 * Returns 0 on success, returns 1 if there is some problem.
3047 * 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
3048 * 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
3049 * another function that does just that. 3017 * another function that does just that.
3050 */ 3018 */
3019int
3051int unapply_for_ob(object *who, object *op, int aflags) 3020unapply_for_ob (object *who, object *op, int aflags)
3052{ 3021{
3053 int i; 3022 int i;
3054 object *tmp=NULL, *last; 3023 object *tmp = NULL, *last;
3055 3024
3056 /* 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
3057 * 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.
3058 */ 3027 */
3059 if (op->type == WEAPON || op->type == SHIELD) { 3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3060 for (tmp=who->inv; tmp; tmp=tmp->below) { 3030 for (tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3061 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3062 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3033 {
3063 (!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 {
3064 if (aflags & AP_PRINT) 3036 if (aflags & AP_PRINT)
3065 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3066 else 3038 else
3067 unapply_special(who, tmp, aflags); 3039 unapply_special (who, tmp, aflags);
3068 } 3040 }
3069 else { 3041 else
3042 {
3070 /* 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.
3071 * 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
3072 * at least generate the message. 3045 * at least generate the message.
3073 */ 3046 */
3074 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));
3075 "No matter how hard you try, you just can't\nremove %s.", 3048 return 1;
3076 query_name(tmp)); 3049 }
3077 return 1;
3078 }
3079 3050
3051 }
3052 }
3080 } 3053 }
3081 }
3082 }
3083 3054
3084 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 {
3085 /* this used up a slot that we need to free */ 3057 /* this used up a slot that we need to free */
3086 if (op->body_info[i]) { 3058 if (op->body_info[i])
3059 {
3087 last = who->inv; 3060 last = who->inv;
3088 3061
3089 /* 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
3090 * to free up enough slots. 3063 * to free up enough slots.
3091 */ 3064 */
3092 while ((who->body_used[i] + op->body_info[i]) < 0) { 3065 while ((who->body_used[i] + op->body_info[i]) < 0)
3066 {
3093 tmp = get_item_from_body_location(last, i); 3067 tmp = get_item_from_body_location (last, i);
3094 if (!tmp) { 3068 if (!tmp)
3069 {
3095#if 0 3070#if 0
3096 /* 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
3097 * equipped. 3072 * equipped.
3098 */ 3073 */
3099 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);
3100 i, body_locations[i].save_name, who->name);
3101#endif 3075#endif
3102 return 1; 3076 return 1;
3103 } 3077 }
3104 /* 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 */
3105 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))))
3106 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3080 {
3107 if (aflags & AP_PRINT) 3081 if (aflags & AP_PRINT)
3108 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3109 else 3083 else
3110 unapply_special(who, tmp, aflags); 3084 unapply_special (who, tmp, aflags);
3111 } 3085 }
3112 else { 3086 else
3087 {
3113 /* Cursed item that we can't unequip - tell the player. 3088 /* Cursed item that we can't unequip - tell the player.
3114 * 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,
3115 * 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
3116 * one cursed ring.) 3091 * one cursed ring.)
3117 */ 3092 */
3118 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));
3119 } 3094 }
3120 last = tmp->below; 3095 last = tmp->below;
3121 } 3096 }
3122 /* 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
3123 * return in the !tmp would have kicked in. 3098 * return in the !tmp would have kicked in.
3124 */ 3099 */
3125 } /* if op is using this body location */ 3100 } /* if op is using this body location */
3126 } /* for body lcoations */ 3101 } /* for body lcoations */
3127 return 0; 3102 return 0;
3128} 3103}
3129 3104
3130/** 3105/**
3131 * Checks to see if 'who' can apply object 'op'. 3106 * Checks to see if 'who' can apply object 'op'.
3132 * Returns 0 if apply can be done without anything special. 3107 * Returns 0 if apply can be done without anything special.
3136 * 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?)
3137 * 3112 *
3138 * See include/define.h for detailed description of the meaning of 3113 * See include/define.h for detailed description of the meaning of
3139 * these return values. 3114 * these return values.
3140 */ 3115 */
3116int
3141int can_apply_object(object *who, object *op) 3117can_apply_object (object *who, object *op)
3142{ 3118{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0);
3121
3143 int i, retval=0; 3122 int i, retval = 0;
3144 object *tmp=NULL, *ws=NULL; 3123 object *tmp = NULL, *ws = NULL;
3145 3124
3146 /* 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
3147 * 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
3148 * 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
3149 * in place and store that way. 3128 * in place and store that way.
3150 */ 3129 */
3151 if (op->type == WEAPON || op->type == SHIELD) { 3130 if (op->type == WEAPON || op->type == SHIELD)
3131 {
3152 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3133 {
3153 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3135 {
3154 retval = CAN_APPLY_UNAPPLY; 3136 retval = CAN_APPLY_UNAPPLY;
3155 ws = tmp; 3137 ws = tmp;
3138 }
3139 }
3156 } 3140 }
3157 }
3158 }
3159
3160 3141
3142
3161 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3162 if (op->body_info[i]) { 3145 if (op->body_info[i])
3146 {
3163 /* Item uses more slots than we have */ 3147 /* Item uses more slots than we have */
3164 if (FABS(op->body_info[i]) > who->body_info[i]) { 3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3165 /* Could return now for efficiently - rest of info below isn' 3150 /* Could return now for efficiently - rest of info below isn'
3166 * really needed. 3151 * really needed.
3167 */ 3152 */
3168 retval |= CAN_APPLY_NEVER; 3153 retval |= CAN_APPLY_NEVER;
3154 }
3169 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3155 else if ((who->body_used[i] + op->body_info[i]) < 0)
3156 {
3170 /* in this case, equipping this would use more free spots than 3157 /* in this case, equipping this would use more free spots than
3171 * we have. 3158 * we have.
3172 */ 3159 */
3173 object *tmp1; 3160 object *tmp1;
3174 3161
3175 3162
3176 /* 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
3177 * 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
3178 * 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
3179 * shield equipped and try to equip another shield, there is only 3166 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 3167 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 3168 * does take into the account cases where what is being applied
3182 * may be two handed for example. 3169 * may be two handed for example.
3183 */ 3170 */
3184 if (ws) { 3171 if (ws)
3172 {
3185 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)
3186 retval |= CAN_APPLY_UNAPPLY; 3174 {
3187 continue; 3175 retval |= CAN_APPLY_UNAPPLY;
3188 } 3176 continue;
3189 } 3177 }
3178 }
3190 3179
3191 tmp1 = get_item_from_body_location(who->inv, i); 3180 tmp1 = get_item_from_body_location (who->inv, i);
3192 if (!tmp1) { 3181 if (!tmp1)
3182 {
3193#if 0 3183#if 0
3194 /* 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
3195 * join in with more stuff equipped than they are now allowed. 3185 * join in with more stuff equipped than they are now allowed.
