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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.17 by elmex, Wed Aug 30 11:58:43 2006 UTC vs.
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.17 2006/08/30 11:58:43 elmex Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
10 7
11 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
20 17
21 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23*/
27 24
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <spells.h> 27#include <spells.h>
31#include <skills.h> 28#include <skills.h>
32#include <tod.h> 29#include <tod.h>
33 30
34#ifndef __CEXTRACT__
35#include <sproto.h> 31#include <sproto.h>
36#endif
37 32
38/* Want this regardless of rplay. */ 33/* Want this regardless of rplay. */
39#include <sounds.h> 34#include <sounds.h>
40 35
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
43 38
44/** 39/**
45 * Check if op should abort moving victim because of it's race or slaying. 40 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 41 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 42 */
43int
48int should_director_abort(object *op, object *victim) 44should_director_abort (object *op, object *victim)
49{ 45{
50 int arch_flag, name_flag, race_flag; 46 int arch_flag, name_flag, race_flag;
47
51 /* Get flags to determine what of arch, name, and race should be checked. 48 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 50 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 51 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 52 * it. Examples:
56 * subtype 1: only arch 53 * subtype 1: only arch
57 * subtype 3: arch or name 54 * subtype 3: arch or name
58 * subtype 5: arch or race 55 * subtype 5: arch or race
59 * subtype 7: all three 56 * subtype 7: all three
60 */ 57 */
61 if (op->subtype) 58 if (op->subtype)
62 { 59 {
63 arch_flag = (op->subtype & 1); 60 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 61 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 62 race_flag = (op->subtype & 4);
66 } else { 63 }
64 else
65 {
67 arch_flag = 1; 66 arch_flag = 1;
68 name_flag = 1; 67 name_flag = 1;
69 race_flag = 1; 68 race_flag = 1;
70 } 69 }
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ( (op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
77 {
78 return 1; 78 return 1;
79 } 79 }
80 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 81 * of arch, name, or race match.
82 */ 82 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
86 {
87 return 1; 87 return 1;
88 } 88 }
89 return 0; 89 return 0;
90} 90}
91 91
92/** 92/**
93 * This handles a player dropping money on an altar to identify stuff. 93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 95 * Return value: 1 if money was destroyed, 0 if not.
96 */ 96 */
97static int
97static int apply_id_altar (object *money, object *altar, object *pl) 98apply_id_altar (object *money, object *altar, object *pl)
98{ 99{
99 object *id, *marked; 100 object *id, *marked;
100 int success=0; 101 int success = 0;
101 102
102 if (pl == NULL || pl->type != PLAYER) 103 if (pl == NULL || pl->type != PLAYER)
103 return 0; 104 return 0;
104 105
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 106 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 107 * identifying' from being printed out more than it needs to be.
107 */ 108 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 110 return 0;
110 111
111 marked = find_marked_object (pl); 112 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 113 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 114 * identified. IF it doesn't, then go through the player inventory.
114 */ 115 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 117 {
118 if (operate_altar (altar, &money)) { 118 if (operate_altar (altar, &money))
119 {
119 identify (marked); 120 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 121 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 122 if (marked->msg)
123 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 126 }
126 return money == NULL; 127 return money == NULL;
127 } 128 }
128 } 129 }
129 130
130 for (id=pl->inv; id; id=id->below) { 131 for (id = pl->inv; id; id = id->below)
132 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 134 {
133 if (operate_altar(altar,&money)) { 135 if (operate_altar (altar, &money))
136 {
134 identify(id); 137 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 139 if (id->msg)
140 {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 143 }
144 success = 1;
145 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money))
147 break;
148 }
146 else { 149 else
150 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 152 break;
149 } 153 }
150 } 154 }
151 } 155 }
156 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 158 return money == NULL;
154} 159}
155 160
156/** 161/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 163 * matching item.
159 **/ 164 **/
165static void
160static void handle_apply_yield(object* tmp) 166handle_apply_yield (object *tmp)
161{ 167{
162 const char* yield; 168 const char *yield;
163 169
164 yield = get_ob_key_value(tmp,"on_use_yield"); 170 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 171 if (yield != NULL)
166 { 172 {
167 object* drop = get_archetype(yield); 173 object *drop = get_archetype (yield);
174
168 if (tmp->env) 175 if (tmp->env)
169 { 176 {
170 drop = insert_ob_in_ob(drop,tmp->env); 177 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 178 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 179 esrv_send_item (tmp->env, drop);
173 } 180 }
174 else 181 else
175 { 182 {
176 drop->x = tmp->x; 183 drop->x = tmp->x;
177 drop->y = tmp->y; 184 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 186 }
180 } 187 }
181} 188}
182 189
183/** 190/**
184 * Handles applying a potion. 191 * Handles applying a potion.
185 */ 192 */
193int
186int apply_potion (object * op, object * tmp) 194apply_potion (object *op, object *tmp)
187{ 195{
188 int got_one = 0, i; 196 int got_one = 0, i;
189 object *force = 0, *floor = 0; 197 object *force = 0, *floor = 0;
190 198
191 floor = get_map_ob (op->map, op->x, op->y); 199 floor = GET_MAP_OB (op->map, op->x, op->y);
192 200
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 202 {
195 if (op->type == PLAYER) 203 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 205 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 206 return 0;
201 } 207 }
202 208
203 if (op->type == PLAYER) 209 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 210 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 211 identify (tmp);
207 }
208 212
209 handle_apply_yield (tmp); 213 handle_apply_yield (tmp);
210 214
211 /* Potion of restoration - only for players */ 215 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 216 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 218 object *depl;
215 archetype *at; 219 archetype *at;
216 220
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 222 {
219 drain_stat (op); 223 op->drain_stat ();
220 fix_player (op); 224 op->update_stats ();
221 decrease_ob (tmp); 225 decrease_ob (tmp);
222 return 1; 226 return 1;
223 } 227 }
228
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 229 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 230 {
226 LOG (llevError, "Could not find archetype depletion\n"); 231 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 232 return 0;
228 } 233 }
229 depl = present_arch_in_ob (at, op); 234 depl = present_arch_in_ob (at, op);
235
230 if (depl != NULL) 236 if (depl)
231 { 237 {
232 for (i = 0; i < NUM_STATS; i++) 238 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 239 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 } 241
237 remove_ob (depl); 242 depl->destroy ();
238 free_object (depl); 243 op->update_stats ();
239 fix_player (op);
240 } 244 }
241 else 245 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243 247
244 decrease_ob (tmp); 248 decrease_ob (tmp);
246 } 250 }
247 251
248 /* improvement potion - only for players */ 252 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 { 254 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 255 for (i = 1; i < MIN (11, op->level); i++)
253 { 256 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 258 {
256 if (op->contr->levhp[i] != 1) 259 if (op->contr->levhp[i] != 1)
286 op->contr->levgrace[i] = 3; 289 op->contr->levgrace[i] = 3;
287 break; 290 break;
288 } 291 }
289 } 292 }
290 } 293 }
294
291 /* Just makes checking easier */ 295 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 296 if (i < MIN (11, op->level))
293 got_one = 1; 297 got_one = 1;
298
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 300 {
296 if (got_one) 301 if (got_one)
297 { 302 {
298 fix_player (op); 303 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op, 304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 } 307 }
306 else 308 else
307 new_draw_info (NDI_UNIQUE, 0, op, 309 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 "The potion had no effect - you are already perfect");
309 } 310 }
310 else 311 else
311 { /* cursed potion */ 312 { /* cursed potion */
312 if (got_one) 313 if (got_one)
313 { 314 {
314 fix_player (op); 315 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, 316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 317 }
318 else 318 else
319 new_draw_info (NDI_UNIQUE, 0, op, 319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 "You are fortunate that you are so pathetic.");
321 } 320 }
321
322 decrease_ob (tmp); 322 decrease_ob (tmp);
323 return 1; 323 return 1;
324 } 324 }
325 325
326 326
336 object *fball; 336 object *fball;
337 337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */ 339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 343 fball->x = op->x;
346 fball->y = op->y; 344 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 345 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 346 }
349 else 347 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 349
352 decrease_ob (tmp); 350 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */ 351 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 352 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 353 op->update_stats ();
356 return 1; 354 return 1;
357 } 355 }
358 356
359 /* Deal with protection potions */ 357 /* Deal with protection potions */
360 force = NULL; 358 force = NULL;
390 } 388 }
391 389
392 /* Only thing left are the stat potions */ 390 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 391 if (op->type == PLAYER)
394 { /* only for players */ 392 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 394 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 395 else
399 SET_FLAG (tmp, FLAG_APPLIED); 396 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 397 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
405 * that were grouped with the one consumed, his 402 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 403 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 404 * up all the stats.
408 */ 405 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 406 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 407 op->update_stats ();
411 decrease_ob (tmp); 408 decrease_ob (tmp);
412 return 1; 409 return 1;
413} 410}
414 411
415/**************************************************************************** 412/****************************************************************************
417 ****************************************************************************/ 414 ****************************************************************************/
418 415
419/** 416/**
420 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
421 */ 418 */
419static int
422static int check_item(object *op, const char *item) 420check_item (object *op, const char *item)
423{ 421{
424 int count=0; 422 int count = 0;
425 423
426 424
427 if (item==NULL) return 0; 425 if (item == NULL)
426 return 0;
428 op=op->below; 427 op = op->below;
429 while(op!=NULL) { 428 while (op != NULL)
429 {
430 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 434 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 436 count++;
436 else 437 else
437 count += op->nrof; 438 count += op->nrof;
438 } 439 }
439 } 440 }
440 op=op->below; 441 op = op->below;
441 } 442 }
442 return count; 443 return count;
443} 444}
444 445
445/** 446/**
446 * This removes 'nrof' of what item->slaying says to remove. 447 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 448 * op is typically the player, which is only
448 * really used to determine what space to look at. 449 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 450 * Modified to only eat 'nrof' of objects.
450 */ 451 */
452static void
451static void eat_item(object *op,const char *item, uint32 nrof) 453eat_item (object *op, const char *item, uint32 nrof)
452{ 454{
453 object *prev; 455 object *prev;
454 456
455 prev = op; 457 prev = op;
456 op=op->below; 458 op = op->below;
457 459
458 while(op!=NULL) { 460 while (op != NULL)
461 {
459 if (strcmp(op->arch->name,item)==0) { 462 if (strcmp (op->arch->name, item) == 0)
463 {
460 if (op->nrof >= nrof) { 464 if (op->nrof >= nrof)
465 {
461 decrease_ob_nr(op,nrof); 466 decrease_ob_nr (op, nrof);
462 return; 467 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 468 }
469 else
470 {
471 decrease_ob_nr (op, op->nrof);
472 nrof -= op->nrof;
473 }
467 op=prev; 474 op = prev;
468 } 475 }
469 prev = op; 476 prev = op;
470 op=op->below; 477 op = op->below;
471 } 478 }
472} 479}
473 480
474/** 481/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 482 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here 483 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 484 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 485 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 486 * we return 1 (true) if the player can use the weapon.
480 */ 487 */
488static int
481static int check_weapon_power(const object *who, int improvs) 489check_weapon_power (const object *who, int improvs)
482{ 490{
491
483/* Old code is below (commented out). Basically, since weapons are the only 492/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to 493 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level. 494 * require high level in some combat skill, so we just use overall level.
486 */ 495 */
487#if 1 496#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
489 else return 0; 500 return 0;
490 501
491#else 502#else
492 int level=0; 503 int level = 0;
493 504
494 /* The skill system hands out wc and dam bonuses to fighters 505 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 506 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 507 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 509 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 510 * using normal level - it is just a matter of play balance.
500 */ 511 */
501 if(who->type==PLAYER) { 512 if (who->type == PLAYER)
513 {
502 object *wc_obj=NULL; 514 object *wc_obj = NULL;
503 515
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 518 level = wc_obj->level;
507 519
508 if (!level ) { 520 if (!level)
521 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 523 level = who->level;
511 } 524 }
512 } 525 }
513 else 526 else
514 level=who->level; 527 level = who->level;
515 528
516 return (improvs <= ((level/5)+5)); 529 return (improvs <= ((level / 5) + 5));
517#endif 530#endif
518} 531}
519 532
520/** 533/**
521 * Returns how many items of type improver->slaying there are under op. 534 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL. 535 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 536 */
537static int
524static int check_sacrifice(object *op, const object *improver) 538check_sacrifice (object *op, const object *improver)
525{ 539{
526 int count=0; 540 int count = 0;
527 541
528 if (improver->slaying!=NULL) { 542 if (improver->slaying != NULL)
543 {
529 count = check_item(op,improver->slaying); 544 count = check_item (op, improver->slaying);
530 if (count<1) { 545 if (count < 1)
546 {
531 char buf[200]; 547 char buf[200];
548
532 sprintf(buf,"The gods want more %ss",improver->slaying); 549 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 550 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 551 return 0;
535 } 552 }
536 } 553 }
537 else 554 else
538 count=1; 555 count = 1;
539 556
540 return count; 557 return count;
541} 558}
542 559
543/** 560/**
544 * Actually improves the weapon, and tells user. 561 * Actually improves the weapon, and tells user.
545 */ 562 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 563int
547 signed char *stat,int sacrifice_count,const char *statname) 564improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 565{
549 566
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 568 *stat += sacrifice_count;
552 weapon->last_eat++; 569 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 571 decrease_ob (improver);
556 572
557 /* So it updates the players stats and the window */ 573 /* So it updates the players stats and the window */
558 fix_player(op); 574 op->update_stats ();
559 return 1; 575 return 1;
560} 576}
561 577
562/* Types of improvements, hidden in the sp field. */ 578/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 579#define IMPROVE_PREPARE 1
576/** 592/**
577 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
579 */ 595 */
580 596
597int
581int prepare_weapon(object *op, object *improver, object *weapon) 598prepare_weapon (object *op, object *improver, object *weapon)
582{ 599{
583 int sacrifice_count,i; 600 int sacrifice_count, i;
584 char buf[MAX_BUF]; 601 char buf[MAX_BUF];
585 602
586 if (weapon->level!=0) { 603 if (weapon->level != 0)
604 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 606 return 0;
589 } 607 }
590 for (i=0; i<NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 609 if (weapon->resist[i])
610 break;
592 611
593 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 613 * improvement of items that already have protections.
595 */ 614 */
596 if (i<NROFATTACKS || 615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 617 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
601 { 619 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 621 return 0;
604 } 622 }
605 sacrifice_count=check_sacrifice(op,improver); 623 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 624 if (sacrifice_count <= 0)
607 return 0; 625 return 0;
608 weapon->level=isqrt(sacrifice_count); 626 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 628 eat_item (op, improver->slaying, sacrifice_count);
611 629
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 weapon->name,weapon->level);
614 631
615 sprintf(buf,"%s's %s",op->name,weapon->name); 632 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 633 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 634 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 635 slot at once! */
620 decrease_ob(improver); 636 decrease_ob (improver);
621 weapon->last_eat=0; 637 weapon->last_eat = 0;
622 return 1; 638 return 1;
623} 639}
624 640
625 641
626/** 642/**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 643 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * 648 *
633 * We are hiding extra information about the weapon in the level and 649 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ?? 650 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve 651 * level == max improve last_eat == current improve
636 */ 652 */
653int
637int improve_weapon(object *op,object *improver,object *weapon) 654improve_weapon (object *op, object *improver, object *weapon)
638{ 655{
639 int sacrifice_count, sacrifice_needed=0; 656 int sacrifice_count, sacrifice_needed = 0;
640 657
641 if(improver->stats.sp==IMPROVE_PREPARE) { 658 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
642 return prepare_weapon(op, improver, weapon); 660 return prepare_weapon (op, improver, weapon);
643 } 661 }
644 if (weapon->level==0) { 662 if (weapon->level == 0)
663 {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
646 return 0; 665 return 0;
647 } 666 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668 {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
650 return 0; 670 return 0;
651 } 671 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 673 {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
657 return 0; 677 return 0;
658 } 678 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 679 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 681 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 682 * weapon can be improved.
663 */ 683 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 684 if (improver->stats.sp == IMPROVE_DAMAGE)
685 {
665 weapon->stats.dam += 5; 686 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 687 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 689 weapon->last_eat++;
670 690
671 weapon->item_power++; 691 weapon->item_power++;
672 decrease_ob(improver); 692 decrease_ob (improver);
673 return 1; 693 return 1;
674 } 694 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
676 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 702 weapon->last_eat++;
683 weapon->item_power++; 703 weapon->item_power++;
684 decrease_ob(improver); 704 decrease_ob (improver);
685 return 1; 705 return 1;
686 } 706 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 707 if (improver->stats.sp == IMPROVE_ENCHANT)
708 {
688 weapon->magic++; 709 weapon->magic++;
689 weapon->last_eat++; 710 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 712 decrease_ob (improver);
693 weapon->item_power++; 713 weapon->item_power++;
694 return 1; 714 return 1;
695 } 715 }
696 716
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 718 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 719
701 if (sacrifice_needed<1) 720 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 721 sacrifice_needed = 1;
703 sacrifice_needed *=2; 722 sacrifice_needed *= 2;
704 723
705 sacrifice_count = check_sacrifice(op,improver); 724 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 725 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 726 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
709 return 0; 728 return 0;
710 } 729 }
711 eat_item(op,improver->slaying, sacrifice_needed); 730 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 731 weapon->item_power++;
713 732
714 switch (improver->stats.sp) { 733 switch (improver->stats.sp)
734 {
715 case IMPROVE_STR: 735 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 737 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 739 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 741 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 743 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 745 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 747 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 749 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 751 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 752 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 753 return 0;
748} 754}
749 755
750/** 756/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 757 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...), 758 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work. 759 * then calls improve_weapon to do the dirty work.
