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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
4 */
5/*
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
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
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() */
42#include <math.h> 37#include <math.h>
43 38
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193
194/** 39/**
195 * 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.
196 * 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.
197 */ 42 */
43int
198int should_director_abort(object *op, object *victim) 44should_director_abort (object *op, object *victim)
199{ 45{
200 int arch_flag, name_flag, race_flag; 46 int arch_flag, name_flag, race_flag;
47
201 /* 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.
202 * 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,
203 * 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,
204 * 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
205 * it. Examples: 52 * it. Examples:
206 * subtype 1: only arch 53 * subtype 1: only arch
207 * subtype 3: arch or name 54 * subtype 3: arch or name
208 * subtype 5: arch or race 55 * subtype 5: arch or race
209 * subtype 7: all three 56 * subtype 7: all three
210 */ 57 */
211 if (op->subtype) 58 if (op->subtype)
212 { 59 {
213 arch_flag = (op->subtype & 1); 60 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2); 61 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4); 62 race_flag = (op->subtype & 4);
216 } else { 63 }
64 else
65 {
217 arch_flag = 1; 66 arch_flag = 1;
218 name_flag = 1; 67 name_flag = 1;
219 race_flag = 1; 68 race_flag = 1;
220 } 69 }
70
221 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches. 72 * name or race that matches.
223 */ 73 */
224 if ( (op->race) && 74 if ((op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || op->race != victim->race)))
228 return 1; 78 return 1;
229 } 79
230 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 81 * of arch, name, or race match.
232 */ 82 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 85 ((victim->race && race_flag && op->slaying == victim->race)))
237 return 1; 86 return 1;
238 } 87
239 return 0; 88 return 0;
240} 89}
241 90
242/** 91/**
243 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money. 93 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not. 94 * Return value: 1 if money was destroyed, 0 if not.
246 */ 95 */
96static int
247static int apply_id_altar (object *money, object *altar, object *pl) 97apply_id_altar (object *money, object *altar, object *pl)
248{ 98{
249 object *id, *marked; 99 object *id, *marked;
250 int success=0; 100 int success = 0;
251 101
252 if (pl == NULL || pl->type != PLAYER) 102 if (pl == NULL || pl->type != PLAYER)
253 return 0; 103 return 0;
254 104
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs 105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be. 106 * identifying' from being printed out more than it needs to be.
257 */ 107 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 109 return 0;
260 110
261 marked = find_marked_object (pl); 111 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be 112 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory. 113 * identified. IF it doesn't, then go through the player inventory.
264 */ 114 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
266 && need_identify (marked))
267 { 116 {
268 if (operate_altar (altar, &money)) { 117 if (operate_altar (altar, &money))
118 {
269 identify (marked); 119 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) { 121 if (marked->msg)
122 {
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
275 } 128 }
276 return money == NULL;
277 }
278 }
279 129
280 for (id=pl->inv; id; id=id->below) { 130 for (id = pl->inv; id; id = id->below)
131 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 133 {
283 if (operate_altar(altar,&money)) { 134 if (operate_altar (altar, &money))
284 identify(id); 135 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 136 identify (id);
286 "You have %s.", long_desc(id, pl)); 137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
287 if (id->msg) { 138 if (id->msg)
139 {
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
290 } 142 }
291 success=1; 143 success = 1;
292 /* If no more money, might as well quit now */ 144 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 145 if (money == NULL || !check_altar_sacrifice (altar, money))
294 break; 146 break;
295 } 147 }
296 else { 148 else
149 {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break; 151 break;
299 } 152 }
300 } 153 }
301 } 154 }
155 if (!success)
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
303 return money == NULL; 157 return money == NULL;
304} 158}
305 159
306/** 160/**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item. 162 * matching item.
309 **/ 163 **/
164static void
310static void handle_apply_yield(object* tmp) 165handle_apply_yield (object *tmp)
311{ 166{
312 const char* yield; 167 const char *yield;
313 168
314 yield = get_ob_key_value(tmp,"on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
315 if (yield != NULL) 170 if (yield != NULL)
316 { 171 {
317 object* drop = get_archetype(yield); 172 object *drop = get_archetype (yield);
173
318 if (tmp->env) 174 if (tmp->env)
319 { 175 {
320 drop = insert_ob_in_ob(drop,tmp->env); 176 drop = insert_ob_in_ob (drop, tmp->env);
321 if (tmp->env->type == PLAYER) 177 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop); 178 esrv_send_item (tmp->env, drop);
323 } 179 }
324 else 180 else
325 { 181 {
326 drop->x = tmp->x; 182 drop->x = tmp->x;
327 drop->y = tmp->y; 183 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
329 } 185 }
330 } 186 }
331} 187}
332 188
333/** 189/**
334 * Handles applying a potion. 190 * Handles applying a potion.