3196 */ 3186 */
3197 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);
3198 i, who->name);
3199#endif 3188#endif
3200 retval |= CAN_APPLY_NEVER; 3189 retval |= CAN_APPLY_NEVER;
3201 } else { 3190 }
3191 else
3192 {
3202 /* need to unapply something. However, if this something 3193 /* need to unapply something. However, if this something
3203 * is different than we had found before, it means they need 3194 * is different than we had found before, it means they need
3204 * to apply multiple objects 3195 * to apply multiple objects
3205 */ 3196 */
3206 retval |= CAN_APPLY_UNAPPLY; 3197 retval |= CAN_APPLY_UNAPPLY;
3207 if (!tmp) tmp = tmp1; 3198 if (!tmp)
3208 else if (tmp != tmp1) { 3199 tmp = tmp1;
3209 retval |= CAN_APPLY_UNAPPLY_MULT; 3200 else if (tmp != tmp1)
3210 } 3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 }
3211 /* 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
3212 * 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
3213 * the slots, the player then has a choice. 3206 * the slots, the player then has a choice.
3214 */ 3207 */
3215 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]))
3216 (FABS(op->body_info[i]) < who->body_info[i]))
3217 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3209 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3218 3210
3219 /* Does unequippint 'tmp1' free up enough slots for this to be 3211 /* Does unequippint 'tmp1' free up enough slots for this to be
3220 * equipped? If not, there must be something else to unapply. 3212 * equipped? If not, there must be something else to unapply.
3221 */ 3213 */
3222 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)
3223 retval |= CAN_APPLY_UNAPPLY_MULT; 3215 retval |= CAN_APPLY_UNAPPLY_MULT;
3224 3216
3225 } 3217 }
3226 } /* if not enough free slots */ 3218 } /* if not enough free slots */
3227 } /* if this object uses location i */ 3219 } /* if this object uses location i */
3228 } /* for i -> num_body_locations loop */ 3220 } /* for i -> num_body_locations loop */
3229 3221
3230 /* 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
3231 * really be controlled by use of body locations. We do have 3223 * really be controlled by use of body locations. We do have
3232 * the weapon/shield checks, and the range checks for monsters, 3224 * the weapon/shield checks, and the range checks for monsters,
3233 * 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,
3234 * 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
3235 * all use the same location. 3227 * all use the same location.
3236 */ 3228 */
3237 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3238 retval |= CAN_APPLY_RESTRICTION;
3239 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3240 retval |= CAN_APPLY_RESTRICTION;
3241
3242
3243 if (who->type != PLAYER) {
3244 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3245 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3246 retval |= CAN_APPLY_RESTRICTION;
3247 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3230 retval |= CAN_APPLY_RESTRICTION;
3249 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3250 retval |= CAN_APPLY_RESTRICTION; 3232 retval |= CAN_APPLY_RESTRICTION;
3251 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 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))
3252 retval |= CAN_APPLY_RESTRICTION; 3238 retval |= CAN_APPLY_RESTRICTION;
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION;
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION;
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION;
3253 } 3245 }
3254 return retval; 3246 return retval;
3255} 3247}
3256 3248
3257 3249
3258 3250
3259/** 3251/**
3260 * 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.
3261 * 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,
3262 * 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
3276 * 3268 *
3277 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3278 * 3270 *
3279 * apply_special() doesn't check for unpaid items. 3271 * apply_special() doesn't check for unpaid items.
3280 */ 3272 */
3273int
3281int apply_special (object *who, object *op, int aflags) 3274apply_special (object *who, object *op, int aflags)
3282{ 3275{
3283 int basic_flag = aflags & AP_BASIC_FLAGS; 3276 int basic_flag = aflags & AP_BASIC_FLAGS;
3284 object *tmp, *tmp2, *skop=NULL; 3277 object *tmp, *tmp2, *skop = NULL;
3285 int i; 3278 int i;
3286 3279
3287 if(who==NULL) { 3280 if (who == NULL)
3281 {
3288 LOG(llevError,"apply_special() from object without environment.\n"); 3282 LOG (llevError, "apply_special() from object without environment.\n");
3289 return 1; 3283 return 1;
3290 } 3284 }
3291 3285
3292 if(op->env!=who) 3286 if (op->env != who)
3293 return 1; /* op is not in inventory */ 3287 return 1; /* op is not in inventory */
3294 3288
3295 /* trying to unequip op */ 3289 /* trying to unequip op */
3296 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3290 if (QUERY_FLAG (op, FLAG_APPLIED))
3291 {
3297 /* always apply, so no reason to unapply */ 3292 /* always apply, so no reason to unapply */
3298 if (basic_flag == AP_APPLY) return 0; 3293 if (basic_flag == AP_APPLY)
3294 return 0;
3299 3295
3300 if ( ! (aflags & AP_IGNORE_CURSE) 3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3301 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3297 {
3302 new_draw_info_format(NDI_UNIQUE, 0, who, 3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3303 "No matter how hard you try, you just can't\nremove %s.",
3304 query_name(op));
3305 return 1; 3299 return 1;
3306 } 3300 }
3307 return unapply_special(who, op, aflags); 3301 return unapply_special (who, op, aflags);
3308 } 3302 }
3309 3303
3310 if (basic_flag == AP_UNAPPLY) return 0; 3304 if (basic_flag == AP_UNAPPLY)
3305 return 0;
3311 3306
3312 i = can_apply_object(who, op); 3307 i = can_apply_object (who, op);
3313 3308
3314 /* Can't just apply this object. Lets see what not and what to do */ 3309 /* Can't just apply this object. Lets see what not and what to do */
3315 if (i) { 3310 if (i)
3311 {
3316 if (i & CAN_APPLY_NEVER) { 3312 if (i & CAN_APPLY_NEVER)
3313 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3318 return 1; 3315 return 1;
3316 }
3319 } else if (i & CAN_APPLY_RESTRICTION) { 3317 else if (i & CAN_APPLY_RESTRICTION)
3318 {
3320 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3321 return 1; 3320 return 1;
3322 } 3321 }
3323 if (who->type != PLAYER) { 3322 if (who->type != PLAYER)
3323 {
3324 /* Some error, so don't try to equip something more */ 3324 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob(who, op, aflags)) return 1; 3325 if (unapply_for_ob (who, op, aflags))
3326 } else { 3326 return 1;
3327 if (who->contr->unapply == unapply_never || 3327 }
3328 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3328 else
3329 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 {
3329 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):");
3330 unapply_for_ob(who, op, AP_PRINT); 3333 unapply_for_ob (who, op, AP_PRINT);
3331 return 1; 3334 return 1;
3332 } 3335 }
3333 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3334 i = unapply_for_ob(who, op, aflags); 3338 i = unapply_for_ob (who, op, aflags);
3335 if (i) return 1; 3339 if (i)
3340 return 1;
3341 }
3342 }
3336 } 3343 }
3337 }
3338 }
3339 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 {
3340 skop=find_skill_by_name(who, op->skill); 3346 skop = find_skill_by_name (who, op->skill);
3341 if (!skop) { 3347 if (!skop)
3348 {
3342 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);
3343 return 1; 3350 return 1;
3344 } else { 3351 }
3352 else
3353 {
3345 /* While experience will be credited properly, we want to change the 3354 /* While experience will be credited properly, we want to change the
3346 * skill so that the dam and wc get updated 3355 * skill so that the dam and wc get updated
3347 */ 3356 */
3348 change_skill(who, skop, 0); 3357 change_skill (who, skop, 0);
3349 } 3358 }
3359 }
3360
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3350 } 3362 {
3351
3352 if (who->type == PLAYER && op->item_power &&
3353 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3354 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3355 return 1; 3364 return 1;
3356 } 3365 }
3357
3358 3366
3367
3359 /* Ok. We are now at the state where we can apply the new object. 3368 /* Ok. We are now at the state where we can apply the new object.