754 */ 760 */
761int
755int check_improve_weapon (object *op, object *tmp) 762check_improve_weapon (object *op, object *tmp)
756{ 763{
757 object *otmp; 764 object *otmp;
758 765
759 if(op->type!=PLAYER) 766 if (op->type != PLAYER)
767 return 0;
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
760 return 0; 771 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 772 }
765 otmp=find_marked_object(op); 773 otmp = find_marked_object (op);
766 if(!otmp) { 774 if (!otmp)
775 {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0; 777 return 0;
769 } 778 }
770 if (otmp->type != WEAPON && otmp->type != BOW) { 779 if (otmp->type != WEAPON && otmp->type != BOW)
780 {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
772 return 0; 782 return 0;
773 } 783 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 785 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 786 esrv_send_item (op, otmp);
777 return 1; 787 return 1;
778} 788}
779 789
780/** 790/**
781 * This code deals with the armour improvment scrolls. 791 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 792 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 807 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 808 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 809 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 810 * changing of physical area right now.
801 */ 811 */
812int
802int improve_armour(object *op, object *improver, object *armour) 813improve_armour (object *op, object *improver, object *armour)
803{ 814{
804 object *tmp; 815 object *tmp;
805 816
806 if (armour->magic >= settings.armor_max_enchant) { 817 if (armour->magic >= settings.armor_max_enchant)
818 {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
808 return 0; 820 return 0;
809 } 821 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 822 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it. 823 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour 824 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?) 825 * of gnarg and what not?)
814 */ 826 */
815 if (armour->title) { 827 if (armour->title)
828 {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0; 830 return 0;
818 } 831 }
819 832
820 /* Split objects if needed. Can't insert tmp until the 833 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 834 * end of this function - otherwise it will just re-merge.
822 */ 835 */
823 if(armour->nrof > 1) 836 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 837 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 838 else
826 tmp = NULL; 839 tmp = NULL;
827 840
828 armour->magic++; 841 armour->magic++;
829 842
830 if ( !settings.armor_speed_linear ) 843 if (!settings.armor_speed_linear)
831 { 844 {
832 int base = 100; 845 int base = 100;
833 int pow = 0; 846 int pow = 0;
847
834 while ( pow < armour->magic ) 848 while (pow < armour->magic)
835 { 849 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 850 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 851 pow++;
838 } 852 }
839 853
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
841 } 855 }
842 else 856 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
844 858
845 if ( !settings.armor_weight_linear ) 859 if (!settings.armor_weight_linear)
846 { 860 {
847 int base = 100; 861 int base = 100;
848 int pow = 0; 862 int pow = 0;
863
849 while ( pow < armour->magic ) 864 while (pow < armour->magic)
850 { 865 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 866 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 867 pow++;
853 } 868 }
854 869
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 870 armour->weight = (armour->arch->clone.weight * base) / 100;
856 } 871 }
857 else 872 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 874
860 if ( armour->weight <= 0 ) 875 if (armour->weight <= 0)
861 { 876 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 878 armour->weight = 1;
864 } 879 }
865 880
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
867 882
868 if (op->type == PLAYER) { 883 if (op->type == PLAYER)
884 {
869 esrv_send_item(op, armour); 885 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 887 op->update_stats ();
872 } 888 }
873 decrease_ob(improver); 889 decrease_ob (improver);
874 if (tmp) { 890 if (tmp)
891 {
875 insert_ob_in_ob(tmp, op); 892 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 893 esrv_send_item (op, tmp);
877 } 894 }
878 return 1; 895 return 1;
879} 896}
880 897
881 898
882/* 899/*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not 900 * convert_item() returns 1 if anything was converted, 0 if the item was not
891/* Takes one items and makes another. 908/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 909 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not 910 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything. 911 * what the converter wants, this will not do anything.
895 */ 912 */
913int
896int convert_item(object *item, object *converter) { 914convert_item (object *item, object *converter)
915{
897 int nr=0; 916 int nr = 0;
898 object *tmp;
899 uint32 price_in; 917 uint32 price_in;
900 918
901 /* We make some assumptions - we assume if it takes money as it type, 919 /* We make some assumptions - we assume if it takes money as it type,
902 * it wants some amount. We don't make change (ie, if something costs 920 * it wants some amount. We don't make change (ie, if something costs
903 * 3 gp and player drops a platinum, tough luck) 921 * 3 gp and player drops a platinum, tough luck)
904 */ 922 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 923 if (!strcmp (CONV_FROM (converter), "money"))
924 {
906 int cost; 925 int cost;
907 926
908 if(item->type!=MONEY) 927 if (item->type != MONEY)
909 return 0; 928 return 0;
910 929
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 930 nr = (item->nrof * item->value) / CONV_NEED (converter);
931 if (!nr)
912 if (!nr) return 0; 932 return 0;
913 cost=nr*CONV_NEED(converter)/item->value; 933 cost = nr * CONV_NEED (converter) / item->value;
914 /* take into account rounding errors */ 934 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++; 935 if (nr * CONV_NEED (converter) % item->value)
936 cost++;
916 decrease_ob_nr(item, cost); 937 decrease_ob_nr (item, cost);
917 938
918 price_in = cost*item->value; 939 price_in = cost * item->value;
940 }
941 else
919 } 942 {
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
923 return 0; 945 return 0;
924 946
925 if(CONV_NEED(converter)) { 947 if (CONV_NEED (converter))
948 {
926 nr=item->nrof/CONV_NEED(converter); 949 nr = item->nrof / CONV_NEED (converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 950 decrease_ob_nr (item, nr * CONV_NEED (converter));
928 price_in = nr*CONV_NEED(converter)*item->value; 951 price_in = nr * CONV_NEED (converter) * item->value;
952 }
929 } else { 953 else
954 {
930 price_in = item->value; 955 price_in = item->value;
931 remove_ob(item); 956 item->destroy ();
932 free_object(item);
933 } 957 }
934 } 958 }
935 959
936 if (converter->inv != NULL) { 960 if (converter->inv != NULL)
961 {
937 object *ob; 962 object *ob;
938 int i; 963 int i;
939 object *ob_to_copy; 964 object *ob_to_copy;
940 965
941 /* select random object from inventory to copy */ 966 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 967 ob_to_copy = converter->inv;
943 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
969 {
944 if (rndm(0, i) == 0) { 970 if (rndm (0, i) == 0)
971 {
945 ob_to_copy = ob; 972 ob_to_copy = ob;
946 } 973 }
947 } 974 }
948 item = object_create_clone(ob_to_copy); 975 item = object_create_clone (ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 978 }
979 else
980 {
952 if (converter->other_arch == NULL) { 981 if (converter->other_arch == NULL)
953 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 982 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 985 return -1;
955 } 986 }
956 987
957 item = object_create_arch(converter->other_arch); 988 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 990 }
960 991
961 if(CONV_NR(converter)) 992 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 993 item->nrof = CONV_NR (converter);
963 if(nr) 994 if (nr)
964 item->nrof*=nr; 995 item->nrof *= nr;
965 if(is_in_shop (converter)) 996 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 997 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 998 else if (price_in < item->nrof * item->value)
999 {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
969 converter->name, converter->map->path, converter->x, converter->y, price_in, 1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
970 item->nrof*item->value, item->name); 1002
971 /** 1003 /**
972 * elmex: we are going to let the game continue, as the mapcreator 1004 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this 1005 * propably had something in mind when doing this
974 */ 1006 */
975 } 1007 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
977 return 1; 1009 return 1;
978} 1010}
979 1011
980/** 1012/**
981 * Handle apply on containers. 1013 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1014 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t. 1016 * added the alchemical cauldron to the code -b.t.
985 */ 1017 */
986 1018
1019int
987int apply_container (object *op, object *sack) 1020apply_container (object *op, object *sack)
988{ 1021{
989 char buf[MAX_BUF]; 1022 char buf[MAX_BUF];
990 object *tmp; 1023 object *tmp;
991 1024
992 if(op->type!=PLAYER) 1025 if (op->type != PLAYER)
993 return 0; /* This might change */ 1026 return 0; /* This might change */
994 1027
995 if (sack==NULL || sack->type != CONTAINER) { 1028 if (sack == NULL || sack->type != CONTAINER)
1029 {
996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 1031 return 0;
998 } 1032 }
999 op->contr->last_used = NULL; 1033
1000 op->contr->last_used_id = 0; 1034 op->contr->last_used = 0;
1001 1035
1002 if (sack->env!=op) { 1036 if (sack->env != op)
1037 {
1003 if (sack->other_arch == NULL || sack->env != NULL) { 1038 if (sack->other_arch == NULL || sack->env != NULL)
1039 {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1005 return 1; 1041 return 1;
1006 } 1042 }
1043
1007 /* It's on the ground, the problems begin */ 1044 /* It's on the ground, the problems begin */
1008 if (op->container != sack) { 1045 if (op->container != sack)
1046 {
1009 /* it's closed OR some player has opened it */ 1047 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1049 {
1012 tmp && tmp->container != sack; tmp=tmp->above); 1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1013 if (tmp) { 1051 if (tmp)
1052 {
1014 /* some other player have opened it */ 1053 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op, 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1016 "%s is already occupied.", query_name(sack));
1017 return 1; 1055 return 1;
1018 } 1056 }
1019 } 1057 }
1020 } 1058 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 {
1022 if (op->container == NULL) { 1061 if (op->container == NULL)
1062 {
1023 tmp = arch_to_object (sack->other_arch); 1063 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */ 1064 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED); 1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1066 tmp->x = tmp->y = 0;
1027 tmp->map = NULL; 1067 tmp->map = NULL;
1028 tmp->env = sack; 1068 tmp->env = sack;
1029 if (sack->inv) 1069 if (sack->inv)
1030 sack->inv->above = tmp; 1070 sack->inv->above = tmp;
1031 tmp->below = sack->inv; 1071 tmp->below = sack->inv;
1032 tmp->above = NULL; 1072 tmp->above = NULL;
1033 sack->inv = tmp; 1073 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */ 1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1035 } else { 1076 else
1077 {
1036 sack->move_off = 0; 1078 sack->move_off = 0;
1037 tmp = sack->inv; 1079 tmp = sack->inv;
1080
1038 if (tmp && tmp->type == CLOSE_CON) { 1081 if (tmp && tmp->type == CLOSE_CON)
1039 remove_ob(tmp); 1082 tmp->destroy ();
1040 free_object (tmp); 1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else
1108 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1041 } 1130 }
1042 } 1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 else
1043 } 1136 {
1044 }
1045
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack)); 1137 sprintf (buf, "You readied %s.", query_name (sack));
1063 SET_FLAG (sack, FLAG_APPLIED); 1138 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack; 1139
1065 } 1140 if (sack->env == NULL)
1066 } else { /* not applied */ 1141 { /* if it's on ground,open it also */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf); 1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1074 apply_container (op, sack); 1143 apply_container (op, sack);
1075 return 1; 1144 return 1;
1076 } 1145 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 } 1146 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 } 1147 }
1148
1091 new_draw_info (NDI_UNIQUE, 0, op, buf); 1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1; 1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153
1093 return 1; 1154 return 1;
1094} 1155}
1095 1156
1096/** 1157/**
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1098 * the player has in their inventory, eg, sacks, luggages, etc. 1159 * the player has in their inventory, eg, sacks, luggages, etc.
1105 * Reminder - there are three states for any container - closed (non applied), 1166 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open 1167 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container) 1168 * (applied flag set, and op->container points to the open container)
1108 */ 1169 */
1109 1170
1171int
1110int esrv_apply_container (object *op, object *sack) 1172esrv_apply_container (object *op, object *sack)
1111{ 1173{
1112 object *tmp=op->container; 1174 object *tmp = op->container;
1175
1113 if(op->type!=PLAYER) 1176 if (op->type != PLAYER)
1114 return 0; /* This might change */ 1177 return 0; /* This might change */
1115 1178
1116 if (sack==NULL || sack->type != CONTAINER) { 1179 if (sack == NULL || sack->type != CONTAINER)
1117 LOG (llevError, 1180 {
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1119 return 0; 1182 return 0;
1120 } 1183 }
1121 1184
1122 /* If we have a currently open container, then it needs to be closed in all cases 1185 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for 1186 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container. 1187 * openening the new container.
1125 */ 1188 */
1126 1189
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1128 if (op->container->env != op) { /* if container is on the ground */ 1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1129 op->container->move_off = 0; 1194 op->container->move_off = 0;
1130 } 1195 }
1131 1196
1132 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1133 return 1; 1198 return 1;
1134 1199
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED); 1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1138 op->container=NULL; 1202 op->container = NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp); 1203 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1; 1204 if (tmp == sack)
1205 return 1;
1141 } 1206 }
1142 1207
1143 1208
1144 /* If the player is trying to open it (which he must be doing if we got here), 1209 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it. 1210 * and it is locked, check to see if player has the equipment to open it.
1146 */ 1211 */
1147 1212
1148 if (sack->slaying) { /* it's locked */ 1213 if (sack->slaying)
1214 { /* it's locked */
1149 tmp=find_key(op, op, sack); 1215 tmp = find_key (op, op, sack);
1150 if (tmp) { 1216 if (tmp)
1217 {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1152 } else { 1220 else
1221 {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1154 query_name(sack));
1155 return 0; 1223 return 0;
1156 } 1224 }
1157 } 1225 }
1158 1226
1159 /* By the time we get here, we have made sure any other container has been closed and 1227 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it. 1228 * if this is a locked container, the player they key to open it.
1161 */ 1229 */
1162 1230
1163 /* There are really two cases - the sack is either on the ground, or the sack is 1231 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is 1232 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above. 1233 * opening it, since if it was being closed, that would have been taken care of above.
1166 */ 1234 */
1167 1235
1168 1236
1169 if (sack->env != op) { 1237 if (sack->env != op)
1238 {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone 1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could 1240 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully. 1241 * try to do it, so lets handle it gracefully.
1173 */ 1242 */
1174 if (sack->env) { 1243 if (sack->env)
1244 {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1176 query_name(sack));
1177 return 0; 1246 return 0;
1178 } 1247 }
1179 /* set these so when the player walks off, we can unapply the sack */ 1248 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */ 1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 1250
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1184 SET_FLAG (sack, FLAG_APPLIED); 1253 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack; 1254 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack); 1255 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 1256 esrv_send_inventory (op, sack);
1188 1257
1189 } else { /* sack is in players inventory */ 1258 }
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1193 SET_FLAG (sack, FLAG_APPLIED); 1265 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack; 1266 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1267 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1197 } 1271 {
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED); 1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1201 SET_FLAG (sack, FLAG_APPLIED); 1274 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack); 1275 esrv_update_item (UPD_FLAGS, op, sack);
1203 } 1276 }
1204 } 1277 }
1205 return 1; 1278 return 1;
1206} 1279}
1207 1280
1208 1281
1209/** 1282/**
1210 * Handles dropping things on altar. 1283 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1284 * Returns true if sacrifice was accepted.
1212 */ 1285 */
1286static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1287apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1288{
1215 /* Only players can make sacrifices on spell casting altars. */ 1289 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1290 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1291 return 0;
1218 1292
1219 if (operate_altar (altar, &sacrifice)) { 1293 if (operate_altar (altar, &sacrifice))
1294 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * with an altar. We call it a Potion - altars are stationary - it 1296 * with an altar. We call it a Potion - altars are stationary - it
1222 * is up to map designers to use them properly. 1297 * is up to map designers to use them properly.
1223 */ 1298 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1226 altar->inv->name);
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1303 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1304 * old maps.
1230 */ 1305 */
1306
1231/* push_button (altar);*/ 1307/* push_button (altar);*/
1308 }
1232 } else { 1309 else
1310 {
1233 altar->value = 1; /* works only once */ 1311 altar->value = 1; /* works only once */
1234 push_button (altar); 1312 push_button (altar);
1235 } 1313 }
1314
1236 return sacrifice == NULL; 1315 return !sacrifice;
1237 } else { 1316 }
1317 else
1238 return 0; 1318 return 0;
1239 }
1240} 1319}
1241
1242 1320
1243/** 1321/**
1244 * Handles 'movement' of shop mats. 1322 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1323 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1324 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1325 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1326 * MSW 2001-08-29
1249 */ 1327 */
1328int
1250int apply_shop_mat (object * shop_mat, object * op) 1329apply_shop_mat (object *shop_mat, object *op)
1251{ 1330{
1252 int rv = 0; 1331 int rv = 0;
1253 double opinion; 1332 double opinion;
1254 object *tmp, *next; 1333 object *tmp, *next;
1255 1334
1262 * the shop. 1341 * the shop.
1263 */ 1342 */
1264 for (tmp = op->inv; tmp; tmp = next) 1343 for (tmp = op->inv; tmp; tmp = next)
1265 { 1344 {
1266 next = tmp->below; 1345 next = tmp->below;
1346
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1348 {
1269 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1270 1350
1271 remove_ob (tmp); 1351 tmp->remove ();
1352
1272 if (i == -1) 1353 if (i == -1)
1273 i = 0; 1354 i = 0;
1355
1274 tmp->map = op->map; 1356 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i]; 1357 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i]; 1358 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0); 1359 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1360 }
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1371 {
1290 1372
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1293 if (i != -1) 1376 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1378
1298 }
1299 return 0; 1379 return 0;
1300 } 1380 }
1301 /* Removed code that checked for multipart objects - it appears that 1381 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1382 * the teleport function should be able to handle this just fine.
1303 */ 1383 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1384 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1385 }
1306 /* immediate block below is only used for players */ 1386 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1387 {
1309 get_payment (op, op->inv); 1388 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1389 rv = teleport (shop_mat, SHOP_MAT, op);
1311 1390
1312 if (shop_mat->msg) 1391 if (shop_mat->msg)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 1393 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 1394 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 1395 * actually the shop floor.