335 */ 191 */
192int
336int apply_potion(object *op, object *tmp) 193apply_potion (object *op, object *tmp)
337{ 194{
338 int got_one=0,i; 195 int got_one = 0, i;
339 object *force; 196 object *force = 0, *floor = 0;
340 197
198 floor = GET_MAP_OB (op->map, op->x, op->y);
199
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 {
341 if(op->type==PLAYER) { 202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0;
206 }
207
208 if (op->type == PLAYER)
342 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
343 identify(tmp); 210 identify (tmp);
344 }
345 211
346 handle_apply_yield(tmp); 212 handle_apply_yield (tmp);
347 213
348 /* Potion of restoration - only for players */ 214 /* Potion of restoration - only for players */
349 if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { 215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216 {
350 object *depl; 217 object *depl;
351 archetype *at; 218 archetype *at;
352 219
353 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
354 drain_stat(op); 221 {
355 fix_player(op); 222 op->drain_stat ();
223 op->update_stats ();
356 decrease_ob(tmp); 224 decrease_ob (tmp);
357 return 1; 225 return 1;
358 } 226 }
359 if ((at = find_archetype(ARCH_DEPLETION))==NULL) { 227
228 if (!(at = archetype::find (ARCH_DEPLETION)))
229 {
360 LOG(llevError,"Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
361 return 0; 231 return 0;
362 } 232 }
363 depl = present_arch_in_ob(at, op); 233 depl = present_arch_in_ob (at, op);
364 if (depl!=NULL) { 234
235 if (depl)
236 {
365 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
366 if (get_attr_value(&depl->stats, i)) { 238 if (get_attr_value (&depl->stats, i))
367 new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
368 } 240
369 remove_ob(depl); 241 depl->destroy ();
370 free_object(depl); 242 op->update_stats ();
371 fix_player(op); 243 }
372 } 244 else
373 else
374 new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect."); 245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
375 246
376 decrease_ob(tmp); 247 decrease_ob (tmp);
377 return 1; 248 return 1;
378 } 249 }
379 250
380 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
381 if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { 252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
382 253 {
383 for(i=1;i<MIN(11,op->level);i++) { 254 for (i = 1; i < MIN (11, op->level); i++)
255 {
384 if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
385 if (op->contr->levhp[i]!=1) { 257 {
386 op->contr->levhp[i]=1; 258 if (op->contr->levhp[i] != 1)
387 break; 259 {
388 } 260 op->contr->levhp[i] = 1;
389 if (op->contr->levsp[i]!=1) { 261 break;
390 op->contr->levsp[i]=1; 262 }
391 break; 263 if (op->contr->levsp[i] != 1)
392 } 264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
393 if (op->contr->levgrace[i]!=1) { 268 if (op->contr->levgrace[i] != 1)
269 {
394 op->contr->levgrace[i]=1; 270 op->contr->levgrace[i] = 1;
395 break; 271 break;
396 } 272 }
397 } 273 }
398 else { 274 else
399 if(op->contr->levhp[i]<9) { 275 {
400 op->contr->levhp[i]=9; 276 if (op->contr->levhp[i] < 9)
401 break; 277 {
402 } 278 op->contr->levhp[i] = 9;
403 if(op->contr->levsp[i]<6) { 279 break;
404 op->contr->levsp[i]=6; 280 }
405 break; 281 if (op->contr->levsp[i] < 6)
406 } 282 {
407 if(op->contr->levgrace[i]<3) { 283 op->contr->levsp[i] = 6;
284 break;
285 }
286 if (op->contr->levgrace[i] < 3)
287 {
408 op->contr->levgrace[i]=3; 288 op->contr->levgrace[i] = 3;
409 break; 289 break;
410 } 290 }
411 } 291 }
412 } 292 }
293
413 /* Just makes checking easier */ 294 /* Just makes checking easier */
414 if (i<MIN(11, op->level)) got_one=1; 295 if (i < MIN (11, op->level))
296 got_one = 1;
297
415 if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 {
416 if (got_one) { 300 if (got_one)
417 fix_player(op); 301 {
302 op->update_stats ();
418 new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
419 new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); 304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
420 new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); 305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 }
307 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 }
317 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 }
320
321 decrease_ob (tmp);
322 return 1;
421 } 323 }
422 else
423 new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424 }
425 else { /* cursed potion */
426 if (got_one) {
427 fix_player(op);
428 new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429 }
430 else
431 new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432 }
433 decrease_ob(tmp);
434 return 1;
435 }
436 324
437 325
438 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 326 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439 * and heroism all fit into this category. Given the spell object code, 327 * and heroism all fit into this category. Given the spell object code,
440 * there is no limit to the number of spells that potions can be cast, 328 * there is no limit to the number of spells that potions can be cast,
441 * but direction is problematic to try and imbue fireball potions for example. 329 * but direction is problematic to try and imbue fireball potions for example.