3360 * Note that we don't have the checks for can_use_... 3369 * Note that we don't have the checks for can_use_...
3361 * below - that is already taken care of by can_apply_object. 3370 * below - that is already taken care of by can_apply_object.
3362 */ 3371 */
3363
3364 3372
3373
3365 if(op->nrof > 1) 3374 if (op->nrof > 1)
3366 tmp = get_split_ob(op,op->nrof - 1); 3375 tmp = get_split_ob (op, op->nrof - 1);
3367 else 3376 else
3368 tmp = NULL; 3377 tmp = NULL;
3369 3378
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0);
3381
3370 switch(op->type) { 3382 switch (op->type)
3383 {
3371 case WEAPON: 3384 case WEAPON:
3372 if (!check_weapon_power(who, op->last_eat)) { 3385 if (!check_weapon_power (who, op->last_eat))
3373 new_draw_info(NDI_UNIQUE, 0,who, 3386 {
3374 "That weapon is too powerful for you to use."); 3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3375 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3376 if(tmp!=NULL) 3389 if (tmp != NULL)
3377 (void) insert_ob_in_ob(tmp,who); 3390 (void) insert_ob_in_ob (tmp, who);
3378 return 1; 3391 return 1;
3379 } 3392 }
3380 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 {
3381 /* 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. */
3382 /* (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) */
3383 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.");
3384 if(tmp!=NULL) 3398 if (tmp != NULL)
3385 (void) insert_ob_in_ob(tmp,who); 3399 (void) insert_ob_in_ob (tmp, who);
3386 return 1; 3400 return 1;
3387 } 3401 }
3388 SET_FLAG(op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3389 3403
3390 if (skop) change_skill(who, skop, 1); 3404 if (skop)
3405 change_skill (who, skop, 1);
3391 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3392 SET_FLAG(who, FLAG_READY_WEAPON); 3407 SET_FLAG (who, FLAG_READY_WEAPON);
3393 3408
3394 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));
3395 3410
3396 (void) change_abil (who,op); 3411 (void) change_abil (who, op);
3397 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3398 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3399 LOG(llevDebug, "Scripting Weapon wielded\n");
3400 if (who->current_weapon_script) free_string(who->current_weapon_script);
3401 who->current_weapon_script=add_string(query_name(op));
3402 }
3403 who->current_weapon = op;*/
3404 break; 3412 break;
3405 3413
3406 case ARMOUR: 3414 case ARMOUR:
3407 case HELMET: 3415 case HELMET:
3408 case SHIELD: 3416 case SHIELD:
3409 case BOOTS: 3417 case BOOTS:
3410 case GLOVES: 3418 case GLOVES:
3411 case GIRDLE: 3419 case GIRDLE:
3412 case BRACERS: 3420 case BRACERS:
3413 case CLOAK: 3421 case CLOAK:
3414 case RING: 3422 case RING:
3415 case AMULET: 3423 case AMULET:
3416 SET_FLAG(op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3417 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));
3418 (void) change_abil (who,op); 3426 (void) change_abil (who, op);
3419 break; 3427 break;
3420 case LAMP: 3428 case LAMP:
3421 if (op->stats.food < 1) { 3429 if (op->stats.food < 1)
3430 {
3422 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);
3423 " fuel!", op->name); 3432 return 1;
3424 return 1; 3433 }
3425 }
3426 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);
3427 op->name);
3428 tmp2 = arch_to_object(op->other_arch); 3435 tmp2 = arch_to_object (op->other_arch);
3429 tmp2->stats.food = op->stats.food; 3436 tmp2->stats.food = op->stats.food;
3430 SET_FLAG(tmp2, FLAG_APPLIED); 3437 SET_FLAG (tmp2, FLAG_APPLIED);
3431 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3432 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3439 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3433 insert_ob_in_ob(tmp2, who); 3440 insert_ob_in_ob (tmp2, who);
3434 3441
3435 /* Remove the old lantern */ 3442 /* Remove the old lantern */
3436 if (who->type == PLAYER) 3443 if (who->type == PLAYER)
3437 esrv_del_item(who->contr, (tag_t)op->count); 3444 esrv_del_item (who->contr, op->count);
3438 remove_ob(op);
3439 free_object(op);
3440 3445
3446 op->destroy ();
3447
3441 /* insert the portion that was split off */ 3448 /* insert the portion that was split off */
3442 if(tmp!=NULL) { 3449 if (tmp != NULL)
3450 {
3443 (void) insert_ob_in_ob(tmp,who); 3451 (void) insert_ob_in_ob (tmp, who);
3444 if(who->type==PLAYER) 3452 if (who->type == PLAYER)
3445 esrv_send_item(who, tmp); 3453 esrv_send_item (who, tmp);
3446 } 3454 }
3447 fix_player(who); 3455 who->update_stats ();
3448 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3449 if (who->type == PLAYER) { 3458 if (who->type == PLAYER)
3459 {
3450 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!");
3451 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3452 } 3462 }
3453 } 3463 }
3454 if(who->type==PLAYER) 3464 if (who->type == PLAYER)
3455 esrv_send_item(who, tmp2); 3465 esrv_send_item (who, tmp2);
3456 return 0; 3466 return 0;
3457 break; 3467 break;
3458 3468
3459 /* this part is needed for skill-tools */ 3469 /* this part is needed for skill-tools */
3460 case SKILL: 3470 case SKILL:
3461 case SKILL_TOOL: 3471 case SKILL_TOOL:
3462 if (who->chosen_skill) { 3472 if (who->chosen_skill)
3473 {
3463 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3464 return 1; 3475 return 1;
3465 } 3476 }
3466 if (who->type == PLAYER) { 3477 if (who->type == PLAYER)
3478 {
3467 who->contr->shoottype = range_skill; 3479 who->contr->shoottype = range_skill;
3468 who->contr->ranges[range_skill] = op; 3480 who->contr->ranges[range_skill] = op;
3469 if ( ! op->invisible) { 3481 if (!op->invisible)
3482 {
3470 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3471 query_name (op)); 3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, 3485 }