1319 */ 1396 */
1320 else if (!rv && !is_in_shop (op)) 1397 else if (!rv && !is_in_shop (op))
1321 { 1398 {
1322 opinion = shopkeeper_approval (op->map, op); 1399 opinion = shopkeeper_approval (op->map, op);
1400
1323 if (opinion > 0.9) 1401 if (opinion > 0.9)
1324 new_draw_info (NDI_UNIQUE, 0, op, 1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1325 "The shopkeeper gives you a friendly wave.");
1326 else if (opinion > 0.75) 1403 else if (opinion > 0.75)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1328 else if (opinion > 0.5) 1405 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else 1407 else
1331 new_draw_info (NDI_UNIQUE, 0, op, 1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1332 "The shopkeeper glares at you with contempt.");
1333 } 1409 }
1334 } 1410 }
1335 else 1411 else
1336 { 1412 {
1337 /* if we get here, a player tried to leave a shop but was not able 1413 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 1414 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 1415 * they are not on the mat anymore
1340 */ 1416 */
1341
1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418
1343 if (i == -1) 1419 if (i == -1)
1344 { 1420 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1346 } 1422 }
1347 else 1423 else
1348 { 1424 {
1349 remove_ob (op); 1425 op->remove ();
1350 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1352 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1353 } 1429 }
1354 } 1430 }
1431
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1433 return rv;
1357} 1434}
1358 1435
1359/** 1436/**
1360 * Handles applying a sign. 1437 * Handles applying a sign.
1361 */ 1438 */
1439static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1440apply_sign (object *op, object *sign, int autoapply)
1363{ 1441{
1364 readable_message_type* msgType; 1442 readable_message_type *msgType;
1365 char newbuf[HUGE_BUF]; 1443 char newbuf[HUGE_BUF];
1444
1366 if (sign->msg == NULL) { 1445 if (sign->msg == NULL)
1446 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return; 1448 return;
1369 } 1449 }
1370 1450
1371 if (sign->stats.food) { 1451 if (sign->stats.food)
1452 {
1372 if (sign->last_eat >= sign->stats.food) { 1453 if (sign->last_eat >= sign->stats.food)
1454 {
1373 if (!sign->move_on) 1455 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return; 1457 return;
1376 } 1458 }
1377 1459
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1461 sign->last_eat++;
1380 } 1462 }
1381 1463
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if 1465 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk 1466 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us). 1467 * to us).
1386 */ 1468 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1470 {
1389 "You are unable to read while blind."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1390 return; 1472 return;
1391 } 1473 }
1392 msgType=get_readable_message_type(sign); 1474 msgType = get_readable_message_type (sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1395} 1477}
1396
1397 1478
1398/** 1479/**
1399 * 'victim' moves onto 'trap' 1480 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1481 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime. 1482 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 * 1483 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1484 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1485 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function. 1486 * However, some types of traps require an originator to function.
1406 */ 1487 */
1488void
1407void move_apply (object *trap, object *victim, object *originator) 1489move_apply (object *trap, object *victim, object *originator)
1408{ 1490{
1409 static int recursion_depth = 0; 1491 static int recursion_depth = 0;
1410 1492
1411 /* Only exits affect DMs. */ 1493 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return; 1495 return;
1414 1496
1415 /* move_apply() is the most likely candidate for causing unwanted and 1497 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1498 * possibly unlimited recursion.
1417 */ 1499 */
1419 * maps to fail. 1) it's not an error to recurse: 1501 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1502 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1503 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1504 * proper. This code was causing needless crashes.
1423 */ 1505 */
1424 if (recursion_depth >= 500) { 1506 if (recursion_depth >= 500)
1507 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1510 return;
1429 } 1511 }
1430 recursion_depth++; 1512 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1513 if (trap->head)
1514 trap = trap->head;
1432 1515
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517 goto leave;
1518
1519 switch (trap->type)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1434 goto leave; 1540 goto leave;
1435 1541
1436 switch (trap->type) { 1542 case SPINNER:
1437 case PLAYERMOVER: 1543 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1544 {
1439 !should_director_abort(trap, victim)) { 1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1546 update_turn_face (victim);
1547 }
1548 goto leave;
1441 1549
1442 /* Is this correct? From the docs, it doesn't look like it 1550 case DIRECTOR:
1443 * should be divided by trap->speed 1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1444 */ 1594 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1595 int tot;
1446 1596
1447 /* Just put in some sanity check. I think there is a bug in the 1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 * above with some objects have zero speed, and thus the player 1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 */ 1600
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1453 } 1606 }
1454 goto leave;
1455 1607
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1519 /* need to set this up, since if we do transfer the object, 1610 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus 1611 * ab->above would be bogus
1521 */ 1612 */
1522 ab_next = ab->above; 1613 ab_next = ab->above;
1523 1614
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1525 if ( ! sound_was_played) { 1617 if (!sound_was_played)
1618 {
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527 sound_was_played = 1; 1620 sound_was_played = 1;
1528 } 1621 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1531 } 1624 }
1532 } 1625 }
1533 goto leave; 1626 goto leave;
1534 } 1627 }
1535 1628
1536 1629
1537 case CONVERTER: 1630 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1631 if (convert_item (victim, trap) < 0)
1632 {
1539 object *op; 1633 object *op;
1540 1634
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1542 1636
1543 op = get_archetype("burnout"); 1637 op = get_archetype ("burnout");
1544 if (op != NULL) { 1638 if (op != NULL)
1639 {
1545 op->x = trap->x; 1640 op->x = trap->x;
1546 op->y = trap->y; 1641 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0); 1642 insert_ob_in_map (op, trap->map, trap, 0);
1548 } 1643 }
1549 } 1644 }
1550 goto leave; 1645 goto leave;
1551 1646
1552 case TRIGGER_BUTTON: 1647 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1648 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1649 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1650 check_trigger (trap, victim);
1556 goto leave; 1651 goto leave;
1557 1652
1558 case DEEP_SWAMP: 1653 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1654 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1655 goto leave;
1561 1656
1562 case CHECK_INV: 1657 case CHECK_INV:
1563 check_inv (victim, trap); 1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1564 goto leave; 1664 goto leave;
1565 1665
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return. 1666 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit 1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1573 */ 1682 */
1574 if (victim->head) 1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1589 enter_exit (victim, trap); 1686 victim->enter_exit (trap);
1590 } 1687 }
1591 goto leave; 1688 goto leave;
1592 1689
1593 case ENCOUNTER: 1690 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1595 goto leave; 1692 goto leave;
1596 1693
1597 case SHOP_MAT: 1694 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1695 apply_shop_mat (trap, victim);
1599 goto leave; 1696 goto leave;
1600 1697
1601 /* Drop a certain amount of gold, and have one item identified */ 1698 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1699 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1700 apply_id_altar (victim, trap, originator);
1604 goto leave; 1701 goto leave;
1605 1702
1606 case SIGN: 1703 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1704 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1706
1610 apply_sign (victim, trap, 1); 1707 apply_sign (victim, trap, 1);
1611 goto leave; 1708 goto leave;
1612 1709
1613 case CONTAINER: 1710 case CONTAINER:
1614 if (victim->type==PLAYER) 1711 if (victim->type == PLAYER)
1615 (void) esrv_apply_container (victim, trap); 1712 (void) esrv_apply_container (victim, trap);
1616 else 1713 else
1617 (void) apply_container (victim, trap); 1714 (void) apply_container (victim, trap);
1618 goto leave; 1715 goto leave;
1619 1716
1620 case RUNE: 1717 case RUNE:
1621 case TRAP: 1718 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1623 spring_trap(trap, victim); 1721 spring_trap (trap, victim);
1624 } 1722 }
1625 goto leave; 1723 goto leave;
1626 1724
1627 default: 1725 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1630 trap->type);
1631 goto leave; 1728 goto leave;
1632 } 1729 }
1633 1730
1634 leave: 1731leave:
1635 recursion_depth--; 1732 recursion_depth--;
1636} 1733}
1637 1734
1638/** 1735/**
1639 * Handles reading a regular (ie not containing a spell) book. 1736 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1737 */
1738static void
1641static void apply_book (object *op, object *tmp) 1739apply_book (object *op, object *tmp)
1642{ 1740{
1643 int lev_diff; 1741 int lev_diff;
1644 object *skill_ob; 1742 object *skill_ob;
1645 1743
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1648 return; 1747 return;
1649 } 1748 }
1650 if(tmp->msg==NULL) { 1749 if (tmp->msg == NULL)
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1750 {
1652 "You open the %s and find it empty.", tmp->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1653 return; 1752 return;
1654 } 1753 }
1655 1754
1656 /* need a literacy skill to read stuff! */ 1755 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1756 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1757 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1758 {
1660 "You are unable to decipher the strange symbols."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1661 return; 1760 return;
1662 } 1761 }
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1762 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1665 if (lev_diff < 2) 1765 if (lev_diff < 2)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1667 else if (lev_diff < 3) 1767 else if (lev_diff < 3)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1669 else if (lev_diff < 5) 1769 else if (lev_diff < 5)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1671 else if (lev_diff < 8) 1771 else if (lev_diff < 8)
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15) 1773 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1675 else 1775 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1677 return; 1777 return;
1678 } 1778 }
1679 1779
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype, 1783 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s", 1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686 1785
1687 /* gain xp from reading */ 1786 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1691 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1693 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1695 else op->contr->socket.update_look=1; 1799 else
1800 op->contr->ns->floorbox_update ();
1696 } 1801 }
1802
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 } 1805 }
1700} 1806}
1701 1807
1702/** 1808/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object 1810 * op is the person learning the skill, tmp is the skill scroll object
1705 */ 1811 */
1812static void
1706static void apply_skillscroll (object *op, object *tmp) 1813apply_skillscroll (object *op, object *tmp)
1707{ 1814{
1708 switch ((int) learn_skill (op, tmp)) { 1815 switch ((int) learn_skill (op, tmp))
1816 {
1709 case 0: 1817 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1712 return; 1820 return;
1713 1821
1714 case 1: 1822 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp); 1824 decrease_ob (tmp);
1721 return; 1825 return;
1722 1826
1723 default: 1827 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op, 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp); 1829 decrease_ob (tmp);
1727 return; 1830 return;
1728 } 1831 }
1729} 1832}
1730 1833
1731/** 1834/**
1732 * Actually makes op learn spell. 1835 * Actually makes op learn spell.
1733 * Informs player of what happens. 1836 * Informs player of what happens.
1734 */ 1837 */
1838void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1839do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1840{
1737 object *tmp; 1841 object *tmp;
1738 1842
1739 if (op->type != PLAYER) { 1843 if (op->type != PLAYER)
1844 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1846 return;
1742 } 1847 }
1743 1848
1744 /* Upgrade special prayers to normal prayers */ 1849 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1854 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return; 1855 return;
1749 } 1856 }
1750 return; 1857 return;
1751 } 1858 }
1752 1859
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object(); 1861 tmp = spell->clone ();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op); 1862 insert_ob_in_ob (tmp, op);
1757 1863
1758 if (special_prayer) { 1864 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1866
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1766} 1868}
1767 1869
1768/** 1870/**
1769 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1770 */ 1872 */
1873void
1771void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1772{ 1875{
1773 object *spob; 1876 object *spob;
1774 1877
1775 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1881 return;
1778 } 1882 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1886 return;
1782 }
1783 1887 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1785 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1892 spob->destroy ();
1789 free_object(spob);
1790} 1893}
1791 1894
1792/** 1895/**
1793 * Handles player applying a spellbook. 1896 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too. 1898 * stuff like that. Random learning failure too.
1796 */ 1899 */
1900static void
1797static void apply_spellbook (object *op, object *tmp) 1901apply_spellbook (object *op, object *tmp)
1798{ 1902{
1799 object *skop, *spell, *spell_skill; 1903 object *skop, *spell, *spell_skill;
1800 1904
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1803 return; 1908 return;
1804 } 1909 }
1805 1910
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1912 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1913 * legacy spellbooks
1809 */ 1914 */
1810 1915
1811 if(tmp->slaying != NULL) { 1916 if (tmp->slaying != NULL)
1917 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1919 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1920 {
1815 "The book's formula for %s is incomplete", tmp->slaying); 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1816 return; 1922 return;
1817 } 1923 }
1818 else 1924 else
1819 insert_ob_in_ob(spell, tmp); 1925 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL; 1926 tmp->slaying = NULL;
1822 } 1927 }
1823 1928
1824 skop = find_skill_by_name(op, tmp->skill); 1929 skop = find_skill_by_name (op, tmp->skill);
1825 1930
1826 /* need a literacy skill to learn spells. Also, having a literacy level 1931 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */ 1932 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1933 if (!skop)
1934 {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1830 return; 1936 return;
1831 } 1937 }
1832 1938
1833 spell = tmp->inv; 1939 spell = tmp->inv;
1940
1834 if (!spell) { 1941 if (!spell)
1942 {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1945 return;
1842 } 1946 }
1843 1947
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1949 {
1846 get_levelnumber(spell->level), spell->name); 1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return;
1952 }
1847 1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1849 identify(tmp); 1958 identify (tmp);
1959
1850 if (tmp->env) 1960 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1852 else 1962 else
1853 op->contr->socket.update_look=1; 1963 op->contr->ns->floorbox_update ();
1854 } 1964 }
1855 1965
1856 /* I removed the check for special_prayer_mark here - it didn't make 1966 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and 1967 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that 1968 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark. 1969 * they would have a special prayer mark.
1860 */ 1970 */
1861 if (check_spell_known (op, spell->name)) { 1971 if (check_spell_known (op, spell->name))
1972 {
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1863 return; 1974 return;
1864 } 1975 }
1865 1976
1866 if (spell->skill) { 1977 if (spell->skill)
1978 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1868 if (!spell_skill) { 1981 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1982 {
1870 "You lack the skill %s to use this spell", 1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1871 spell->skill);
1872 return; 1984 return;
1873 } 1985 }
1986
1874 if (spell_skill->level < spell->level) { 1987 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1988 {
1876 "You need to be level %d in %s to learn this spell.", 1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1877 spell->level, spell->skill);
1878 return; 1990 return;
1879 } 1991 }
1880 } 1992 }
1881 1993
1882 /* Logic as follows 1994 /* Logic as follows
1883 * 1995 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1997 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn 1998 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell. 1999 * a spell.
1888 * 2000 *
1889 * 3 -Automatically fail to learn if you read while confused 2001 * 3 -Automatically fail to learn if you read while confused
1890 * 2002 *
1891 * Overall, chances are the same but a player will find having a high 2003 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t. 2004 * literacy rate very useful! -b.t.
1893 */ 2005 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2013 {
1900 2014
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0); 2016 do_learn_spell (op, spell, 0);
1903 2017
1904 /* xp gain to literacy for spell learning */ 2018 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1907 } else { 2021 }
2022 else
2023 {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1910 } 2026 }
1911 decrease_ob(tmp); 2027 decrease_ob (tmp);
1912} 2028}
1913 2029
1914/** 2030/**
1915 * Handles applying a spell scroll. 2031 * Handles applying a spell scroll.
1916 */ 2032 */
2033void
1917void apply_scroll (object *op, object *tmp, int dir) 2034apply_scroll (object *op, object *tmp, int dir)
1918{ 2035{
1919 object *skop; 2036 object *skop;
1920 2037
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1923 return; 2041 return;
1924 } 2042 }
1925 2043
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 2044 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 2045 {
1928 "The scroll just doesn't make sense!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1929 return; 2047 return;
1930 } 2048 }
1931 2049
1932 if(op->type==PLAYER) { 2050 if (op->type == PLAYER)
2051 {
1933 /* players need a literacy skill to read stuff! */ 2052 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 2053 int exp_gain = 0;
1935 2054
1936 /* hard code literacy - tmp->skill points to where the exp 2055 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 2056 * should go for anything killed by the spell.
1938 */ 2057 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 2059
1941 if ( ! skop) { 2060 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 2061 {
1943 "You are unable to decipher the strange symbols."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1944 return; 2063 return;
1945 } 2064 }
1946 2065
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 2067 change_exp (op, exp_gain, skop->skill, 0);
1949 } 2068 }
1950 2069
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 2071 identify (tmp);
1953 2072
1954 new_draw_info_format(NDI_BLACK, 0, op, 2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 2074
1957 2075
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 2077 decrease_ob (tmp);
1960} 2078}
1961 2079
1962/** 2080/**
1963 * Applies a treasure object - by default, chest. op 2081 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 2082 * is the person doing the applying, tmp is the treasure
1965 * chest. 2083 * chest.
1966 */ 2084 */
2085static void
1967static void apply_treasure (object *op, object *tmp) 2086apply_treasure (object *op, object *tmp)
1968{ 2087{
1969 object *treas; 2088 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971 2089
1972 2090
1973 /* Nice side effect of new treasure creation method is that the treasure 2091 /* Nice side effect of new treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest 2092 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also 2093 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better 2094 * prevents people fromt moving chests to more difficult maps to get better
1977 * treasure 2095 * treasure
1978 */ 2096 */
1979 2097
1980 treas = tmp->inv; 2098 treas = tmp->inv;
1981 if(treas==NULL) { 2099 if (treas == NULL)
2100 {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp); 2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118
2119 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed
2123 */
2124 if (op->destroyed () || tmp->destroyed ())
2125 break;
2126 }
2127
2128 if (!tmp->destroyed () && tmp->inv == NULL)
2129 decrease_ob (tmp);
2011 2130
2012} 2131}
2013 2132
2014/** 2133/**
2015 * op eats food. 2134 * op eats food.
2016 * If player, takes care of messages and dragon special food. 2135 * If player, takes care of messages and dragon special food.