3473 "You can now use the skill: %s.", 3486 else
3474 op->skill); 3487 {
3475 } else { 3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3489 }
3477 op->skill? op->skill:op->name); 3490 }
3478 }
3479 }
3480 SET_FLAG (op, FLAG_APPLIED); 3491 SET_FLAG (op, FLAG_APPLIED);
3481 (void) change_abil (who, op); 3492 (void) change_abil (who, op);
3482 who->chosen_skill = op; 3493 who->chosen_skill = op;
3483 SET_FLAG (who, FLAG_READY_SKILL); 3494 SET_FLAG (who, FLAG_READY_SKILL);
3484 break; 3495 break;
3485 3496
3486 case BOW: 3497 case BOW:
3487 if (!check_weapon_power(who, op->last_eat)) { 3498 if (!check_weapon_power (who, op->last_eat))
3488 new_draw_info(NDI_UNIQUE, 0, who, 3499 {
3489 "That item is too powerful for you to use."); 3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3490 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3491 if(tmp != NULL) 3502 if (tmp != NULL)
3492 (void)insert_ob_in_ob(tmp,who); 3503 (void) insert_ob_in_ob (tmp, who);
3493 return 1; 3504 return 1;
3494 } 3505 }
3495 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3496 new_draw_info(NDI_UNIQUE, 0, who, 3507 {
3497 "The weapon does not recognize you as its owner."); 3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3498 if(tmp != NULL) 3509 if (tmp != NULL)
3499 (void)insert_ob_in_ob(tmp,who); 3510 (void) insert_ob_in_ob (tmp, who);
3500 return 1; 3511 return 1;
3501 } 3512 }
3502 /*FALLTHROUGH*/ 3513 /*FALLTHROUGH*/ case WAND:
3503 case WAND: 3514 case ROD:
3504 case ROD: 3515 case HORN:
3505 case HORN:
3506 /* check for skill, alter player status */ 3516 /* check for skill, alter player status */
3507 SET_FLAG(op, FLAG_APPLIED); 3517 SET_FLAG (op, FLAG_APPLIED);
3508 if (skop) change_skill(who, skop, 0); 3518 if (skop)
3519 change_skill (who, skop, 0);
3509 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3510 3521
3511 if(who->type==PLAYER) { 3522 if (who->type == PLAYER)
3512 if (op->type == BOW) { 3523 {
3524 if (op->type == BOW)
3525 {
3513 (void)change_abil(who, op); 3526 (void) change_abil (who, op);
3514 new_draw_info_format (NDI_UNIQUE, 0, who, 3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3515 "You will now fire %s with %s.", 3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3516 op->race ? op->race : "nothing", query_name(op));
3517 who->contr->shoottype = range_bow; 3529 who->contr->shoottype = range_bow;
3518 } else { 3530 }
3531 else
3532 {
3519 who->contr->shoottype = range_misc; 3533 who->contr->shoottype = range_misc;
3520 } 3534 }
3521 } else { 3535 }
3522 if (op->type == BOW) 3536 else
3537 {
3538 if (op->type == BOW)
3523 SET_FLAG (who, FLAG_READY_BOW); 3539 SET_FLAG (who, FLAG_READY_BOW);
3524 else 3540 else
3525 SET_FLAG (who, FLAG_READY_RANGE); 3541 SET_FLAG (who, FLAG_READY_RANGE);
3526 } 3542 }
3527 break; 3543 break;
3528 3544
3529 case BUILDER: 3545 case BUILDER:
3530 if ( who->contr->ranges[ range_builder ] ) 3546 if (who->contr->ranges[range_builder])
3531 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3547 unapply_special (who, who->contr->ranges[range_builder], 0);
3532 who->contr->shoottype = range_builder; 3548 who->contr->shoottype = range_builder;
3533 who->contr->ranges[ range_builder ] = op; 3549 who->contr->ranges[range_builder] = op;
3534 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));
3535 break; 3551 break;
3536 3552
3537 default: 3553 default:
3538 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));
3539 } /* end of switch op->type */ 3555 } /* end of switch op->type */
3540 3556
3541 SET_FLAG(op, FLAG_APPLIED); 3557 SET_FLAG (op, FLAG_APPLIED);
3542 3558
3543 if(tmp!=NULL) 3559 if (tmp != NULL)
3544 tmp = insert_ob_in_ob(tmp,who); 3560 tmp = insert_ob_in_ob (tmp, who);
3545 3561
3546 fix_player(who); 3562 who->update_stats ();
3547 3563
3548 /* We exclude spell casting objects. The fire code will set the 3564 /* We exclude spell casting objects. The fire code will set the
3549 * been applied flag when they are used - until that point, 3565 * been applied flag when they are used - until that point,
3550 * you don't know anything about them. 3566 * you don't know anything about them.
3551 */ 3567 */
3552 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3553 op->type!=ROD)
3554 SET_FLAG(op,FLAG_BEEN_APPLIED); 3569 SET_FLAG (op, FLAG_BEEN_APPLIED);
3555 3570
3556 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3557 if (who->type == PLAYER) { 3573 if (who->type == PLAYER)
3574 {
3558 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!");
3559 SET_FLAG(op,FLAG_KNOWN_CURSED); 3576 SET_FLAG (op, FLAG_KNOWN_CURSED);
3560 } 3577 }
3561 } 3578 }
3562 if(who->type==PLAYER) { 3579 if (who->type == PLAYER)
3580 {
3563 /* if multiple objects were applied, update both slots */ 3581 /* if multiple objects were applied, update both slots */
3564 if (tmp) 3582 if (tmp)
3565 esrv_send_item(who, tmp); 3583 esrv_send_item (who, tmp);
3566 esrv_send_item(who, op); 3584 esrv_send_item (who, op);
3567 } 3585 }
3568 return 0; 3586 return 0;
3569} 3587}
3570 3588
3571 3589
3590int
3572int monster_apply_special (object *who, object *op, int aflags) 3591monster_apply_special (object *who, object *op, int aflags)
3573{ 3592{
3574 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3575 return 1; 3594 return 1;
3576 return apply_special (who, op, aflags); 3595 return apply_special (who, op, aflags);
3577} 3596}
3578 3597
3579/** 3598/**
3580 * Map was just loaded, handle op's initialisation. 3599 * Map was just loaded, handle op's initialisation.
3581 * 3600 *
3582 * Generates shop floor's item, and treasures. 3601 * Generates shop floor's item, and treasures.
3583 */ 3602 */
3603int
3584int auto_apply (object *op) { 3604auto_apply (object *op)
3605{
3585 object *tmp = NULL, *tmp2; 3606 object *tmp = NULL, *tmp2;
3586 int i; 3607 int i;
3587 3608
3588 switch(op->type) { 3609 switch (op->type)
3610 {
3589 case SHOP_FLOOR: 3611 case SHOP_FLOOR:
3590 if (!HAS_RANDOM_ITEMS(op)) return 0; 3612 if (!op->has_random_items ())
3591 do { 3613 return 0;
3592 i=10; /* let's give it 10 tries */ 3614
3615 do
3616 {
3617 i = 10; /* let's give it 10 tries */
3593 while((tmp=generate_treasure(op->randomitems, 3618 while ((tmp = generate_treasure (op->randomitems,
3594 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);
3595 if(tmp==NULL) 3620 if (tmp == NULL)
3596 return 0; 3621 return 0;
3597 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3622 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3598 free_object(tmp); 3623 {
3599 tmp = NULL; 3624 tmp->destroy ();
3600 } 3625 tmp = NULL;
3601 } while(!tmp); 3626 }
3627 }
3628 while (!tmp);
3629
3602 tmp->x=op->x; 3630 tmp->x = op->x;
3603 tmp->y=op->y; 3631 tmp->y = op->y;
3604 SET_FLAG(tmp,FLAG_UNPAID); 3632 SET_FLAG (tmp, FLAG_UNPAID);
3605 insert_ob_in_map(tmp,op->map,NULL,0); 3633 insert_ob_in_map (tmp, op->map, NULL, 0);
3606 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3607 identify(tmp); 3635 identify (tmp);
3608 break; 3636 break;
3609 3637
3610 case TREASURE: 3638 case TREASURE:
3611 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3612 return 0; 3640 return 0;
3641
3613 while ((op->stats.hp--)>0) 3642 while ((op->stats.hp--) > 0)
3614 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3615 op->stats.exp ? (int)op->stats.exp : 3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3616 op->map == NULL ? 14: op->map->difficulty,0);
3617 3645
3618 /* 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,
3619 * 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
3620 * to disappear. An example of this item is the random_* stuff 3648 * to disappear. An example of this item is the random_* stuff
3621 * that is put inside other objects. 3649 * that is put inside other objects.
3622 */ 3650 */
3623 for (tmp=op->inv; tmp; tmp=tmp2) { 3651 for (tmp = op->inv; tmp; tmp = tmp2)
3624 tmp2 = tmp->below; 3652 {
3625 remove_ob(tmp); 3653 tmp2 = tmp->below;
3626 if (op->env) insert_ob_in_ob(tmp, op->env); 3654 tmp->remove ();
3627 else free_object(tmp); 3655
3656 if (op->env)
3657 insert_ob_in_ob (tmp, op->env);
3658 else
3659 tmp->destroy ();
3660 }
3661
3662 op->destroy ();
3663 break;
3628 } 3664 }
3629 remove_ob(op);
3630 free_object(op);
3631 break;
3632 }
3633 return tmp ? 1 : 0; 3665 return tmp ? 1 : 0;
3634} 3666}
3635 3667
3636/** 3668/**
3637 * 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
3638 * when an original map is loaded) and performs special actions for 3670 * when an original map is loaded) and performs special actions for
3639 * certain objects (most initialization of chests and creation of 3671 * certain objects (most initialization of chests and creation of
3640 * treasures and stuff). Calls auto_apply if appropriate. 3672 * treasures and stuff). Calls auto_apply if appropriate.
3641 */ 3673 */
3642 3674void
3643void fix_auto_apply(mapstruct *m) { 3675fix_auto_apply (maptile *m)
3676{
3644 object *tmp,*above=NULL; 3677 object *tmp, *above = NULL;
3645 int x,y; 3678 int x, y;
3646 3679
3647 if(m==NULL) return; 3680 if (m == NULL)
3681 return;
3648 3682
3649 for(x=0;x<MAP_WIDTH(m);x++) 3683 for (x = 0; x < MAP_WIDTH (m); x++)
3650 for(y=0;y<MAP_HEIGHT(m);y++) 3684 for (y = 0; y < MAP_HEIGHT (m); y++)
3651 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)
3652 above=tmp->above; 3686 {
3687 above = tmp->above;
3653 3688
3654 if (tmp->inv) { 3689 if (tmp->inv)
3690 {
3655 object *invtmp, *invnext; 3691 object *invtmp, *invnext;
3656 3692
3657 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3658 invnext = invtmp->below; 3694 {
3695 invnext = invtmp->below;
3659 3696
3660 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3661 auto_apply(invtmp); 3698 auto_apply (invtmp);
3662 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3663 while ((invtmp->stats.hp--)>0) 3700 {
3664 create_treasure(invtmp->randomitems, invtmp, 0, 3701 while ((invtmp->stats.hp--) > 0)
3665 m->difficulty,0); 3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3666 invtmp->randomitems = NULL; 3703
3667 } 3704 invtmp->randomitems = NULL;
3668 else if (invtmp && invtmp->arch && 3705 }
3669 invtmp->type!=TREASURE && 3706 else if (invtmp && invtmp->arch
3670 invtmp->type != SPELL && 3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3671 invtmp->type != CLASS && 3708 {
3672 HAS_RANDOM_ITEMS(invtmp)) { 3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3673 create_treasure(invtmp->randomitems, invtmp, 0,
3674 m->difficulty,0);
3675 /* Need to clear this so that we never try to create 3710 /* Need to clear this so that we never try to create
3676 * treasure again for this object 3711 * treasure again for this object
3677 */ 3712 */
3678 invtmp->randomitems = NULL; 3713 invtmp->randomitems = NULL;
3679 } 3714 }
3680 } 3715 }
3681 /* This is really temporary - the code at the bottom will 3716 /* This is really temporary - the code at the bottom will
3682 * also set randomitems to null. The problem is there are bunches 3717 * also set randomitems to null. The problem is there are bunches
3683 * of maps/players already out there with items that have spells 3718 * of maps/players already out there with items that have spells
3684 * which haven't had the randomitems set to null yet. 3719 * which haven't had the randomitems set to null yet.
3685 * MSW 2004-05-13 3720 * MSW 2004-05-13
3686 * 3721 *
3687 * And if it's a spellbook, it's better to set randomitems to NULL too, 3722 * And if it's a spellbook, it's better to set randomitems to NULL too,
3688 * else you get two spells in the book ^_- 3723 * else you get two spells in the book ^_-
3689 * Ryo 2004-08-16 3724 * Ryo 2004-08-16
3690 */ 3725 */
3691 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3692 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3727 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3693 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3694 tmp->randomitems = NULL; 3728 tmp->randomitems = NULL;
3695 3729
3696 } 3730 }
3697 3731
3698 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3699 auto_apply(tmp); 3733 auto_apply (tmp);
3700 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3701 while ((tmp->stats.hp--)>0) 3736 while ((tmp->stats.hp--) > 0)
3702 create_treasure(tmp->randomitems, tmp, 0, 3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3703 m->difficulty,0);
3704 tmp->randomitems = NULL; 3738 tmp->randomitems = NULL;
3705 } 3739 }
3706 else if(tmp->type==TIMED_GATE) { 3740 else if (tmp->type == TIMED_GATE)
3741 {
3707 object *head = tmp->head != NULL ? tmp->head : tmp; 3742 object *head = tmp->head != NULL ? tmp->head : tmp;
3743
3708 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3744 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3709 tmp->speed = 0; 3745 {
3710 update_ob_speed(tmp); 3746 tmp->speed = 0;
3711 } 3747 update_ob_speed (tmp);
3712 } 3748 }
3749 }
3713 /* This function can be called everytime a map is loaded, even when 3750 /* This function can be called everytime a map is loaded, even when
3714 * swapping back in. As such, we don't want to create the treasure 3751 * swapping back in. As such, we don't want to create the treasure
3715 * over and ove again, so after we generate the treasure, blank out 3752 * over and ove again, so after we generate the treasure, blank out
3716 * randomitems so if it is swapped in again, it won't make anything. 3753 * randomitems so if it is swapped in again, it won't make anything.