2017 */ 2136 */
2137static void
2018static void apply_food (object *op, object *tmp) 2138apply_food (object *op, object *tmp)
2019{ 2139{
2020 int capacity_remaining; 2140 int capacity_remaining;
2021 2141
2022 if(op->type!=PLAYER) 2142 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 2143 op->stats.hp = op->stats.maxhp;
2024 else { 2144 else
2145 {
2025 /* check if this is a dragon (player), eating some flesh */ 2146 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2027 ; 2148 ;
2028 else { 2149 else
2150 {
2029 /* usual case - no dragon meal: */ 2151 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 2154 if (tmp->type == FOOD || tmp->type == FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2033 else 2156 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2035 } 2158 }
2036 2159
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2038 char buf[MAX_BUF]; 2162 char buf[MAX_BUF];
2039 2163
2040 if (!is_dragon_pl(op)) { 2164 if (!is_dragon_pl (op))
2165 {
2041 /* eating message for normal players*/ 2166 /* eating message for normal players */
2042 if(tmp->type==DRINK) 2167 if (tmp->type == DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2044 else 2172 else
2045 sprintf(buf,"The %s tasted %s",tmp->name, 2173 {
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 2174 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2051 } 2176 }
2052 2177
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2054 capacity_remaining = 999 - op->stats.food; 2179 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 2180 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 2181 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 2182 op->stats.hp += capacity_remaining / 50;
2058 else 2183 else
2059 op->stats.hp+=tmp->stats.food/50; 2184 op->stats.hp += tmp->stats.food / 50;
2060 if(op->stats.hp>op->stats.maxhp) 2185 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 2186 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 2187 if (op->stats.food > 999)
2063 op->stats.food = 999; 2188 op->stats.food = 999;
2064 } 2189 }
2065 2190
2066 /* special food hack -b.t. */ 2191 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 2193 eat_special_food (op, tmp);
2069 } 2194 }
2070 } 2195 }
2071 handle_apply_yield(tmp); 2196 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 2197 decrease_ob (tmp);
2073} 2198}
2074 2199
2075/** 2200/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 2201 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved. 2202 * there is a chance for the dragon's skin to get improved.
2080 * object *op the object (dragon player) eating the flesh 2205 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2206 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2207 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2208 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2209 */
2210int
2085int dragon_eat_flesh(object *op, object *meal) { 2211dragon_eat_flesh (object *op, object *meal)
2212{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2213 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2214 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2215 object *tmp = NULL; /* tmp. object */
2089 2216
2090 char buf[MAX_BUF]; /* tmp. string buffer */ 2217 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2218 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2219 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2221 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2223 int winners = 0; /* number of winners */
2097 int i; /* index */ 2224 int i; /* index */
2098 2225
2099 /* let's make sure and doublecheck the parameters */ 2226 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2228 return 0;
2102 2229
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2231 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233 {
2106 if (tmp->type == FORCE) { 2234 if (tmp->type == FORCE)
2235 {
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2108 skin = tmp; 2237 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2110 abil = tmp; 2239 abil = tmp;
2111 } 2240 }
2112 } 2241 }
2113 2242
2114 /* if either skin or ability are missing, this is an old player 2243 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */ 2244 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2245 if (skin == NULL || abil == NULL)
2117 2246 return 0;
2247
2118 /* now start by filling stomache and health, according to food-value */ 2248 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2249 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2250 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2251 else
2122 op->stats.hp += meal->stats.food/50; 2252 op->stats.hp += meal->stats.food / 50;
2123 if(op->stats.hp>op->stats.maxhp) 2253 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2254 op->stats.hp = op->stats.maxhp;
2125 2255
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2257
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2259
2130 /* on to the interesting part: chances for adding resistance */ 2260 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2261 for (i = 0; i < NROFATTACKS; i++)
2262 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2263 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2265 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2266
2135 /* this bonus makes resistance increase easier at lower levels */ 2267 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2268 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2269 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2270 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2271
2140 /* monster bonus increases with level, because high-level 2272 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2273 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2274 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2275
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2277 ((double) settings.max_level)) - skin->resist[i];
2146 2278
2147 if (chance >= 0.) 2279 if (chance >= 0.)
2148 chance += 1.; 2280 chance += 1.;
2149 else 2281 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2283
2152 /* chance is proportional to amount of resistance (max. 50) */ 2284 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2286
2155 /* doubled chance for resistance of ability-focus */ 2287 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2288 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2289 chance = MIN (100., chance * 2.);
2158 2290
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2292 if (RANDOM () % 10000 < (int) (chance * 100))
2293 {
2161 atnr_winner[winners] = i; 2294 atnr_winner[winners] = i;
2162 winners++; 2295 winners++;
2163 } 2296 }
2164 2297
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2298 if (chance >= 0.01)
2166 2299 totalchance *= 1 - chance / 100;
2300
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2301 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2168 } 2302 }
2169 } 2303 }
2170 2304
2171 /* inverse totalchance as until now we have the failure-chance */ 2305 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2306 totalchance = 100 - totalchance * 100;
2173 /* print message according to totalchance */ 2307 /* print message according to totalchance */
2174 if (totalchance > 50.) 2308 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2310 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2311 sprintf (buf, "The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2312 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2313 sprintf (buf, "The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2314 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2315 sprintf (buf, "The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2316 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2317 sprintf (buf, "The %s had a boring taste.", &meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2319 sprintf (buf, "The %s tasted strange.", &meal->name);
2186 else 2320 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2321 sprintf (buf, "The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2322 new_draw_info (NDI_UNIQUE, 0, op, buf);
2189 2323
2190 /* now choose a winner if we have any */ 2324 /* now choose a winner if we have any */
2191 i = -1; 2325 i = -1;
2192 if (winners>0) 2326 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2327 i = atnr_winner[RANDOM () % winners];
2194 2328
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 {
2196 /* resistance increased! */ 2331 /* resistance increased! */
2197 skin->resist[i]++; 2332 skin->resist[i]++;
2198 fix_player(op); 2333 op->update_stats ();
2199 2334
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2202 } 2337 }
2203 2338
2204 /* if this flesh contains a new ability focus, we mark it 2339 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */ 2340 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2207 && meal->last_eat != abil->last_eat) { 2342 {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209 2344
2210 if (meal->last_eat != abil->stats.exp) { 2345 if (meal->last_eat != abil->stats.exp)
2346 {
2211 sprintf(buf, "Your metabolism prepares to focus on %s!", 2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf); 2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2216 } 2351 }
2217 else { 2352 else
2353 {
2218 sprintf(buf, "Your metabolism will continue to focus on %s.", 2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf); 2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2356 abil->last_eat = 0;
2222 } 2357 }
2223 } 2358 }
2224 return 1; 2359 return 1;
2225}
2226
2227static void apply_savebed (object *pl)
2228{
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 /* Need to call terminate_all_pets() before we remove the player ob */
2237 terminate_all_pets(pl);
2238 remove_ob(pl);
2239 pl->direction=0;
2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2241 "%s leaves the game.",pl->name);
2242
2243 /* update respawn position */
2244 strcpy(pl->contr->savebed_map, pl->map->path);
2245 pl->contr->bed_x = pl->x;
2246 pl->contr->bed_y = pl->y;
2247
2248 strcpy(pl->contr->killer,"left");
2249 check_score(pl); /* Always check score */
2250 (void)save_player(pl,0);
2251 pl->map->players--;
2252#if MAP_MAXTIMEOUT
2253 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2254#endif
2255 play_again(pl);
2256 pl->speed = 0;
2257 update_ob_speed(pl);
2258} 2360}
2259 2361
2260/** 2362/**
2261 * Handles applying an improve armor scroll. 2363 * Handles applying an improve armor scroll.
2262 * Does some sanity checks, then calls improve_armour. 2364 * Does some sanity checks, then calls improve_armour.
2263 */ 2365 */
2366static void
2264static void apply_armour_improver (object *op, object *tmp) 2367apply_armour_improver (object *op, object *tmp)
2265{ 2368{
2266 object *armor; 2369 object *armor;
2267 2370
2268 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2371 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2372 {
2269 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2373 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2270 return;
2271 }
2272 armor=find_marked_object(op);
2273 if ( ! armor) {
2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275 return; 2374 return;
2276 } 2375 }
2376
2377 armor = find_marked_object (op);
2378
2379 if (!armor)
2380 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2382 return;
2383 }
2384
2277 if (armor->type != ARMOUR 2385 if (armor->type != ARMOUR
2278 && armor->type != CLOAK 2386 && armor->type != CLOAK
2279 && armor->type != BOOTS && armor->type != GLOVES 2387 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2280 && armor->type != BRACERS && armor->type != SHIELD
2281 && armor->type != HELMET)
2282 { 2388 {
2283 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2389 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2284 return; 2390 return;
2285 } 2391 }
2286 2392
2287 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2393 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2288 improve_armour(op,tmp,armor); 2394 improve_armour (op, tmp, armor);
2289} 2395}
2290 2396
2291 2397extern void
2292extern void apply_poison (object *op, object *tmp) 2398apply_poison (object *op, object *tmp)
2293{ 2399{
2294 if (op->type == PLAYER) { 2400 if (op->type == PLAYER)
2401 {
2295 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2402 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2296 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2403 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2297 strcpy(op->contr->killer,"poisonous booze"); 2404 strcpy (op->contr->killer, "poisonous booze");
2298 } 2405 }
2299 if (tmp->stats.hp > 0) { 2406 if (tmp->stats.hp > 0)
2407 {
2300 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2408 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2301 tmp->stats.hp);
2302 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2409 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2303 } 2410 }
2304 op->stats.food-=op->stats.food/4; 2411 op->stats.food -= op->stats.food / 4;
2305 handle_apply_yield(tmp); 2412 handle_apply_yield (tmp);
2306 decrease_ob(tmp); 2413 decrease_ob (tmp);
2307} 2414}
2308 2415
2309/** 2416/**
2310 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2417 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2311 * A valid 2 way exit means: 2418 * A valid 2 way exit means:
2312 * -You can come back (there is another exit at the other side) 2419 * -You can come back (there is another exit at the other side)
2313 * -You are 2420 * -You are
2314 * ° the owner of the exit 2421 * ° the owner of the exit
2315 * ° or in the same party as the owner 2422 * ° or in the same party as the owner
2316 * 2423 *
2317 * Note: a owner in a 2 way exit is saved as the owner's name 2424 * Note: a owner in a 2 way exit is saved as the owner's name
2318 * in the field exit->name cause the field exit->owner doesn't 2425 * in the field exit->name cause the field exit->owner doesn't
2319 * survive in the swapping (in fact the whole exit doesn't survive). 2426 * survive in the swapping (in fact the whole exit doesn't survive).
2320 */ 2427 */
2428int
2321int is_legal_2ways_exit (object* op, object *exit) 2429is_legal_2ways_exit (object *op, object *exit)
2322 { 2430{
2323 object * tmp; 2431 if (exit->stats.exp != 1)
2324 object * exit_owner; 2432 return 1; /*This is not a 2 way, so it is legal */
2325 player * pp; 2433
2326 mapstruct * exitmap; 2434#if 0 //TODO
2327 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2435 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2328 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2436 return 0; /* This is a reset town portal */
2329 /* To know if an exit has a correspondant, we look at 2437#endif
2330 * all the exits in destination and try to find one with same path as 2438
2331 * the current exit's position */ 2439 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2332 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2440
2333 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2334 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2335 if (exitmap) 2441 if (exitmap)
2336 { 2442 {
2337 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2443 exitmap->load_sync ();
2338 if (!tmp) return 0; 2444
2339 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2445 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2446
2447 if (!tmp)
2448 return 0;
2449
2450 for (; tmp; tmp = tmp->above)
2340 { 2451 {
2341 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2452 if (tmp->type != EXIT)
2342 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2453 continue; /*Not an exit */
2343 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2344 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2345 2454
2455 if (!EXIT_PATH (tmp))
2456 continue; /*Not a valid exit */
2457
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */
2460
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2462 continue; /*Not in the same map */
2463
2346 /* From here we have found the exit is valid. However we do 2464 /* From here we have found the exit is valid. However we do
2347 * here the check of the exit owner. It is important for the 2465 * here the check of the exit owner. It is important for the
2348 * town portals to prevent strangers from visiting your appartments 2466 * town portals to prevent strangers from visiting your appartments
2349 */ 2467 */
2468 if (!exit->race)
2350 if (!exit->race) return 1; /*No owner, free for all!*/ 2469 return 1; /*No owner, free for all! */
2351 exit_owner=NULL; 2470
2352 for (pp=first_player;pp;pp=pp->next) 2471 object *exit_owner = 0;
2472
2473 for_all_players (pp)
2353 { 2474 {
2354 if (!pp->ob) continue; 2475 if (!pp->ob)
2476 continue;
2477
2355 if (pp->ob->name!=exit->race) continue; 2478 if (pp->ob->name != exit->race)
2479 continue;
2480
2356 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2481 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2357 break; 2482 break;
2358 } 2483 }
2359 if (!exit_owner) return 0; /* No more owner*/ 2484
2360 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2485 if (!exit_owner)
2486 return 0; /* No more owner */
2487
2488 if (exit_owner->contr == op->contr)
2489 return 1; /*It is your exit */
2490
2361 if ( exit_owner && /*There is a owner*/ 2491 if (exit_owner && /*There is a owner */
2362 (op->contr) && /*A player tries to pass */ 2492 (op->contr) && /*A player tries to pass */
2363 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2493 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2364 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2494 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2365 return 0; 2495 return 0;
2496
2366 return 1; 2497 return 1;
2367 } 2498 }
2368 } 2499 }
2500
2369 return 0; 2501 return 0;
2370 } 2502}
2371 2503
2372 2504
2373/** 2505/**
2374 * Main apply handler. 2506 * Main apply handler.
2375 * 2507 *
2385 * 2517 *
2386 * aflag is special (always apply/unapply) flags. Nothing is done with 2518 * aflag is special (always apply/unapply) flags. Nothing is done with
2387 * them in this function - they are passed to apply_special 2519 * them in this function - they are passed to apply_special
2388 */ 2520 */
2389 2521
2522int
2390int manual_apply (object *op, object *tmp, int aflag) 2523manual_apply (object *op, object *tmp, int aflag)
2391{ 2524{
2392 if (tmp->head) tmp=tmp->head; 2525 if (tmp->head)
2526 tmp = tmp->head;
2393 2527
2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529 {
2395 if (op->type == PLAYER) { 2530 if (op->type == PLAYER)
2531 {
2396 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2533 return 1;
2534 }
2535 else
2536 return 0; /* monsters just skip unpaid items */
2537 }
2538
2539 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2540 return RESULT_INT (0);
2541
2542 switch (tmp->type)
2543 {
2544 case CF_HANDLE:
2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2547 tmp->value = tmp->value ? 0 : 1;
2548 SET_ANIMATION (tmp, tmp->value);
2549 update_object (tmp, UP_OBJ_FACE);
2550 push_button (tmp);
2551 return 1;
2552
2553 case TRIGGER:
2554 if (check_trigger (tmp, op))
2555 {
2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2558 }
2559 else
2560 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2561
2562 return 1;
2563
2564 case EXIT:
2565 if (op->type != PLAYER)
2566 return 0;
2567
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 {
2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571 }
2572 else
2573 {
2574 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577
2578 op->enter_exit (tmp);
2579 }
2580 return 1;
2581
2582 case SIGN:
2583 apply_sign (op, tmp, 0);
2584 return 1;
2585
2586 case BOOK:
2587 if (op->type == PLAYER)
2588 {
2589 apply_book (op, tmp);
2397 return 1; 2590 return 1;
2398 } else {
2399 return 0; /* monsters just skip unpaid items */
2400 } 2591 }
2401 } 2592 else
2593 {
2594 return 0;
2595 }
2402 2596
2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2597 case SKILLSCROLL:
2404 return RESULT_INT (0); 2598 if (op->type == PLAYER)
2405 2599 {
2406 switch (tmp->type) { 2600 apply_skillscroll (op, tmp);
2407
2408 case CF_HANDLE:
2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411 tmp->value=tmp->value?0:1;
2412 SET_ANIMATION(tmp, tmp->value);
2413 update_object(tmp,UP_OBJ_FACE);
2414 push_button(tmp);
2415 return 1; 2601 return 1;
2416
2417 case TRIGGER:
2418 if (check_trigger (tmp, op)) {
2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421 } else {
2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423 } 2602 }
2603 return 0;
2604
2605 case SPELLBOOK:
2606 if (op->type == PLAYER)
2607 {
2608 apply_spellbook (op, tmp);
2424 return 1; 2609 return 1;
2425
2426 case EXIT:
2427 if (op->type != PLAYER)
2428 return 0;
2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 query_name(tmp));
2432 } else {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437 enter_exit(op,tmp);
2438 } 2610 }
2611 return 0;
2612
2613 case SCROLL:
2614 apply_scroll (op, tmp, 0);
2615 return 1;
2616
2617 case POTION:
2618 (void) apply_potion (op, tmp);
2619 return 1;
2620
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */
2622 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env);
2627 return 1;
2628
2629 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp);
2634 return 1;
2635
2636 case TREASURE:
2637 if (op->type == PLAYER)
2638 {
2639 apply_treasure (op, tmp);
2439 return 1; 2640 return 1;
2641 }
2642 else
2643 {
2644 return 0;
2645 }
2440 2646
2647 case WEAPON:
2648 case ARMOUR:
2649 case BOOTS:
2650 case GLOVES:
2651 case AMULET:
2652 case GIRDLE:
2653 case BRACERS:
2654 case SHIELD:
2655 case HELMET:
2441 case SIGN: 2656 case RING:
2657 case CLOAK:
2658 case WAND:
2659 case ROD:
2660 case HORN:
2661 case SKILL:
2662 case BOW:
2663 case LAMP:
2664 case BUILDER:
2665 case SKILL_TOOL:
2666 if (tmp->env != op)
2667 return 2; /* not in inventory */
2668 (void) apply_special (op, tmp, aflag);
2669 return 1;
2670
2671 case DRINK:
2672 case FOOD:
2673 case FLESH:
2674 apply_food (op, tmp);
2675 return 1;
2676
2677 case POISON:
2442 apply_sign (op, tmp, 0); 2678 apply_poison (op, tmp);
2679 return 1;
2680
2681 case SAVEBED:
2682 return 1;
2683
2684 case ARMOUR_IMPROVER:
2685 if (op->type == PLAYER)
2686 {
2687 apply_armour_improver (op, tmp);
2443 return 1; 2688 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER) {
2447 apply_book (op, tmp);
2448 return 1;
2449 } else {
2450 return 0;
2451 } 2689 }
2690 else
2691 return 0;
2452 2692
2453 case SKILLSCROLL: 2693 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp);
2695 return 1;
2696
2697 case CLOCK:
2454 if (op->type == PLAYER) { 2698 if (op->type == PLAYER)
2455 apply_skillscroll (op, tmp); 2699 {
2700 char buf[MAX_BUF];
2701 timeofday_t tod;
2702
2703 get_tod (&tod);
2704 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2705 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2706 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2708 new_draw_info (NDI_UNIQUE, 0, op, buf);
2456 return 1; 2709 return 1;
2457 } 2710 }
2711 else
2712 {
2458 return 0; 2713 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER) {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 } 2714 }
2715
2716 case MENU:
2717 if (op->type == PLAYER)
2718 {
2719 shop_listing (op);
2720 return 1;
2721 }
2722 else
2723 {
2465 return 0; 2724 return 0;
2725 }
2466 2726
2467 case SCROLL: 2727 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1;
2730
2731 case LIGHTER: /* for lighting torches/lanterns/etc */
2732 if (op->type == PLAYER)
2733 {
2468 apply_scroll (op, tmp, 0); 2734 apply_lighter (op, tmp);
2469 return 1; 2735 return 1;
2470
2471 case POTION:
2472 (void) apply_potion(op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 case CLOSE_CON:
2477 if (op->type==PLAYER)
2478 (void) esrv_apply_container (op, tmp->env);
2479 else
2480 (void) apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 if (op->type==PLAYER)
2485 (void) esrv_apply_container (op, tmp);
2486 else
2487 (void) apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER) {
2492 apply_treasure (op, tmp);
2493 return 1;
2494 } else {
2495 return 0;
2496 } 2736 }
2497
2498 case WEAPON:
2499 case ARMOUR:
2500 case BOOTS:
2501 case GLOVES:
2502 case AMULET:
2503 case GIRDLE:
2504 case BRACERS:
2505 case SHIELD:
2506 case HELMET:
2507 case RING:
2508 case CLOAK:
2509 case WAND:
2510 case ROD:
2511 case HORN:
2512 case SKILL:
2513 case BOW:
2514 case LAMP:
2515 case BUILDER:
2516 case SKILL_TOOL:
2517 if (tmp->env != op)
2518 return 2; /* not in inventory */
2519 (void) apply_special (op, tmp, aflag);
2520 return 1;
2521
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 if (op->type == PLAYER) {
2534 apply_savebed (op);
2535 return 1;
2536 } else { 2737 else
2537 return 0;
2538 } 2738 {
2539
2540 case ARMOUR_IMPROVER:
2541 if (op->type == PLAYER) {
2542 apply_armour_improver (op, tmp);
2543 return 1;
2544 } else {
2545 return 0;
2546 }
2547
2548 case WEAPON_IMPROVER:
2549 (void) check_improve_weapon(op, tmp);
2550 return 1;
2551
2552 case CLOCK:
2553 if (op->type == PLAYER) {
2554 char buf[MAX_BUF];
2555 timeofday_t tod;
2556
2557 get_tod(&tod);
2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561 ((tod.hour >= 14) ? "pm" : "am"));
2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2564 return 1;
2565 } else {
2566 return 0;
2567 }
2568
2569 case MENU:
2570 if (op->type == PLAYER) {
2571 shop_listing (op);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER) {
2583 apply_lighter(op,tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case ITEM_TRANSFORMER:
2590 apply_item_transformer( op, tmp );
2591 return 1;
2592
2593 default:
2594 return 0; 2739 return 0;
2740 }
2741
2742 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp);
2744 return 1;
2745
2746 default:
2747 return 0;
2595 } 2748 }
2596} 2749}
2597 2750
2598 2751
2599/* quiet suppresses the "don't know how to apply" and "you must get it first" 2752/* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be 2753 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages. 2754 * "but you are floating high above the ground" messages.