3717 * This is a problem for the above objects, because they have counters 3754 * This is a problem for the above objects, because they have counters
3718 * which say how many times to make the treasure. 3755 * which say how many times to make the treasure.
3719 */ 3756 */
3720 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3757 else if (tmp && tmp->arch && tmp->type != PLAYER
3721 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3758 && tmp->type != TREASURE && tmp->type != SPELL
3722 HAS_RANDOM_ITEMS(tmp)) { 3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 {
3723 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3724 m->difficulty,0);
3725 tmp->randomitems = NULL; 3762 tmp->randomitems = NULL;
3726 } 3763 }
3727 } 3764 }
3728 3765
3729 for(x=0;x<MAP_WIDTH(m);x++) 3766 for (x = 0; x < MAP_WIDTH (m); x++)
3730 for(y=0;y<MAP_HEIGHT(m);y++) 3767 for (y = 0; y < MAP_HEIGHT (m); y++)
3731 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)
3732 if (tmp->above &&
3733 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3734 check_trigger (tmp, tmp->above); 3770 check_trigger (tmp, tmp->above);
3735} 3771}
3736 3772
3737/** 3773/**
3738 * Handles player eating food that temporarily changes status (resistances, stats). 3774 * Handles player eating food that temporarily changes status (resistances, stats).
3739 * This used to call cast_change_attr(), but 3775 * This used to call cast_change_attr(), but
3740 * 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
3741 * the food changes, just grab a force and use that instead. 3777 * the food changes, just grab a force and use that instead.
3742 */ 3778 */
3743 3779
3780void
3744void eat_special_food(object *who, object *food) { 3781eat_special_food (object *who, object *food)
3782{
3745 object *force; 3783 object *force;
3746 int i, did_one=0; 3784 int i, did_one = 0;
3747 sint8 k; 3785 sint8 k;
3748 3786
3749 force = get_archetype(FORCE_NAME); 3787 force = get_archetype (FORCE_NAME);
3750 3788
3751 for (i=0; i < NUM_STATS; i++) { 3789 for (i = 0; i < NUM_STATS; i++)
3790 {
3752 k = get_attr_value(&food->stats, i); 3791 k = get_attr_value (&food->stats, i);
3753 if (k) { 3792 if (k)
3793 {
3754 set_attr_value(&force->stats, i, k); 3794 set_attr_value (&force->stats, i, k);
3755 did_one = 1; 3795 did_one = 1;
3756 } 3796 }
3757 } 3797 }
3758 3798
3759 /* check if we can protect the eater */ 3799 /* check if we can protect the eater */
3760 for (i=0; i<NROFATTACKS; i++) { 3800 for (i = 0; i < NROFATTACKS; i++)
3801 {
3761 if (food->resist[i]>0) { 3802 if (food->resist[i] > 0)
3803 {
3762 force->resist[i] = food->resist[i] / 2; 3804 force->resist[i] = food->resist[i] / 2;
3763 did_one = 1; 3805 did_one = 1;
3764 } 3806 }
3765 } 3807 }
3808
3766 if (did_one) { 3809 if (did_one)
3810 {
3767 force->speed = 0.1; 3811 force->speed = 0.1;
3768 update_ob_speed(force); 3812 update_ob_speed (force);
3769 /* bigger morsel of food = longer effect time */ 3813 /* bigger morsel of food = longer effect time */
3770 force->stats.food = food->stats.food / 5; 3814 force->duration = food->stats.food / 5;
3771 SET_FLAG(force, FLAG_IS_USED_UP);
3772 SET_FLAG(force, FLAG_APPLIED); 3815 SET_FLAG (force, FLAG_APPLIED);
3773 change_abil(who, force); 3816 change_abil (who, force);
3774 insert_ob_in_ob(force, who); 3817 insert_ob_in_ob (force, who);
3775 } else {
3776 free_object(force);
3777 } 3818 }
3819 else
3820 force->destroy ();
3778 3821
3779 /* check for hp, sp change */ 3822 /* check for hp, sp change */
3780 if(food->stats.hp!=0) { 3823 if (food->stats.hp != 0)
3824 {
3781 if(QUERY_FLAG(food, FLAG_CURSED)) { 3825 if (QUERY_FLAG (food, FLAG_CURSED))
3826 {
3782 strcpy(who->contr->killer,food->name); 3827 strcpy (who->contr->killer, food->name);
3783 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3828 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3784 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3785 } else { 3830 }
3831 else
3832 {
3786 if(food->stats.hp>0) 3833 if (food->stats.hp > 0)
3787 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3834 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3788 else 3835 else
3789 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3790 who->stats.hp += food->stats.hp; 3837 who->stats.hp += food->stats.hp;
3791 } 3838 }
3792 } 3839 }
3793 if(food->stats.sp!=0) { 3840 if (food->stats.sp != 0)
3841 {
3794 if(QUERY_FLAG(food, FLAG_CURSED)) { 3842 if (QUERY_FLAG (food, FLAG_CURSED))
3843 {
3795 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!");
3796 who->stats.sp -= food->stats.sp; 3845 who->stats.sp -= food->stats.sp;
3797 if(who->stats.sp<0) who->stats.sp=0; 3846 if (who->stats.sp < 0)
3798 } else { 3847 who->stats.sp = 0;
3848 }
3849 else
3850 {
3799 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!");
3800 who->stats.sp += food->stats.sp; 3852 who->stats.sp += food->stats.sp;
3801 /* place limit on max sp from food? */ 3853 /* place limit on max sp from food? */
3854 }
3802 } 3855 }
3803 } 3856 who->update_stats ();
3804 fix_player(who);
3805} 3857}
3806
3807 3858
3808/** 3859/**
3809 * Designed primarily to light torches/lanterns/etc. 3860 * Designed primarily to light torches/lanterns/etc.
3810 * 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
3811 * the selected object to "burn". -b.t. 3862 * the selected object to "burn". -b.t.
3812 */ 3863 */
3813 3864void
3814void apply_lighter(object *who, object *lighter) { 3865apply_lighter (object *who, object *lighter)
3866{
3815 object *item; 3867 object *item;
3816 int is_player_env=0; 3868 int is_player_env = 0;
3817 uint32 nrof;
3818 tag_t count;
3819 char item_name[MAX_BUF];
3820 3869
3821 item=find_marked_object(who); 3870 item = find_marked_object (who);
3822 if(item) { 3871 if (item)
3872 {
3823 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3873 if (lighter->last_eat && lighter->stats.food)
3874 { /* lighter gets used up */
3824 /* Split multiple lighters if they're being used up. Otherwise * 3875 /* Split multiple lighters if they're being used up. Otherwise *
3825 * one charge from each would be used up. --DAMN */ 3876 * one charge from each would be used up. --DAMN */
3826 if(lighter->nrof > 1) { 3877 if (lighter->nrof > 1)
3827 object *oneLighter = get_object(); 3878 {
3828 copy_object(lighter, oneLighter); 3879 object *oneLighter = lighter->clone ();
3880
3829 lighter->nrof -= 1; 3881 lighter->nrof -= 1;
3830 oneLighter->nrof = 1; 3882 oneLighter->nrof = 1;
3831 oneLighter->stats.food--; 3883 oneLighter->stats.food--;
3832 esrv_send_item(who, lighter); 3884 esrv_send_item (who, lighter);
3833 oneLighter=insert_ob_in_ob(oneLighter, who); 3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3834 esrv_send_item(who, oneLighter); 3886 esrv_send_item (who, oneLighter);
3835 } else { 3887 }
3888 else
3836 lighter->stats.food--; 3889 lighter->stats.food--;
3837 } 3890 }
3838 3891 else if (lighter->last_eat)
3839 } else if(lighter->last_eat) { /* no charges left in lighter */ 3892 { /* no charges left in lighter */
3840 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);
3841 "You attempt to light the %s with a used up %s.",
3842 item->name, lighter->name);
3843 return; 3894 return;
3844 } 3895 }
3896
3845 /* 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?
3846 * 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
3847 * objects at once. 3899 * objects at once.
3848 */ 3900 */
3849 nrof=item->nrof;
3850 count=item->count;
3851 /* If the item is destroyed, we don't have a valid pointer to the
3852 * name object, so make a copy so the message we print out makes
3853 * some sense.
3854 */
3855 strcpy(item_name, item->name);
3856 if (who == is_player_inv(item)) is_player_env=1;
3857 3901
3902 if (who == item->in_player ())
3903 is_player_env = 1;
3904
3858 save_throw_object(item,AT_FIRE,who); 3905 save_throw_object (item, AT_FIRE, who);
3859 /* Change to check count and not freed, since the object pointer 3906
3860 * may have gotten recycled 3907 if (item->destroyed ())
3861 */ 3908 {
3862 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);
3863 new_draw_info_format(NDI_UNIQUE, 0,who,
3864 "You light the %s with the %s.",item_name,lighter->name);
3865 /* Need to update the player so that the players glow radius 3910 /* Need to update the player so that the players glow radius
3866 * gets changed. 3911 * gets changed.
3867 */ 3912 */
3868 if (is_player_env) fix_player(who); 3913 if (is_player_env)
3869 } else { 3914 who->update_stats ();
3870 new_draw_info_format(NDI_UNIQUE, 0,who, 3915 }
3871 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3916 else
3872 } 3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3873 3918 }
3874 } else /* nothing to light */ 3919 else /* nothing to light */
3875 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.");
3876 3921
3877} 3922}
3878 3923
3879/** 3924/**
3880 * 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.
3881 * scroll_failure()- hacked directly from spell_failure 3926 * scroll_failure()- hacked directly from spell_failure
3882 */ 3927 */
3928void
3883void scroll_failure(object *op, int failure, int power) 3929scroll_failure (object *op, int failure, int power)
3884{ 3930{
3885 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 */
3886 3933
3887 if(failure<= -1&&failure > -15) {/* wonder */ 3934 if (failure <= -1 && failure > -15)
3935 { /* wonder */
3888 object *tmp; 3936 object *tmp;
3889 3937
3890 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3891 tmp=get_archetype(SPELL_WONDER); 3939 tmp = get_archetype (SPELL_WONDER);
3892 cast_wonder(op, op, 0, tmp); 3940 cast_wonder (op, op, 0, tmp);
3893 free_object(tmp); 3941 tmp->destroy ();
3942 }
3894 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3943 else if (failure <= -15 && failure > -35)
3944 { /* drain mana */
3895 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3896 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3897 if(op->stats.sp<0) op->stats.sp = 0; 3947 if (op->stats.sp < 0)
3948 op->stats.sp = 0;
3949 }
3898 } else if (settings.spell_failure_effects == TRUE) { 3950 else if (settings.spell_failure_effects == TRUE)
3899 if (failure <= -35&&failure > -60) { /* confusion */ 3951 {
3952 if (failure <= -35 && failure > -60)
3953 { /* confusion */
3900 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!");
3901 confuse_player(op,op,power); 3955 confuse_player (op, op, power);
3902 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3956 }
3957 else if (failure <= -60 && failure > -70)
3958 { /* paralysis */
3903 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!");
3904 "you!");
3905 paralyze_player(op,op,power); 3960 paralyze_player (op, op, power);
3961 }
3906 } else if (failure <= -70&&failure> -80) {/* blind */ 3962 else if (failure <= -70 && failure > -80)
3963 { /* blind */
3907 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!");
3908 blind_player(op,op,power); 3965 blind_player (op, op, power);
3909 } else if (failure <= -80) {/* blast the immediate area */ 3966 }
3967 else if (failure <= -80)
3968 { /* blast the immediate area */
3910 object *tmp; 3969 object *tmp;
3970
3911 tmp=get_archetype(LOOSE_MANA); 3971 tmp = get_archetype (LOOSE_MANA);
3912 cast_magic_storm(op,tmp, power); 3972 cast_magic_storm (op, tmp, power);
3913 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3914 free_object(tmp); 3974 tmp->destroy ();
3915 } 3975 }
3916 } 3976 }
3917} 3977}
3918 3978
3979void
3919void apply_changes_to_player(object *pl, object *change) { 3980apply_changes_to_player (object *pl, object *change)
3981{
3920 int excess_stat=0; /* if the stat goes over the maximum 3982 int excess_stat = 0; /* if the stat goes over the maximum
3921 for the race, put the excess stat some 3983 for the race, put the excess stat some
3922 where else. */ 3984 where else. */
3923 3985
3924 switch (change->type) { 3986 switch (change->type)
3925 case CLASS: { 3987 {
3988 case CLASS:
3989 {
3926 living *stats = &(pl->contr->orig_stats); 3990 living *stats = &(pl->contr->orig_stats);
3927 living *ns = &(change->stats); 3991 living *ns = &(change->stats);
3928 object *walk; 3992 object *walk;
3929 int flag_change_face=1; 3993 int flag_change_face = 1;
3930 3994
3931 /* the following code assigns stats up to the stat max 3995 /* the following code assigns stats up to the stat max
3932 * for the race, and if the stat max is exceeded, 3996 * for the race, and if the stat max is exceeded,
3933 * tries to randomly reassign the excess stat 3997 * tries to randomly reassign the excess stat
3934 */ 3998 */
3935 int i,j; 3999 int i, j;
4000
3936 for(i=0;i<NUM_STATS;i++) { 4001 for (i = 0; i < NUM_STATS; i++)
4002 {
3937 sint8 stat=get_attr_value(stats,i); 4003 sint8 stat = get_attr_value (stats, i);
3938 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4005
3939 stat += get_attr_value(ns,i); 4006 stat += get_attr_value (ns, i);
3940 if(stat > 20 + race_bonus) { 4007 if (stat > 20 + race_bonus)
3941 excess_stat++; 4008 {
3942 stat = 20+race_bonus; 4009 excess_stat++;
3943 } 4010 stat = 20 + race_bonus;
4011 }
3944 set_attr_value(stats,i,stat); 4012 set_attr_value (stats, i, stat);
3945 } 4013 }
3946 4014
3947 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++)
3948 int i = rndm(0, 6); 4016 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6);
3949 int stat=get_attr_value(stats,i); 4018 int stat = get_attr_value (stats, i);
3950 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3951 if(i==CHA) continue; /* exclude cha from this */ 4020
3952 if( stat < 20 + race_bonus) { 4021 if (i == CHA)
4022 continue; /* exclude cha from this */
4023 if (stat < 20 + race_bonus)
4024 {
3953 change_attr_value(stats,i,1); 4025 change_attr_value (stats, i, 1);
3954 excess_stat--; 4026 excess_stat--;
3955 } 4027 }
3956 } 4028 }
3957 4029
3958 /* insert the randomitems from the change's treasurelist into 4030 /* insert the randomitems from the change's treasurelist into
3959 * the player ref: player.c 4031 * the player ref: player.c
3960 */ 4032 */
3961 if(change->randomitems!=NULL) 4033 if (change->randomitems != NULL)
3962 give_initial_items(pl,change->randomitems); 4034 give_initial_items (pl, change->randomitems);
3963 4035
3964 4036
3965 /* set up the face, for some races. */ 4037 /* set up the face, for some races. */
3966 4038
3967 /* first, look for the force object banning 4039 /* first, look for the force object banning
3968 * changing the face. Certain races never change face with class. 4040 * changing the face. Certain races never change face with class.