2602 * 2755 *
2603 * Same return value as apply() function. 2756 * Same return value as apply() function.
2604 */ 2757 */
2758int
2605int player_apply (object *pl, object *op, int aflag, int quiet) 2759player_apply (object *pl, object *op, int aflag, int quiet)
2606{ 2760{
2607 int tmp; 2761 int tmp;
2608 2762
2609 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2763 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2764 {
2610 /* player is flying and applying object not in inventory */ 2765 /* player is flying and applying object not in inventory */
2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2766 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767 {
2612 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2768 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2613 "above the ground!");
2614 return 0; 2769 return 0;
2615 } 2770 }
2616 } 2771 }
2617 2772
2618 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2619 * applied. 2774 * applied.
2620 */ 2775 */
2621 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2622 { 2777 {
2623 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2624 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2625 "of smoke!");
2626 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2627 remove_ob (op); 2781 op->destroy ();
2628 free_object (op);
2629 return 1; 2782 return 1;
2630 } 2783 }
2631 2784
2632 pl->contr->last_used = op; 2785 pl->contr->last_used = op;
2633 pl->contr->last_used_id = op->count;
2634 2786
2635 tmp = manual_apply (pl, op, aflag); 2787 tmp = manual_apply (pl, op, aflag);
2636 if ( ! quiet) { 2788 if (!quiet)
2789 {
2637 if (tmp == 0) 2790 if (tmp == 0)
2638 new_draw_info_format (NDI_UNIQUE, 0, pl, 2791 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2639 "I don't know how to apply the %s.",
2640 query_name (op));
2641 else if (tmp == 2) 2792 else if (tmp == 2)
2642 new_draw_info_format (NDI_UNIQUE, 0, pl, 2793 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2643 "You must get it first!\n");
2644 } 2794 }
2645 return tmp; 2795 return tmp;
2646} 2796}
2647 2797
2648/** 2798/**
2649 * player_apply_below attempts to apply the object 'below' the player. 2799 * player_apply_below attempts to apply the object 'below' the player.
2650 * If the player has an open container, we use that for below, otherwise 2800 * If the player has an open container, we use that for below, otherwise
2651 * we use the ground. 2801 * we use the ground.
2652 */ 2802 */
2653 2803
2804void
2654void player_apply_below (object *pl) 2805player_apply_below (object *pl)
2655{ 2806{
2656 object *tmp, *next; 2807 object *tmp, *next;
2657 int floors; 2808 int floors;
2658 2809
2659 /* If using a container, set the starting item to be the top 2810 /* If using a container, set the starting item to be the top
2660 * item in the container. Otherwise, use the map. 2811 * item in the container. Otherwise, use the map.
2661 */ 2812 */
2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663 2814
2664 /* This is perhaps more complicated. However, I want to make sure that 2815 /* This is perhaps more complicated. However, I want to make sure that
2665 * we don't use a corrupt pointer for the next object, so we get the 2816 * we don't use a corrupt pointer for the next object, so we get the
2666 * next object in the stack before applying. This is can only be a 2817 * next object in the stack before applying. This is can only be a
2667 * problem if player_apply() has a bug in that it uses the object but does 2818 * problem if player_apply() has a bug in that it uses the object but does
2668 * not return a proper value. 2819 * not return a proper value.
2669 */ 2820 */
2670 for (floors = 0; tmp!=NULL; tmp=next) { 2821 for (floors = 0; tmp != NULL; tmp = next)
2822 {
2671 next = tmp->below; 2823 next = tmp->below;
2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673 floors++; 2825 floors++;
2674 else if (floors > 0) 2826 else if (floors > 0)
2675 return; /* process only floor objects after first floor object */ 2827 return; /* process only floor objects after first floor object */
2676 2828
2677 /* If it is visible, player can apply it. If it is applied by 2829 /* If it is visible, player can apply it. If it is applied by
2678 * person moving on it, also activate. Added code to make it 2830 * person moving on it, also activate. Added code to make it
2679 * so that at least one of players movement types be that which 2831 * so that at least one of players movement types be that which
2680 * the item needs. 2832 * the item needs.
2681 */ 2833 */
2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2834 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2835 {
2683 if (player_apply (pl, tmp, 0, 1) == 1) 2836 if (player_apply (pl, tmp, 0, 1) == 1)
2684 return; 2837 return;
2685 } 2838 }
2686 if (floors >= 2) 2839 if (floors >= 2)
2687 return; /* process at most two floor objects */ 2840 return; /* process at most two floor objects */
2688 } 2841 }
2689} 2842}
2690 2843
2691/** 2844/**
2692 * Unapplies specified item. 2845 * Unapplies specified item.
2693 * No check done on cursed/damned. 2846 * No check done on cursed/damned.
2694 * Break this out of apply_special - this is just done 2847 * Break this out of apply_special - this is just done
2695 * to keep the size of apply_special to a more managable size. 2848 * to keep the size of apply_special to a more managable size.
2696 */ 2849 */
2850static int
2697static int unapply_special (object *who, object *op, int aflags) 2851unapply_special (object *who, object *op, int aflags)
2698{ 2852{
2699 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2853 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0); 2854 return RESULT_INT (0);
2702 2855
2703 object *tmp2; 2856 object *tmp2;
2704 2857
2705 CLEAR_FLAG(op, FLAG_APPLIED); 2858 CLEAR_FLAG (op, FLAG_APPLIED);
2706 switch(op->type) { 2859 switch (op->type)
2860 {
2707 case WEAPON: 2861 case WEAPON:
2708 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2709 2863
2710 (void) change_abil (who,op); 2864 (void) change_abil (who, op);
2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2712 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2866 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2713 clear_skill(who); 2867 clear_skill (who);
2714 break; 2868 break;
2715 2869
2716 case SKILL: /* allows objects to impart skills */ 2870 case SKILL: /* allows objects to impart skills */
2717 case SKILL_TOOL: 2871 case SKILL_TOOL:
2718 if (op != who->chosen_skill) { 2872 if (op != who->chosen_skill)
2873 {
2719 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 }
2876 if (who->type == PLAYER)
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 }
2888 }
2889 (void) change_abil (who, op);
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break;
2893
2894 case ARMOUR:
2895 case HELMET:
2896 case SHIELD:
2897 case RING:
2898 case BOOTS:
2899 case GLOVES:
2900 case AMULET:
2901 case GIRDLE:
2902 case BRACERS:
2903 case CLOAK:
2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2905 (void) change_abil (who, op);
2906 break;
2907 case LAMP:
2908 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2909 tmp2 = arch_to_object (op->other_arch);
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920
2921 if (who->type == PLAYER)
2922 esrv_del_item (who->contr, op->count);
2923
2924 op->destroy ();
2925 insert_ob_in_ob (tmp2, who);
2926 who->update_stats ();
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 {
2929 if (who->type == PLAYER)
2930 {
2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 }
2934 }
2935 if (who->type == PLAYER)
2936 esrv_send_item (who, tmp2);
2937 return 1; /* otherwise, an attempt to drop causes problems */
2938 break;
2939 case BOW:
2940 case WAND:
2941 case ROD:
2942 case HORN:
2943 clear_skill (who);
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER)
2946 {
2947 who->contr->shoottype = range_none;
2948 }
2949 else
2950 {
2951 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 }
2956 break;
2957
2958 case BUILDER:
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960 who->contr->shoottype = range_none;
2961 who->contr->ranges[range_builder] = NULL;
2962 break;
2963
2964 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966 break;
2967 }
2968
2969 who->update_stats ();
2970
2971 if (!(aflags & AP_NO_MERGE))
2972 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL);
2976 if (who->type == PLAYER)
2977 {
2978 if (tmp)
2979 { /* it was merged */
2980 esrv_del_item (who->contr, op->count);
2981 op = tmp;
2720 } 2982 }
2721 if (who->type==PLAYER) {
2722 if (who->contr->shoottype == range_skill)
2723 who->contr->shoottype = range_none;
2724 if ( ! op->invisible) {
2725 new_draw_info_format (NDI_UNIQUE, 0, who,
2726 "You stop using the %s.", query_name(op));
2727 } else {
2728 new_draw_info_format (NDI_UNIQUE, 0, who,
2729 "You can no longer use the skill: %s.",
2730 op->skill);
2731 }
2732 }
2733 (void) change_abil (who, op);
2734 who->chosen_skill = NULL;
2735 CLEAR_FLAG (who, FLAG_READY_SKILL);
2736 break;
2737 2983
2738 case ARMOUR:
2739 case HELMET:
2740 case SHIELD:
2741 case RING:
2742 case BOOTS:
2743 case GLOVES:
2744 case AMULET:
2745 case GIRDLE:
2746 case BRACERS:
2747 case CLOAK:
2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749 (void) change_abil (who,op);
2750 break;
2751 case LAMP:
2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753 op->name);
2754 tmp2 = arch_to_object(op->other_arch);
2755 tmp2->x = op->x;
2756 tmp2->y = op->y;
2757 tmp2->map = op->map;
2758 tmp2->below = op->below;
2759 tmp2->above = op->above;
2760 tmp2->stats.food = op->stats.food;
2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764 if (who->type == PLAYER)
2765 esrv_del_item(who->contr, (tag_t)op->count);
2766 remove_ob(op);
2767 free_object(op);
2768 insert_ob_in_ob(tmp2, who);
2769 fix_player(who);
2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771 if (who->type == PLAYER) {
2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776 if(who->type==PLAYER)
2777 esrv_send_item(who, tmp2);
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779 break;
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 clear_skill(who);
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 if(who->type==PLAYER) {
2787 who->contr->shoottype = range_none;
2788 } else {
2789 if (op->type == BOW)
2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2791 else
2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2793 }
2794 break;
2795
2796 case BUILDER:
2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 who->contr->shoottype = range_none;
2799 who->contr->ranges[ range_builder ] = NULL;
2800 break;
2801
2802 default:
2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2804 break;
2805 }
2806
2807 fix_player(who);
2808
2809 if ( ! (aflags & AP_NO_MERGE)) {
2810 object *tmp;
2811
2812 tag_t del_tag = op->count;
2813 tmp = merge_ob (op, NULL);
2814 if (who->type == PLAYER) {
2815 if (tmp) { /* it was merged */
2816 esrv_del_item (who->contr, del_tag);
2817 op = tmp;
2818 }
2819 esrv_send_item (who, op); 2984 esrv_send_item (who, op);
2820 } 2985 }
2821 } 2986 }
2822 return 0; 2987 return 0;
2823} 2988}
2824 2989
2825/** 2990/**
2826 * Returns the object that is using location 'loc'. 2991 * Returns the object that is using location 'loc'.
2827 * Note that 'start' is the first object to start examing - we 2992 * Note that 'start' is the first object to start examing - we
2834 * loc is the index into the array we are looking for a match. 2999 * loc is the index into the array we are looking for a match.
2835 * don't return invisible objects unless they are skill objects 3000 * don't return invisible objects unless they are skill objects
2836 * invisible other objects that use 3001 * invisible other objects that use
2837 * up body locations can be used as restrictions. 3002 * up body locations can be used as restrictions.
2838 */ 3003 */
3004object *
2839object *get_item_from_body_location(object *start, int loc) 3005get_item_from_body_location (object *start, int loc)
2840{ 3006{
2841 object *tmp; 3007 object *tmp;
2842 3008
2843 if (!start) return NULL; 3009 if (!start)
2844
2845 for (tmp=start; tmp; tmp=tmp->below)
2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2847 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2848
2849 return NULL; 3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below)
3013 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3014 return tmp;
3015
3016 return NULL;
2850} 3017}
2851 3018
2852 3019
2853 3020
2854/** 3021/**
2860 * Returns 0 on success, returns 1 if there is some problem. 3027 * Returns 0 on success, returns 1 if there is some problem.
2861 * if aflags is AP_PRINT, we instead print out waht to unapply 3028 * if aflags is AP_PRINT, we instead print out waht to unapply
2862 * instead of doing it. This is a lot less code than having 3029 * instead of doing it. This is a lot less code than having
2863 * another function that does just that. 3030 * another function that does just that.
2864 */ 3031 */
3032int
2865int unapply_for_ob(object *who, object *op, int aflags) 3033unapply_for_ob (object *who, object *op, int aflags)
2866{ 3034{
2867 int i; 3035 int i;
2868 object *tmp=NULL, *last; 3036 object *tmp = NULL, *last;
2869 3037
2870 /* If we are applying a shield or weapon, unapply any equipped shield 3038 /* If we are applying a shield or weapon, unapply any equipped shield
2871 * or weapons first - only allowed to use one weapon/shield at a time. 3039 * or weapons first - only allowed to use one weapon/shield at a time.
2872 */ 3040 */
2873 if (op->type == WEAPON || op->type == SHIELD) { 3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
2874 for (tmp=who->inv; tmp; tmp=tmp->below) { 3043 for (tmp = who->inv; tmp; tmp = tmp->below)
3044 {
2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3046 {
2877 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 {
2878 if (aflags & AP_PRINT) 3049 if (aflags & AP_PRINT)
2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2880 else 3051 else
2881 unapply_special(who, tmp, aflags); 3052 unapply_special (who, tmp, aflags);
2882 } 3053 }
2883 else { 3054 else
3055 {
2884 /* In this case, we want to try and remove a cursed item. 3056 /* In this case, we want to try and remove a cursed item.
2885 * While we know it won't work, we want unapply_special to 3057 * While we know it won't work, we want unapply_special to
2886 * at least generate the message. 3058 * at least generate the message.
2887 */ 3059 */
2888 new_draw_info_format(NDI_UNIQUE, 0, who, 3060 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2889 "No matter how hard you try, you just can't\nremove %s.",
2890 query_name(tmp));
2891 return 1; 3061 return 1;
2892 } 3062 }
2893 3063
2894 } 3064 }
2895 } 3065 }
2896 } 3066 }
2897 3067
2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 {
2899 /* this used up a slot that we need to free */ 3070 /* this used up a slot that we need to free */
2900 if (op->body_info[i]) { 3071 if (op->body_info[i])
3072 {
2901 last = who->inv; 3073 last = who->inv;
2902 3074
2903 /* We do a while loop - may need to remove several items in order 3075 /* We do a while loop - may need to remove several items in order
2904 * to free up enough slots. 3076 * to free up enough slots.
2905 */ 3077 */
2906 while ((who->body_used[i] + op->body_info[i]) < 0) { 3078 while ((who->body_used[i] + op->body_info[i]) < 0)
3079 {
2907 tmp = get_item_from_body_location(last, i); 3080 tmp = get_item_from_body_location (last, i);
2908 if (!tmp) { 3081 if (!tmp)
3082 {
2909#if 0 3083#if 0
2910 /* Not a bug - we'll get this if the player has cursed items 3084 /* Not a bug - we'll get this if the player has cursed items
2911 * equipped. 3085 * equipped.
2912 */ 3086 */
2913 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3087 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2914 i, body_locations[i].save_name, who->name);
2915#endif 3088#endif
2916 return 1; 3089 return 1;
2917 } 3090 }
2918 /* If we are just printing, we don't care about cursed status */ 3091 /* If we are just printing, we don't care about cursed status */
2919 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3092 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3093 {
2921 if (aflags & AP_PRINT) 3094 if (aflags & AP_PRINT)
2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2923 else 3096 else
2924 unapply_special(who, tmp, aflags); 3097 unapply_special (who, tmp, aflags);
2925 } 3098 }
2926 else { 3099 else
3100 {
2927 /* Cursed item that we can't unequip - tell the player. 3101 /* Cursed item that we can't unequip - tell the player.
2928 * Note this could be annoying if this is just one of a few, 3102 * Note this could be annoying if this is just one of a few,
2929 * so it may not be critical (eg, putting on a ring and you have 3103 * so it may not be critical (eg, putting on a ring and you have
2930 * one cursed ring.) 3104 * one cursed ring.)
2931 */ 3105 */
2932 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2933 } 3107 }
2934 last = tmp->below; 3108 last = tmp->below;
2935 } 3109 }
2936 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3110 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2937 * return in the !tmp would have kicked in. 3111 * return in the !tmp would have kicked in.
2938 */ 3112 */
2939 } /* if op is using this body location */ 3113 } /* if op is using this body location */
2940 } /* for body lcoations */ 3114 } /* for body lcoations */
2941 return 0; 3115 return 0;
2942} 3116}
2943 3117
2944/** 3118/**
2945 * Checks to see if 'who' can apply object 'op'. 3119 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special. 3120 * Returns 0 if apply can be done without anything special.
2950 * is set, do we really are what the other flags may be?) 3124 * is set, do we really are what the other flags may be?)
2951 * 3125 *
2952 * See include/define.h for detailed description of the meaning of 3126 * See include/define.h for detailed description of the meaning of
2953 * these return values. 3127 * these return values.
2954 */ 3128 */
3129int
2955int can_apply_object(object *who, object *op) 3130can_apply_object (object *who, object *op)
2956{ 3131{
2957 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0); 3133 return RESULT_INT (0);
2960 3134
2961 int i, retval=0; 3135 int i, retval = 0;
2962 object *tmp=NULL, *ws=NULL; 3136 object *tmp = NULL, *ws = NULL;
2963 3137
2964 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2965 * 2 weapons, but we don't want to let them do that. So if they are 3139 * 2 weapons, but we don't want to let them do that. So if they are
2966 * trying to equip a weapon or shield, see if they already have one 3140 * trying to equip a weapon or shield, see if they already have one
2967 * in place and store that way. 3141 * in place and store that way.
2968 */ 3142 */
2969 if (op->type == WEAPON || op->type == SHIELD) { 3143 if (op->type == WEAPON || op->type == SHIELD)
3144 {
2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3146 {
2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3148 {
2972 retval = CAN_APPLY_UNAPPLY; 3149 retval = CAN_APPLY_UNAPPLY;
2973 ws = tmp; 3150 ws = tmp;
2974 } 3151 }
2975 } 3152 }
2976 } 3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
2977 3159 {
2978
2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2980 if (op->body_info[i]) {
2981 /* Item uses more slots than we have */ 3160 /* Item uses more slots than we have */
2982 if (FABS(op->body_info[i]) > who->body_info[i]) { 3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
2983 /* Could return now for efficiently - rest of info below isn' 3163 /* Could return now for efficiently - rest of info below isn'
2984 * really needed. 3164 * really needed.
2985 */ 3165 */
2986 retval |= CAN_APPLY_NEVER; 3166 retval |= CAN_APPLY_NEVER;
3167 }
2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3168 else if ((who->body_used[i] + op->body_info[i]) < 0)
3169 {
2988 /* in this case, equipping this would use more free spots than 3170 /* in this case, equipping this would use more free spots than
2989 * we have. 3171 * we have.
2990 */ 3172 */
2991 object *tmp1; 3173 object *tmp1;
2992 3174
2993 3175
2994 /* if we have an applied weapon/shield, and unapply it would free 3176 /* if we have an applied weapon/shield, and unapply it would free
2995 * enough slots to equip the new item, then just set this can 3177 * enough slots to equip the new item, then just set this can
2996 * continue. We don't care about the logic below - if you have 3178 * continue. We don't care about the logic below - if you have
2997 * shield equipped and try to equip another shield, there is only 3179 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations 3180 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied 3181 * does take into the account cases where what is being applied
3000 * may be two handed for example. 3182 * may be two handed for example.
3001 */ 3183 */
3002 if (ws) { 3184 if (ws)
3185 {
3003 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 {
3004 retval |= CAN_APPLY_UNAPPLY; 3188 retval |= CAN_APPLY_UNAPPLY;
3005 continue; 3189 continue;
3006 } 3190 }
3007 } 3191 }
3008 3192
3009 tmp1 = get_item_from_body_location(who->inv, i); 3193 tmp1 = get_item_from_body_location (who->inv, i);
3010 if (!tmp1) { 3194 if (!tmp1)
3195 {
3011#if 0 3196#if 0
3012 /* This is sort of an error, but happens a lot when old players 3197 /* This is sort of an error, but happens a lot when old players
3013 * join in with more stuff equipped than they are now allowed. 3198 * join in with more stuff equipped than they are now allowed.
3014 */ 3199 */
3015 LOG(llevError,"Can't find object using location %d on %s\n", 3200 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3016 i, who->name);
3017#endif 3201#endif
3018 retval |= CAN_APPLY_NEVER; 3202 retval |= CAN_APPLY_NEVER;
3203 }
3019 } else { 3204 else
3205 {
3020 /* need to unapply something. However, if this something 3206 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need 3207 * is different than we had found before, it means they need
3022 * to apply multiple objects 3208 * to apply multiple objects
3023 */ 3209 */
3024 retval |= CAN_APPLY_UNAPPLY; 3210 retval |= CAN_APPLY_UNAPPLY;
3211 if (!tmp)
3025 if (!tmp) tmp = tmp1; 3212 tmp = tmp1;
3026 else if (tmp != tmp1) { 3213 else if (tmp != tmp1)
3214 {
3027 retval |= CAN_APPLY_UNAPPLY_MULT; 3215 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 } 3216 }
3029 /* This object isn't using up all the slots, so there must 3217 /* This object isn't using up all the slots, so there must
3030 * be another. If so, and it the new item doesn't need all 3218 * be another. If so, and it the new item doesn't need all
3031 * the slots, the player then has a choice. 3219 * the slots, the player then has a choice.
3032 */ 3220 */
3033 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3034 (FABS(op->body_info[i]) < who->body_info[i]))
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3222 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036 3223
3037 /* Does unequippint 'tmp1' free up enough slots for this to be 3224 /* Does unequippint 'tmp1' free up enough slots for this to be
3038 * equipped? If not, there must be something else to unapply. 3225 * equipped? If not, there must be something else to unapply.
3039 */ 3226 */
3040 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3041 retval |= CAN_APPLY_UNAPPLY_MULT; 3228 retval |= CAN_APPLY_UNAPPLY_MULT;
3042 3229
3043 } 3230 }
3044 } /* if not enough free slots */ 3231 } /* if not enough free slots */
3045 } /* if this object uses location i */ 3232 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */ 3233 } /* for i -> num_body_locations loop */
3047 3234
3048 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3235 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049 * really be controlled by use of body locations. We do have 3236 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters, 3237 * the weapon/shield checks, and the range checks for monsters,
3051 * because you can't control those just by body location - bows, shields, 3238 * because you can't control those just by body location - bows, shields,
3052 * and weapons all use the same slot. Similar for horn/rod/wand - they 3239 * and weapons all use the same slot. Similar for horn/rod/wand - they
3053 * all use the same location. 3240 * all use the same location.
3054 */ 3241 */
3055 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION;
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION;
3246
3247
3248 if (who->type != PLAYER)
3249 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3056 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3253 retval |= CAN_APPLY_RESTRICTION;
3059
3060
3061 if (who->type != PLAYER) {
3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3068 retval |= CAN_APPLY_RESTRICTION; 3255 retval |= CAN_APPLY_RESTRICTION;
3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION; 3257 retval |= CAN_APPLY_RESTRICTION;
3071 } 3258 }
3072 return retval; 3259 return retval;
3073} 3260}
3074 3261
3075 3262
3076 3263
3077/** 3264/**
3078 * who is the object using the object. It can be a monster. 3265 * who is the object using the object. It can be a monster.
3079 * op is the object they are using. op is an equipment type item, 3266 * op is the object they are using. op is an equipment type item,
3080 * eg, one which you put on and keep on for a while, and not something 3267 * eg, one which you put on and keep on for a while, and not something
3094 * 3281 *
3095 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096 * 3283 *
3097 * apply_special() doesn't check for unpaid items. 3284 * apply_special() doesn't check for unpaid items.
3098 */ 3285 */
3286int
3099int apply_special (object *who, object *op, int aflags) 3287apply_special (object *who, object *op, int aflags)
3100{ 3288{
3101 int basic_flag = aflags & AP_BASIC_FLAGS; 3289 int basic_flag = aflags & AP_BASIC_FLAGS;
3102 object *tmp, *tmp2, *skop=NULL; 3290 object *tmp, *tmp2, *skop = NULL;
3103 int i; 3291 int i;
3104 3292
3105 if(who==NULL) { 3293 if (who == NULL)
3294 {
3106 LOG(llevError,"apply_special() from object without environment.\n"); 3295 LOG (llevError, "apply_special() from object without environment.\n");
3107 return 1; 3296 return 1;
3108 } 3297 }
3109 3298
3110 if(op->env!=who) 3299 if (op->env != who)
3111 return 1; /* op is not in inventory */ 3300 return 1; /* op is not in inventory */
3112 3301
3113 /* trying to unequip op */ 3302 /* trying to unequip op */
3114 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3303 if (QUERY_FLAG (op, FLAG_APPLIED))
3304 {
3115 /* always apply, so no reason to unapply */ 3305 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY) return 0; 3306 if (basic_flag == AP_APPLY)
3307 return 0;
3117 3308
3118 if ( ! (aflags & AP_IGNORE_CURSE)
3119 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3120 new_draw_info_format(NDI_UNIQUE, 0, who, 3310 {
3121 "No matter how hard you try, you just can't\nremove %s.", 3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3122 query_name(op)); 3312 return 1;
3313 }
3314 return unapply_special (who, op, aflags);
3315 }
3316
3317 if (basic_flag == AP_UNAPPLY)
3318 return 0;
3319
3320 i = can_apply_object (who, op);
3321
3322 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i)
3324 {
3325 if (i & CAN_APPLY_NEVER)
3326 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3328 return 1;
3329 }
3330 else if (i & CAN_APPLY_RESTRICTION)
3331 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3333 return 1;
3334 }
3335 if (who->type != PLAYER)
3336 {
3337 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags))
3123 return 1; 3339 return 1;
3124 } 3340 }
3125 return unapply_special(who, op, aflags); 3341 else
3126 }
3127
3128 if (basic_flag == AP_UNAPPLY) return 0;
3129
3130 i = can_apply_object(who, op);
3131
3132 /* Can't just apply this object. Lets see what not and what to do */
3133 if (i) {
3134 if (i & CAN_APPLY_NEVER) {
3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3136 return 1;
3137 } else if (i & CAN_APPLY_RESTRICTION) {
3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3139 return 1;
3140 } 3342 {
3141 if (who->type != PLAYER) {
3142 /* Some error, so don't try to equip something more */
3143 if (unapply_for_ob(who, op, aflags)) return 1;
3144 } else {
3145 if (who->contr->unapply == unapply_never ||
3146 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3343 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3344 {
3147 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3148 unapply_for_ob(who, op, AP_PRINT); 3346 unapply_for_ob (who, op, AP_PRINT);
3347 return 1;
3348 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3351 i = unapply_for_ob (who, op, aflags);
3352 if (i)
3149 return 1; 3353 return 1;
3150 } 3354 }
3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3152 i = unapply_for_ob(who, op, aflags);
3153 if (i) return 1;
3154 } 3355 }
3155 }
3156 } 3356 }
3357
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 {
3158 skop=find_skill_by_name(who, op->skill); 3360 skop = find_skill_by_name (who, op->skill);
3159 if (!skop) { 3361 if (!skop)
3362 {
3160 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3364 return 1;
3365 }
3366 else
3367 {
3368 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated
3370 */
3371 change_skill (who, skop, 0);
3372 }
3373 }
3374
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376 {
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3378 return 1;
3379 }
3380
3381
3382 /* Ok. We are now at the state where we can apply the new object.
3383 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object.
3385 */
3386
3387
3388 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1);
3390 else
3391 tmp = NULL;
3392
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0);
3395
3396 switch (op->type)
3397 {
3398 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat))
3400 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403 if (tmp != NULL)
3404 (void) insert_ob_in_ob (tmp, who);
3161 return 1; 3405 return 1;
3162 } else {
3163 /* While experience will be credited properly, we want to change the
3164 * skill so that the dam and wc get updated
3165 */
3166 change_skill(who, skop, 0);
3167 }
3168 }
3169
3170 if (who->type == PLAYER && op->item_power &&
3171 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173 return 1;
3174 }
3175
3176
3177 /* Ok. We are now at the state where we can apply the new object.
3178 * Note that we don't have the checks for can_use_...
3179 * below - that is already taken care of by can_apply_object.