3969 */ 4041 */
3970 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4042 for (walk = pl->inv; walk != NULL; walk = walk->below)
3971 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4043 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4044 flag_change_face = 0;
3972 4045
3973 if(flag_change_face) { 4046 if (flag_change_face)
4047 {
3974 pl->animation_id = GET_ANIM_ID(change); 4048 pl->animation_id = GET_ANIM_ID (change);
3975 pl->face = change->face; 4049 pl->face = change->face;
3976 4050
3977 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4051 if (QUERY_FLAG (change, FLAG_ANIMATE))
3978 SET_FLAG(pl,FLAG_ANIMATE); 4052 SET_FLAG (pl, FLAG_ANIMATE);
3979 else 4053 else
3980 CLEAR_FLAG(pl,FLAG_ANIMATE); 4054 CLEAR_FLAG (pl, FLAG_ANIMATE);
3981 } 4055 }
3982 4056
3983 /* check the special case of can't use weapons */ 4057 /* check the special case of can't use weapons */
3984 /*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); */
3985 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4059 if (!strcmp (change->name, "monk"))
4060 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3986 4061
3987 break; 4062 break;
3988 } 4063 }
3989 } 4064 }
3990} 4065}
3991 4066
3992/** 4067/**
3993 * This handles items of type 'transformer'. 4068 * This handles items of type 'transformer'.
3997 * 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.
3998 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4073 * The format is as follow: transformer:[number ]yield[;transformer:...].
3999 * 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.
4000 * 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.
4001 */ 4076 */
4077void
4002void apply_item_transformer( object* pl, object* transformer ) 4078apply_item_transformer (object *pl, object *transformer)
4003 { 4079{
4004 object* marked; 4080 object *marked;
4005 object* new_item; 4081 object *new_item;
4006 char* find; 4082 char *find;
4007 char* separator; 4083 char *separator;
4008 int yield; 4084 int yield;
4009 char got[ MAX_BUF ]; 4085 char got[MAX_BUF];
4010 int len; 4086 int len;
4011 4087
4012 if ( !pl || !transformer ) 4088 if (!pl || !transformer)
4013 return; 4089 return;
4014 marked = find_marked_object( pl ); 4090 marked = find_marked_object (pl);
4015 if ( !marked ) 4091 if (!marked)
4016 { 4092 {
4017 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));
4018 return; 4094 return;
4019 } 4095 }
4020 if ( !marked->slaying ) 4096 if (!marked->slaying)
4021 { 4097 {
4022 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));
4023 return; 4099 return;
4024 } 4100 }
4025 /* check whether they are compatible or not */ 4101 /* check whether they are compatible or not */
4026 find = strstr( marked->slaying, transformer->arch->name ); 4102 find = strstr (marked->slaying, transformer->arch->name);
4027 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4028 { 4104 {
4029 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));
4030 return; 4106 return;
4031 } 4107 }
4032 find += strlen( transformer->arch->name ) + 1; 4108 find += strlen (transformer->arch->name) + 1;
4033 /* 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 */
4034 if ( isdigit( *( find ) ) ) 4110 if (isdigit (*(find)))
4035 { 4111 {
4036 yield = atoi( find ); 4112 yield = atoi (find);
4037 if ( yield < 1 ) 4113 if (yield < 1)
4038 { 4114 {
4039 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);
4040 yield = 1; 4116 yield = 1;
4041 } 4117 }
4042 } 4118 }
4043 else 4119 else
4044 yield = 1; 4120 yield = 1;
4045 4121
4046 while ( isdigit( *find ) ) 4122 while (isdigit (*find))
4047 find++; 4123 find++;
4048 while ( *find == ' ' ) 4124 while (*find == ' ')
4049 find++; 4125 find++;
4050 memset( got, 0, MAX_BUF ); 4126 memset (got, 0, MAX_BUF);
4051 if ( (separator = strchr( find, ';' ))!=NULL) 4127 if ((separator = strchr (find, ';')) != NULL)
4052 { 4128 {
4053 len = separator - find; 4129 len = separator - find;
4054 } 4130 }
4055 else 4131 else
4056 { 4132 {
4057 len = strlen(find); 4133 len = strlen (find);
4058 } 4134 }
4059 if ( len > MAX_BUF-1) 4135 if (len > MAX_BUF - 1)
4060 len = MAX_BUF-1; 4136 len = MAX_BUF - 1;
4061 strcpy( got, find ); 4137 strcpy (got, find);
4062 got[len] = '\0'; 4138 got[len] = '\0';
4063 4139
4064 /* Now create new item, remove used ones when required. */ 4140 /* Now create new item, remove used ones when required. */
4065 new_item = get_archetype( got ); 4141 new_item = get_archetype (got);
4066 if ( !new_item ) 4142 if (!new_item)
4067 { 4143 {
4068 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));
4069 return; 4145 return;
4070 } 4146 }
4147
4071 new_item->nrof = yield; 4148 new_item->nrof = yield;
4072 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));
4073 insert_ob_in_ob( new_item, pl ); 4150 insert_ob_in_ob (new_item, pl);
4074 esrv_send_inventory( pl, pl ); 4151 esrv_send_inventory (pl, pl);
4075 /* Eat up one item */ 4152 /* Eat up one item */
4076 decrease_ob_nr( marked, 1 ); 4153 decrease_ob_nr (marked, 1);
4077 /* Eat one transformer if needed */ 4154 /* Eat one transformer if needed */
4078 if ( transformer->stats.food ) 4155 if (transformer->stats.food)
4079 if ( --transformer->stats.food == 0 ) 4156 if (--transformer->stats.food == 0)
4080 decrease_ob_nr( transformer, 1 ); 4157 decrease_ob_nr (transformer, 1);
4081 } 4158}

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