3180 */
3181
3182
3183 if(op->nrof > 1)
3184 tmp = get_split_ob(op,op->nrof - 1);
3185 else
3186 tmp = NULL;
3187
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3191
3192 switch(op->type) {
3193 case WEAPON:
3194 if (!check_weapon_power(who, op->last_eat)) {
3195 new_draw_info(NDI_UNIQUE, 0,who,
3196 "That weapon is too powerful for you to use.");
3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198 if(tmp!=NULL)
3199 (void) insert_ob_in_ob(tmp,who);
3200 return 1;
3201 } 3406 }
3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 {
3203 /* if the weapon does not have the name as the character, can't use it. */ 3409 /* if the weapon does not have the name as the character, can't use it. */
3204 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3410 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3205 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 if(tmp!=NULL) 3412 if (tmp != NULL)
3207 (void) insert_ob_in_ob(tmp,who); 3413 (void) insert_ob_in_ob (tmp, who);
3208 return 1; 3414 return 1;
3209 } 3415 }
3210 SET_FLAG(op, FLAG_APPLIED); 3416 SET_FLAG (op, FLAG_APPLIED);
3211 3417
3418 if (skop)
3212 if (skop) change_skill(who, skop, 1); 3419 change_skill (who, skop, 1);
3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3214 SET_FLAG(who, FLAG_READY_WEAPON); 3421 SET_FLAG (who, FLAG_READY_WEAPON);
3215 3422
3216 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3217 3424
3218 (void) change_abil (who,op); 3425 (void) change_abil (who, op);
3219 break; 3426 break;
3220 3427
3221 case ARMOUR: 3428 case ARMOUR:
3222 case HELMET: 3429 case HELMET:
3223 case SHIELD: 3430 case SHIELD:
3224 case BOOTS: 3431 case BOOTS:
3225 case GLOVES: 3432 case GLOVES:
3226 case GIRDLE: 3433 case GIRDLE:
3227 case BRACERS: 3434 case BRACERS:
3228 case CLOAK: 3435 case CLOAK:
3229 case RING: 3436 case RING:
3230 case AMULET: 3437 case AMULET:
3231 SET_FLAG(op, FLAG_APPLIED); 3438 SET_FLAG (op, FLAG_APPLIED);
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3233 (void) change_abil (who,op); 3440 (void) change_abil (who, op);
3234 break; 3441 break;
3235 case LAMP: 3442 case LAMP:
3236 if (op->stats.food < 1) { 3443 if (op->stats.food < 1)
3444 {
3237 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3238 " fuel!", op->name);
3239 return 1; 3446 return 1;
3240 } 3447 }
3241 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3242 op->name);
3243 tmp2 = arch_to_object(op->other_arch); 3449 tmp2 = arch_to_object (op->other_arch);
3244 tmp2->stats.food = op->stats.food; 3450 tmp2->stats.food = op->stats.food;
3245 SET_FLAG(tmp2, FLAG_APPLIED); 3451 SET_FLAG (tmp2, FLAG_APPLIED);
3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3247 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3453 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3248 insert_ob_in_ob(tmp2, who); 3454 insert_ob_in_ob (tmp2, who);
3249 3455
3250 /* Remove the old lantern */ 3456 /* Remove the old lantern */
3457 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count);
3459
3460 op->destroy ();
3461
3462 /* insert the portion that was split off */
3463 if (tmp != NULL)
3464 {
3465 (void) insert_ob_in_ob (tmp, who);
3251 if (who->type == PLAYER) 3466 if (who->type == PLAYER)
3252 esrv_del_item(who->contr, (tag_t)op->count);
3253 remove_ob(op);
3254 free_object(op);
3255
3256 /* insert the portion that was split off */
3257 if(tmp!=NULL) {
3258 (void) insert_ob_in_ob(tmp,who);
3259 if(who->type==PLAYER)
3260 esrv_send_item(who, tmp); 3467 esrv_send_item (who, tmp);
3261 } 3468 }
3262 fix_player(who); 3469 who->update_stats ();
3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3264 if (who->type == PLAYER) { 3472 if (who->type == PLAYER)
3473 {
3265 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3267 } 3476 }
3268 } 3477 }
3269 if(who->type==PLAYER) 3478 if (who->type == PLAYER)
3270 esrv_send_item(who, tmp2); 3479 esrv_send_item (who, tmp2);
3271 return 0; 3480 return 0;
3272 break; 3481 break;
3273 3482
3274 /* this part is needed for skill-tools */ 3483 /* this part is needed for skill-tools */
3275 case SKILL: 3484 case SKILL:
3276 case SKILL_TOOL: 3485 case SKILL_TOOL:
3277 if (who->chosen_skill) { 3486 if (who->chosen_skill)
3487 {
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279 return 1; 3489 return 1;
3280 } 3490 }
3281 if (who->type == PLAYER) { 3491 if (who->type == PLAYER)
3492 {
3282 who->contr->shoottype = range_skill; 3493 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op; 3494 who->contr->ranges[range_skill] = op;
3284 if ( ! op->invisible) { 3495 if (!op->invisible)
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3288 "You can now use the skill: %s.",
3289 op->skill);
3290 } else {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3292 op->skill? op->skill:op->name);
3293 } 3496 {
3294 }
3295 SET_FLAG (op, FLAG_APPLIED);
3296 (void) change_abil (who, op);
3297 who->chosen_skill = op;
3298 SET_FLAG (who, FLAG_READY_SKILL);
3299 break;
3300
3301 case BOW:
3302 if (!check_weapon_power(who, op->last_eat)) {
3303 new_draw_info(NDI_UNIQUE, 0, who,
3304 "That item is too powerful for you to use.");
3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306 if(tmp != NULL)
3307 (void)insert_ob_in_ob(tmp,who);
3308 return 1;
3309 }
3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3311 new_draw_info(NDI_UNIQUE, 0, who,
3312 "The weapon does not recognize you as its owner.");
3313 if(tmp != NULL)
3314 (void)insert_ob_in_ob(tmp,who);
3315 return 1;
3316 }
3317 /*FALLTHROUGH*/
3318 case WAND:
3319 case ROD:
3320 case HORN:
3321 /* check for skill, alter player status */
3322 SET_FLAG(op, FLAG_APPLIED);
3323 if (skop) change_skill(who, skop, 0);
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3498 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499 }
3500 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503 }
3504 }
3505 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op);
3507 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL);
3509 break;
3325 3510
3511 case BOW:
3512 if (!check_weapon_power (who, op->last_eat))
3513 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3516 if (tmp != NULL)
3517 (void) insert_ob_in_ob (tmp, who);
3518 return 1;
3519 }
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3523 if (tmp != NULL)
3524 (void) insert_ob_in_ob (tmp, who);
3525 return 1;
3526 }
3527 /*FALLTHROUGH*/ case WAND:
3528 case ROD:
3529 case HORN:
3530 /* check for skill, alter player status */
3531 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0);
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535
3326 if(who->type==PLAYER) { 3536 if (who->type == PLAYER)
3537 {
3327 if (op->type == BOW) { 3538 if (op->type == BOW)
3539 {
3328 (void)change_abil(who, op); 3540 (void) change_abil (who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who, 3541 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.",
3331 op->race ? op->race : "nothing", query_name(op)); 3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3332 who->contr->shoottype = range_bow; 3543 who->contr->shoottype = range_bow;
3544 }
3333 } else { 3545 else
3546 {
3334 who->contr->shoottype = range_misc; 3547 who->contr->shoottype = range_misc;
3335 } 3548 }
3549 }
3336 } else { 3550 else
3551 {
3337 if (op->type == BOW) 3552 if (op->type == BOW)
3338 SET_FLAG (who, FLAG_READY_BOW); 3553 SET_FLAG (who, FLAG_READY_BOW);
3339 else 3554 else
3340 SET_FLAG (who, FLAG_READY_RANGE); 3555 SET_FLAG (who, FLAG_READY_RANGE);
3341 } 3556 }
3342 break; 3557 break;
3343 3558
3344 case BUILDER: 3559 case BUILDER:
3345 if ( who->contr->ranges[ range_builder ] ) 3560 if (who->contr->ranges[range_builder])
3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3561 unapply_special (who, who->contr->ranges[range_builder], 0);
3347 who->contr->shoottype = range_builder; 3562 who->contr->shoottype = range_builder;
3348 who->contr->ranges[ range_builder ] = op; 3563 who->contr->ranges[range_builder] = op;
3349 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3350 break; 3565 break;
3351 3566
3352 default: 3567 default:
3353 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3354 } /* end of switch op->type */ 3569 } /* end of switch op->type */
3355 3570
3356 SET_FLAG(op, FLAG_APPLIED); 3571 SET_FLAG (op, FLAG_APPLIED);
3357 3572
3358 if(tmp!=NULL) 3573 if (tmp != NULL)
3359 tmp = insert_ob_in_ob(tmp,who); 3574 tmp = insert_ob_in_ob (tmp, who);
3360 3575
3361 fix_player(who); 3576 who->update_stats ();
3362 3577
3363 /* We exclude spell casting objects. The fire code will set the 3578 /* We exclude spell casting objects. The fire code will set the
3364 * been applied flag when they are used - until that point, 3579 * been applied flag when they are used - until that point,
3365 * you don't know anything about them. 3580 * you don't know anything about them.
3366 */ 3581 */
3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3582 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3368 op->type!=ROD)
3369 SET_FLAG(op,FLAG_BEEN_APPLIED); 3583 SET_FLAG (op, FLAG_BEEN_APPLIED);
3370 3584
3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3585 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3586 {
3372 if (who->type == PLAYER) { 3587 if (who->type == PLAYER)
3588 {
3373 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3374 SET_FLAG(op,FLAG_KNOWN_CURSED); 3590 SET_FLAG (op, FLAG_KNOWN_CURSED);
3375 } 3591 }
3376 } 3592 }
3377 if(who->type==PLAYER) { 3593 if (who->type == PLAYER)
3594 {
3378 /* if multiple objects were applied, update both slots */ 3595 /* if multiple objects were applied, update both slots */
3379 if (tmp) 3596 if (tmp)
3380 esrv_send_item(who, tmp); 3597 esrv_send_item (who, tmp);
3381 esrv_send_item(who, op); 3598 esrv_send_item (who, op);
3382 } 3599 }
3383 return 0; 3600 return 0;
3384} 3601}
3385 3602
3386 3603
3604int
3387int monster_apply_special (object *who, object *op, int aflags) 3605monster_apply_special (object *who, object *op, int aflags)
3388{ 3606{
3389 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3390 return 1; 3608 return 1;
3391 return apply_special (who, op, aflags); 3609 return apply_special (who, op, aflags);
3392} 3610}
3393 3611
3394/** 3612/**
3395 * Map was just loaded, handle op's initialisation. 3613 * Map was just loaded, handle op's initialisation.
3396 * 3614 *
3397 * Generates shop floor's item, and treasures. 3615 * Generates shop floor's item, and treasures.
3398 */ 3616 */
3617int
3399int auto_apply (object *op) { 3618auto_apply (object *op)
3619{
3400 object *tmp = NULL, *tmp2; 3620 object *tmp = NULL, *tmp2;
3401 int i; 3621 int i;
3402 3622
3403 switch(op->type) { 3623 switch (op->type)
3624 {
3404 case SHOP_FLOOR: 3625 case SHOP_FLOOR:
3405 if (!HAS_RANDOM_ITEMS(op)) return 0; 3626 if (!op->has_random_items ())
3627 return 0;
3628
3629 do
3406 do { 3630 {
3407 i=10; /* let's give it 10 tries */ 3631 i = 10; /* let's give it 10 tries */
3408 while((tmp=generate_treasure(op->randomitems, 3632 while ((tmp = generate_treasure (op->randomitems,
3409 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3633 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3410 if(tmp==NULL) 3634 if (tmp == NULL)
3411 return 0;
3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413 free_object(tmp);
3414 tmp = NULL;
3415 }
3416 } while(!tmp);
3417 tmp->x=op->x;
3418 tmp->y=op->y;
3419 SET_FLAG(tmp,FLAG_UNPAID);
3420 insert_ob_in_map(tmp,op->map,NULL,0);
3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422 identify(tmp);
3423 break;
3424
3425 case TREASURE:
3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427 return 0; 3635 return 0;
3636 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3637 {
3638 tmp->destroy ();
3639 tmp = NULL;
3640 }
3641 }
3642 while (!tmp);
3643
3644 tmp->x = op->x;
3645 tmp->y = op->y;
3646 SET_FLAG (tmp, FLAG_UNPAID);
3647 insert_ob_in_map (tmp, op->map, NULL, 0);
3648 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3649 identify (tmp);
3650 break;
3651
3652 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0;
3655
3428 while ((op->stats.hp--)>0) 3656 while ((op->stats.hp--) > 0)
3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3430 op->stats.exp ? (int)op->stats.exp :
3431 op->map == NULL ? 14: op->map->difficulty,0); 3658 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3432 3659
3433 /* If we generated an object and put it in this object inventory, 3660 /* If we generated an object and put it in this object inventory,
3434 * move it to the parent object as the current object is about 3661 * move it to the parent object as the current object is about
3435 * to disappear. An example of this item is the random_* stuff 3662 * to disappear. An example of this item is the random_* stuff
3436 * that is put inside other objects. 3663 * that is put inside other objects.
3437 */ 3664 */
3438 for (tmp=op->inv; tmp; tmp=tmp2) { 3665 for (tmp = op->inv; tmp; tmp = tmp2)
3666 {
3439 tmp2 = tmp->below; 3667 tmp2 = tmp->below;
3440 remove_ob(tmp); 3668 tmp->remove ();
3669
3670 if (op->env)
3441 if (op->env) insert_ob_in_ob(tmp, op->env); 3671 insert_ob_in_ob (tmp, op->env);
3442 else free_object(tmp); 3672 else
3673 tmp->destroy ();
3443 } 3674 }
3444 remove_ob(op); 3675
3445 free_object(op); 3676 op->destroy ();
3446 break; 3677 break;
3447 } 3678 }
3448 return tmp ? 1 : 0; 3679 return tmp ? 1 : 0;
3449} 3680}
3450 3681
3451/** 3682/**
3452 * fix_auto_apply goes through the entire map (only the first time 3683 * fix_auto_apply goes through the entire map (only the first time
3453 * when an original map is loaded) and performs special actions for 3684 * when an original map is loaded) and performs special actions for
3454 * certain objects (most initialization of chests and creation of 3685 * certain objects (most initialization of chests and creation of
3455 * treasures and stuff). Calls auto_apply if appropriate. 3686 * treasures and stuff). Calls auto_apply if appropriate.
3456 */ 3687 */
3688void
3689maptile::fix_auto_apply ()
3690{
3691 if (!spaces)
3692 return;
3457 3693
3458void fix_auto_apply(mapstruct *m) { 3694 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3459 object *tmp,*above=NULL; 3695 for (object *tmp = ms->bot; tmp; )
3460 int x,y; 3696 {
3697 object *above = tmp->above;
3461 3698
3462 if(m==NULL) return;
3463
3464 for(x=0;x<MAP_WIDTH(m);x++)
3465 for(y=0;y<MAP_HEIGHT(m);y++)
3466 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3467 above=tmp->above;
3468
3469 if (tmp->inv) { 3699 if (tmp->inv)
3700 {
3470 object *invtmp, *invnext; 3701 object *invtmp, *invnext;
3471 3702
3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3703 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3704 {
3473 invnext = invtmp->below; 3705 invnext = invtmp->below;
3474 3706
3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3707 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3476 auto_apply(invtmp); 3708 auto_apply (invtmp);
3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3709 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3710 {
3478 while ((invtmp->stats.hp--)>0) 3711 while ((invtmp->stats.hp--) > 0)
3479 create_treasure(invtmp->randomitems, invtmp, 0, 3712 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3480 m->difficulty,0); 3713
3481 invtmp->randomitems = NULL; 3714 invtmp->randomitems = NULL;
3482 }
3483 else if (invtmp && invtmp->arch &&
3484 invtmp->type!=TREASURE &&
3485 invtmp->type != SPELL &&
3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 } 3715 }
3496 /* This is really temporary - the code at the bottom will 3716 else if (invtmp && invtmp->arch
3497 * also set randomitems to null. The problem is there are bunches 3717 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3498 * of maps/players already out there with items that have spells
3499 * which haven't had the randomitems set to null yet.
3500 * MSW 2004-05-13
3501 * 3718 {
3502 * And if it's a spellbook, it's better to set randomitems to NULL too, 3719 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3503 * else you get two spells in the book ^_- 3720 /* Need to clear this so that we never try to create
3504 * Ryo 2004-08-16 3721 * treasure again for this object
3505 */ 3722 */
3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509 tmp->randomitems = NULL;
3510
3511 }
3512
3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514 auto_apply(tmp);
3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516 while ((tmp->stats.hp--)>0)
3517 create_treasure(tmp->randomitems, tmp, 0,
3518 m->difficulty,0);
3519 tmp->randomitems = NULL; 3723 invtmp->randomitems = NULL;
3520 }
3521 else if(tmp->type==TIMED_GATE) {
3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524 tmp->speed = 0;
3525 update_ob_speed(tmp);
3526 } 3724 }
3527 } 3725 }
3726 /* This is really temporary - the code at the bottom will
3727 * also set randomitems to null. The problem is there are bunches
3728 * of maps/players already out there with items that have spells
3729 * which haven't had the randomitems set to null yet.
3730 * MSW 2004-05-13
3731 *
3732 * And if it's a spellbook, it's better to set randomitems to NULL too,
3733 * else you get two spells in the book ^_-
3734 * Ryo 2004-08-16
3735 */
3736 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3737 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3738 tmp->randomitems = NULL;
3739
3740 }
3741
3742 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3743 auto_apply (tmp);
3744 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3745 {
3746 while ((tmp->stats.hp--) > 0)
3747 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3748 tmp->randomitems = NULL;
3749 }
3750 else if (tmp->type == TIMED_GATE)
3751 {
3752 object *head = tmp->head != NULL ? tmp->head : tmp;
3753
3754 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3755 tmp->set_speed (0);
3756 }
3528 /* This function can be called everytime a map is loaded, even when 3757 /* This function can be called everytime a map is loaded, even when
3529 * swapping back in. As such, we don't want to create the treasure 3758 * swapping back in. As such, we don't want to create the treasure
3530 * over and ove again, so after we generate the treasure, blank out 3759 * over and ove again, so after we generate the treasure, blank out
3531 * randomitems so if it is swapped in again, it won't make anything. 3760 * randomitems so if it is swapped in again, it won't make anything.
3532 * This is a problem for the above objects, because they have counters 3761 * This is a problem for the above objects, because they have counters
3533 * which say how many times to make the treasure. 3762 * which say how many times to make the treasure.
3534 */ 3763 */
3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3764 else if (tmp && tmp->arch && tmp->type != PLAYER
3536 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3765 && tmp->type != TREASURE && tmp->type != SPELL
3537 HAS_RANDOM_ITEMS(tmp)) { 3766 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3767 {
3538 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3539 m->difficulty,0);
3540 tmp->randomitems = NULL; 3769 tmp->randomitems = NULL;
3541 }
3542 } 3770 }
3543 3771
3544 for(x=0;x<MAP_WIDTH(m);x++) 3772 tmp = above;
3545 for(y=0;y<MAP_HEIGHT(m);y++) 3773 }
3546 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3774
3547 if (tmp->above && 3775 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3777 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549 check_trigger (tmp, tmp->above); 3778 check_trigger (tmp, tmp->above);
3550} 3779}
3551 3780
3552/** 3781/**
3553 * Handles player eating food that temporarily changes status (resistances, stats). 3782 * Handles player eating food that temporarily changes status (resistances, stats).
3554 * This used to call cast_change_attr(), but 3783 * This used to call cast_change_attr(), but
3555 * that doesn't work with the new spell code. Since we know what 3784 * that doesn't work with the new spell code. Since we know what
3556 * the food changes, just grab a force and use that instead. 3785 * the food changes, just grab a force and use that instead.
3557 */ 3786 */
3558 3787
3788void
3559void eat_special_food(object *who, object *food) { 3789eat_special_food (object *who, object *food)
3790{
3560 object *force; 3791 object *force;
3561 int i, did_one=0; 3792 int i, did_one = 0;
3562 sint8 k; 3793 sint8 k;
3563 3794
3564 force = get_archetype(FORCE_NAME); 3795 force = get_archetype (FORCE_NAME);
3565 3796
3566 for (i=0; i < NUM_STATS; i++) { 3797 for (i = 0; i < NUM_STATS; i++)
3798 {
3567 k = get_attr_value(&food->stats, i); 3799 k = get_attr_value (&food->stats, i);
3568 if (k) { 3800 if (k)
3801 {
3569 set_attr_value(&force->stats, i, k); 3802 set_attr_value (&force->stats, i, k);
3570 did_one = 1; 3803 did_one = 1;
3571 } 3804 }
3572 } 3805 }
3573 3806
3574 /* check if we can protect the eater */ 3807 /* check if we can protect the eater */
3575 for (i=0; i<NROFATTACKS; i++) { 3808 for (i = 0; i < NROFATTACKS; i++)
3809 {
3576 if (food->resist[i]>0) { 3810 if (food->resist[i] > 0)
3811 {
3577 force->resist[i] = food->resist[i] / 2; 3812 force->resist[i] = food->resist[i] / 2;
3578 did_one = 1; 3813 did_one = 1;
3579 } 3814 }
3580 } 3815 }
3816
3581 if (did_one) { 3817 if (did_one)
3818 {
3582 force->speed = 0.1; 3819 force->set_speed (0.1);
3583 update_ob_speed(force);
3584 /* bigger morsel of food = longer effect time */ 3820 /* bigger morsel of food = longer effect time */
3585 force->stats.food = food->stats.food / 5; 3821 force->duration = food->stats.food / 5;
3586 SET_FLAG(force, FLAG_IS_USED_UP);
3587 SET_FLAG(force, FLAG_APPLIED); 3822 SET_FLAG (force, FLAG_APPLIED);
3588 change_abil(who, force); 3823 change_abil (who, force);
3589 insert_ob_in_ob(force, who); 3824 insert_ob_in_ob (force, who);
3590 } else {
3591 free_object(force);
3592 } 3825 }
3826 else
3827 force->destroy ();
3593 3828
3594 /* check for hp, sp change */ 3829 /* check for hp, sp change */
3595 if(food->stats.hp!=0) { 3830 if (food->stats.hp != 0)
3831 {
3596 if(QUERY_FLAG(food, FLAG_CURSED)) { 3832 if (QUERY_FLAG (food, FLAG_CURSED))
3833 {
3597 strcpy(who->contr->killer,food->name); 3834 strcpy (who->contr->killer, food->name);
3598 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3835 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 }
3838 else
3839 {
3840 if (food->stats.hp > 0)
3841 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3842 else
3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3843 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3600 } else {
3601 if(food->stats.hp>0)
3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3603 else
3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3605 who->stats.hp += food->stats.hp; 3844 who->stats.hp += food->stats.hp;
3606 } 3845 }
3607 } 3846 }
3608 if(food->stats.sp!=0) { 3847 if (food->stats.sp != 0)
3848 {
3609 if(QUERY_FLAG(food, FLAG_CURSED)) { 3849 if (QUERY_FLAG (food, FLAG_CURSED))
3850 {
3610 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3611 who->stats.sp -= food->stats.sp; 3852 who->stats.sp -= food->stats.sp;
3612 if(who->stats.sp<0) who->stats.sp=0; 3853 if (who->stats.sp < 0)
3613 } else { 3854 who->stats.sp = 0;
3855 }
3856 else
3857 {
3614 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3858 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3615 who->stats.sp += food->stats.sp; 3859 who->stats.sp += food->stats.sp;
3616 /* place limit on max sp from food? */ 3860 /* place limit on max sp from food? */
3617 } 3861 }
3618 } 3862 }
3619 fix_player(who); 3863 who->update_stats ();
3620} 3864}
3621
3622 3865
3623/** 3866/**
3624 * Designed primarily to light torches/lanterns/etc. 3867 * Designed primarily to light torches/lanterns/etc.
3625 * Also burns up burnable material too. First object in the inventory is 3868 * Also burns up burnable material too. First object in the inventory is
3626 * the selected object to "burn". -b.t. 3869 * the selected object to "burn". -b.t.
3627 */ 3870 */
3628 3871void
3629void apply_lighter(object *who, object *lighter) { 3872apply_lighter (object *who, object *lighter)
3873{
3630 object *item; 3874 object *item;
3631 int is_player_env=0; 3875 int is_player_env = 0;
3632 uint32 nrof;
3633 tag_t count;
3634 char item_name[MAX_BUF];
3635 3876
3636 item=find_marked_object(who); 3877 item = find_marked_object (who);
3637 if(item) { 3878 if (item)
3879 {
3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3880 if (lighter->last_eat && lighter->stats.food)
3881 { /* lighter gets used up */
3639 /* Split multiple lighters if they're being used up. Otherwise * 3882 /* Split multiple lighters if they're being used up. Otherwise *
3640 * one charge from each would be used up. --DAMN */ 3883 * one charge from each would be used up. --DAMN */
3641 if(lighter->nrof > 1) { 3884 if (lighter->nrof > 1)
3885 {
3642 object *oneLighter = get_object(); 3886 object *oneLighter = lighter->clone ();
3643 copy_object(lighter, oneLighter); 3887
3644 lighter->nrof -= 1; 3888 lighter->nrof -= 1;
3645 oneLighter->nrof = 1; 3889 oneLighter->nrof = 1;
3646 oneLighter->stats.food--; 3890 oneLighter->stats.food--;
3647 esrv_send_item(who, lighter); 3891 esrv_send_item (who, lighter);
3648 oneLighter=insert_ob_in_ob(oneLighter, who); 3892 oneLighter = insert_ob_in_ob (oneLighter, who);
3649 esrv_send_item(who, oneLighter); 3893 esrv_send_item (who, oneLighter);
3894 }
3650 } else { 3895 else
3651 lighter->stats.food--; 3896 lighter->stats.food--;
3652 } 3897 }
3653 3898 else if (lighter->last_eat)
3654 } else if(lighter->last_eat) { /* no charges left in lighter */ 3899 { /* no charges left in lighter */
3655 new_draw_info_format(NDI_UNIQUE, 0,who, 3900 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3656 "You attempt to light the %s with a used up %s.",
3657 item->name, lighter->name);
3658 return; 3901 return;
3659 } 3902 }
3903
3660 /* Perhaps we should split what we are trying to light on fire? 3904 /* Perhaps we should split what we are trying to light on fire?
3661 * I can't see many times when you would want to light multiple 3905 * I can't see many times when you would want to light multiple
3662 * objects at once. 3906 * objects at once.
3663 */ 3907 */
3664 nrof=item->nrof;
3665 count=item->count;
3666 /* If the item is destroyed, we don't have a valid pointer to the
3667 * name object, so make a copy so the message we print out makes
3668 * some sense.
3669 */
3670 strcpy(item_name, item->name);
3671 if (who == is_player_inv(item)) is_player_env=1;
3672 3908
3909 if (who == item->in_player ())
3910 is_player_env = 1;
3911
3673 save_throw_object(item,AT_FIRE,who); 3912 save_throw_object (item, AT_FIRE, who);
3674 /* Change to check count and not freed, since the object pointer 3913
3675 * may have gotten recycled 3914 if (item->destroyed ())
3676 */ 3915 {
3677 if ((nrof != item->nrof ) || (count != item->count)) { 3916 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3678 new_draw_info_format(NDI_UNIQUE, 0,who,
3679 "You light the %s with the %s.",item_name,lighter->name);
3680 /* Need to update the player so that the players glow radius 3917 /* Need to update the player so that the players glow radius
3681 * gets changed. 3918 * gets changed.
3682 */ 3919 */
3683 if (is_player_env) fix_player(who); 3920 if (is_player_env)
3921 who->update_stats ();
3922 }
3684 } else { 3923 else
3685 new_draw_info_format(NDI_UNIQUE, 0,who,
3686 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3924 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3687 } 3925 }
3688 3926 else /* nothing to light */
3689 } else /* nothing to light */
3690 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3927 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3691 3928
3692} 3929}
3693 3930
3694/** 3931/**
3695 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3696 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3697 */ 3934 */
3935void
3698void scroll_failure(object *op, int failure, int power) 3936scroll_failure (object *op, int failure, int power)
3699{ 3937{
3700 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3701 3940
3702 if(failure<= -1&&failure > -15) {/* wonder */ 3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3703 object *tmp; 3943 object *tmp;
3704 3944
3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3945 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3706 tmp=get_archetype(SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3707 cast_wonder(op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3708 free_object(tmp); 3948 tmp->destroy ();
3949 }
3709 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3952 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3712 if(op->stats.sp<0) op->stats.sp = 0; 3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3713 } else if (settings.spell_failure_effects == TRUE) { 3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3714 if (failure <= -35&&failure > -60) { /* confusion */ 3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3715 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3961 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3716 confuse_player(op,op,power); 3962 confuse_player (op, op, power);
3963 }
3717 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3718 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3966 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3719 "you!");
3720 paralyze_player(op,op,power); 3967 paralyze_player (op, op, power);
3968 }
3721 } else if (failure <= -70&&failure> -80) {/* blind */ 3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3722 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3971 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3723 blind_player(op,op,power); 3972 blind_player (op, op, power);
3724 } else if (failure <= -80) {/* blast the immediate area */ 3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3725 object *tmp; 3976 object *tmp;
3977
3726 tmp=get_archetype(LOOSE_MANA); 3978 tmp = get_archetype (LOOSE_MANA);
3727 cast_magic_storm(op,tmp, power); 3979 cast_magic_storm (op, tmp, power);
3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3729 free_object(tmp); 3981 tmp->destroy ();
3730 } 3982 }
3731 } 3983 }
3732} 3984}
3733 3985
3986void
3734void apply_changes_to_player(object *pl, object *change) { 3987apply_changes_to_player (object *pl, object *change)
3988{
3735 int excess_stat=0; /* if the stat goes over the maximum 3989 int excess_stat = 0; /* if the stat goes over the maximum
3736 for the race, put the excess stat some 3990 for the race, put the excess stat some
3737 where else. */ 3991 where else. */
3738 3992
3739 switch (change->type) { 3993 switch (change->type)
3994 {
3740 case CLASS: { 3995 case CLASS:
3996 {
3741 living *stats = &(pl->contr->orig_stats); 3997 living *stats = &(pl->contr->orig_stats);
3742 living *ns = &(change->stats); 3998 living *ns = &(change->stats);
3743 object *walk; 3999 object *walk;
3744 int flag_change_face=1; 4000 int flag_change_face = 1;
3745 4001
3746 /* the following code assigns stats up to the stat max 4002 /* the following code assigns stats up to the stat max
3747 * for the race, and if the stat max is exceeded, 4003 * for the race, and if the stat max is exceeded,
3748 * tries to randomly reassign the excess stat 4004 * tries to randomly reassign the excess stat
3749 */ 4005 */
3750 int i,j; 4006 int i, j;
4007
3751 for(i=0;i<NUM_STATS;i++) { 4008 for (i = 0; i < NUM_STATS; i++)
4009 {
3752 sint8 stat=get_attr_value(stats,i); 4010 sint8 stat = get_attr_value (stats, i);
3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4012
3754 stat += get_attr_value(ns,i); 4013 stat += get_attr_value (ns, i);
3755 if(stat > 20 + race_bonus) { 4014 if (stat > 20 + race_bonus)
4015 {
3756 excess_stat++; 4016 excess_stat++;
3757 stat = 20+race_bonus; 4017 stat = 20 + race_bonus;
3758 } 4018 }
3759 set_attr_value(stats,i,stat); 4019 set_attr_value (stats, i, stat);
3760 } 4020 }
3761 4021
3762 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4022 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */
3763 int i = rndm(0, 6); 4024 int i = rndm (0, 6);
3764 int stat=get_attr_value(stats,i); 4025 int stat = get_attr_value (stats, i);
3765 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027
4028 if (i == CHA)
3766 if(i==CHA) continue; /* exclude cha from this */ 4029 continue; /* exclude cha from this */
3767 if( stat < 20 + race_bonus) { 4030 if (stat < 20 + race_bonus)
4031 {
3768 change_attr_value(stats,i,1); 4032 change_attr_value (stats, i, 1);
3769 excess_stat--; 4033 excess_stat--;
3770 } 4034 }
3771 } 4035 }
3772 4036
3773 /* insert the randomitems from the change's treasurelist into 4037 /* insert the randomitems from the change's treasurelist into
3774 * the player ref: player.c 4038 * the player ref: player.c
3775 */ 4039 */
3776 if(change->randomitems!=NULL) 4040 if (change->randomitems != NULL)
3777 give_initial_items(pl,change->randomitems); 4041 give_initial_items (pl, change->randomitems);
3778 4042
3779 4043
3780 /* set up the face, for some races. */ 4044 /* set up the face, for some races. */
3781 4045
3782 /* first, look for the force object banning 4046 /* first, look for the force object banning
3783 * changing the face. Certain races never change face with class. 4047 * changing the face. Certain races never change face with class.
3784 */ 4048 */
3785 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4049 for (walk = pl->inv; walk != NULL; walk = walk->below)
3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4050 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4051 flag_change_face = 0;
3787 4052
3788 if(flag_change_face) { 4053 if (flag_change_face)
4054 {
3789 pl->animation_id = GET_ANIM_ID(change); 4055 pl->animation_id = GET_ANIM_ID (change);
3790 pl->face = change->face; 4056 pl->face = change->face;
3791 4057
3792 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4058 if (QUERY_FLAG (change, FLAG_ANIMATE))
3793 SET_FLAG(pl,FLAG_ANIMATE); 4059 SET_FLAG (pl, FLAG_ANIMATE);
3794 else 4060 else
3795 CLEAR_FLAG(pl,FLAG_ANIMATE); 4061 CLEAR_FLAG (pl, FLAG_ANIMATE);
3796 } 4062 }
3797 4063
3798 /* check the special case of can't use weapons */ 4064 /* check the special case of can't use weapons */
3799 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4065 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4066 if (!strcmp (change->name, "monk"))
4067 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3801 4068
3802 break; 4069 break;
3803 } 4070 }
3804 } 4071 }
3805} 4072}
3806 4073
3807/** 4074/**
3812 * Change information is contained in the 'slaying' field of the marked item. 4079 * Change information is contained in the 'slaying' field of the marked item.
3813 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4080 * The format is as follow: transformer:[number ]yield[;transformer:...].
3814 * This way an item can be transformed in many things, and/or many objects. 4081 * This way an item can be transformed in many things, and/or many objects.
3815 * The 'slaying' field for transformer is used as verb for the action. 4082 * The 'slaying' field for transformer is used as verb for the action.
3816 */ 4083 */
4084void
3817void apply_item_transformer( object* pl, object* transformer ) 4085apply_item_transformer (object *pl, object *transformer)
3818 { 4086{
3819 object* marked; 4087 object *marked;
3820 object* new_item; 4088 object *new_item;
3821 char* find; 4089 char *find;
3822 char* separator; 4090 char *separator;
3823 int yield; 4091 int yield;
3824 char got[ MAX_BUF ]; 4092 char got[MAX_BUF];
3825 int len; 4093 int len;
3826 4094
3827 if ( !pl || !transformer ) 4095 if (!pl || !transformer)
3828 return; 4096 return;
3829 marked = find_marked_object( pl ); 4097 marked = find_marked_object (pl);
3830 if ( !marked ) 4098 if (!marked)
3831 { 4099 {
3832 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4100 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3833 return; 4101 return;
3834 } 4102 }
3835 if ( !marked->slaying ) 4103 if (!marked->slaying)
3836 { 4104 {
3837 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));
3838 return; 4106 return;
3839 } 4107 }
3840 /* check whether they are compatible or not */ 4108 /* check whether they are compatible or not */
3841 find = strstr( marked->slaying, transformer->arch->name ); 4109 find = strstr (marked->slaying, transformer->arch->name);
3842 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3843 { 4111 {
3844 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4112 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3845 return; 4113 return;
3846 } 4114 }
3847 find += strlen( transformer->arch->name ) + 1; 4115 find += strlen (transformer->arch->name) + 1;
3848 /* Item can be used, now find how many and what it yields */ 4116 /* Item can be used, now find how many and what it yields */
3849 if ( isdigit( *( find ) ) ) 4117 if (isdigit (*(find)))
3850 { 4118 {
3851 yield = atoi( find ); 4119 yield = atoi (find);
3852 if ( yield < 1 ) 4120 if (yield < 1)
3853 { 4121 {
3854 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4122 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3855 yield = 1; 4123 yield = 1;
3856 } 4124 }
3857 } 4125 }
3858 else 4126 else
3859 yield = 1; 4127 yield = 1;
3860 4128
3861 while ( isdigit( *find ) ) 4129 while (isdigit (*find))
3862 find++; 4130 find++;
3863 while ( *find == ' ' ) 4131 while (*find == ' ')
3864 find++; 4132 find++;
3865 memset( got, 0, MAX_BUF ); 4133 memset (got, 0, MAX_BUF);
3866 if ( (separator = strchr( find, ';' ))!=NULL) 4134 if ((separator = strchr (find, ';')) != NULL)
3867 { 4135 {
3868 len = separator - find; 4136 len = separator - find;
3869 } 4137 }
3870 else 4138 else
3871 { 4139 {
3872 len = strlen(find); 4140 len = strlen (find);
3873 } 4141 }
3874 if ( len > MAX_BUF-1) 4142 if (len > MAX_BUF - 1)
3875 len = MAX_BUF-1; 4143 len = MAX_BUF - 1;
3876 strcpy( got, find ); 4144 strcpy (got, find);
3877 got[len] = '\0'; 4145 got[len] = '\0';
3878 4146
3879 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
3880 new_item = get_archetype( got ); 4148 new_item = get_archetype (got);
3881 if ( !new_item ) 4149 if (!new_item)
3882 { 4150 {
3883 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3884 return; 4152 return;
3885 } 4153 }
4154
3886 new_item->nrof = yield; 4155 new_item->nrof = yield;
3887 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4156 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3888 insert_ob_in_ob( new_item, pl ); 4157 insert_ob_in_ob (new_item, pl);
3889 esrv_send_inventory( pl, pl ); 4158 esrv_send_inventory (pl, pl);
3890 /* Eat up one item */ 4159 /* Eat up one item */
3891 decrease_ob_nr( marked, 1 ); 4160 decrease_ob_nr (marked, 1);
3892 /* Eat one transformer if needed */ 4161 /* Eat one transformer if needed */
3893 if ( transformer->stats.food ) 4162 if (transformer->stats.food)
3894 if ( --transformer->stats.food == 0 ) 4163 if (--transformer->stats.food == 0)
3895 decrease_ob_nr( transformer, 1 ); 4164 decrease_ob_nr (transformer, 1);
3896 } 4165}

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