442 */ 330 */
443 if (tmp->inv) { 331 if (tmp->inv)
332 {
444 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 {
445 object *fball; 335 object *fball;
446 336
447 new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); 337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
448 /* Explodes a fireball centered at player */ 338 /* Explodes a fireball centered at player */
449 fball = get_archetype(EXPLODING_FIREBALL); 339 fball = get_archetype (EXPLODING_FIREBALL);
450 fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1; 340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
451 fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2; 341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
452 fball->x = op->x; 342 fball->x = op->x;
453 fball->y = op->y; 343 fball->y = op->y;
454 insert_ob_in_map(fball, op->map, NULL, 0); 344 insert_ob_in_map (fball, op->map, NULL, 0);
455 } else 345 }
346 else
456 cast_spell(op,tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
457 348
458 decrease_ob(tmp); 349 decrease_ob (tmp);
459 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
460 if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
461 return 1; 352 op->update_stats ();
353 return 1;
462 } 354 }
463 355
464 /* Deal with protection potions */ 356 /* Deal with protection potions */
465 force=NULL; 357 force = NULL;
466 for (i=0; i<NROFATTACKS; i++) { 358 for (i = 0; i < NROFATTACKS; i++)
359 {
467 if (tmp->resist[i]) { 360 if (tmp->resist[i])
468 if (!force) force=get_archetype(FORCE_NAME); 361 {
362 if (!force)
363 force = get_archetype (FORCE_NAME);
469 memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); 364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
470 force->type=POTION_EFFECT; 365 force->type = POTION_EFFECT;
471 break; /* Only need to find one protection since we copy entire batch */ 366 break; /* Only need to find one protection since we copy entire batch */
472 } 367 }
473 } 368 }
474 /* This is a protection potion */ 369 /* This is a protection potion */
475 if (force) { 370 if (force)
371 {
476 /* cursed items last longer */ 372 /* cursed items last longer */
477 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
478 force->stats.food*=10; 375 force->stats.food *= 10;
479 for (i=0; i<NROFATTACKS; i++) 376 for (i = 0; i < NROFATTACKS; i++)
480 if (force->resist[i] > 0) 377 if (force->resist[i] > 0)
481 force->resist[i] = -force->resist[i]; /* prot => vuln */ 378 force->resist[i] = -force->resist[i]; /* prot => vuln */
482 } 379 }
483 force->speed_left= -1; 380 force->speed_left = -1;
484 force = insert_ob_in_ob(force,op); 381 force = insert_ob_in_ob (force, op);
485 CLEAR_FLAG(tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
486 SET_FLAG(force,FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
487 change_abil(op,force); 384 change_abil (op, force);
488 decrease_ob(tmp); 385 decrease_ob (tmp);
489 return 1; 386 return 1;
490 } 387 }
491 388
492 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
493 if(op->type==PLAYER) { /* only for players */ 390 if (op->type == PLAYER)
391 { /* only for players */
494 if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) 392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
495 CLEAR_FLAG(tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
496 else 394 else
497 SET_FLAG(tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
498 if(!change_abil(op,tmp)) 396 if (!change_abil (op, tmp))
499 new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
500 } 398 }
501 399
502 /* CLEAR_FLAG is so that if the character has other potions 400 /* CLEAR_FLAG is so that if the character has other potions
503 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
504 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
505 * up all the stats. 403 * up all the stats.
506 */ 404 */
507 CLEAR_FLAG(tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
508 fix_player(op); 406 op->update_stats ();
509 decrease_ob(tmp); 407 decrease_ob (tmp);
510 return 1; 408 return 1;
511} 409}
512 410
513/**************************************************************************** 411/****************************************************************************
514 * Weapon improvement code follows 412 * Weapon improvement code follows
515 ****************************************************************************/ 413 ****************************************************************************/
516 414
517/** 415/**
518 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
519 */ 417 */
418static int
520static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
521{ 420{
522 int count=0; 421 int count = 0;
523 422
524 423
525 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
426
526 op=op->below; 427 op = op->below;
527 while(op!=NULL) { 428 while (op != NULL)
429 {
528 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
529 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
531 { 434 {
532 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
533 count++; 436 count++;
534 else 437 else
535 count += op->nrof; 438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
536 } 443 }
537 } 444
538 op=op->below;
539 }
540 return count; 445 return count;
541} 446}
542 447
543/** 448/**
544 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
545 * op is typically the player, which is only 450 * op is typically the player, which is only
546 * really used to determine what space to look at. 451 * really used to determine what space to look at.
547 * Modified to only eat 'nrof' of objects. 452 * Modified to only eat 'nrof' of objects.
548 */ 453 */
454static void
549static void eat_item(object *op,const char *item, uint32 nrof) 455eat_item (object *op, const char *item, uint32 nrof)
550{ 456{
551 object *prev; 457 object *prev;
552 458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->name, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
553 prev = op; 478 prev = op;
554 op=op->below; 479 op = op->below;
555
556 while(op!=NULL) {
557 if (strcmp(op->arch->name,item)==0) {
558 if (op->nrof >= nrof) {
559 decrease_ob_nr(op,nrof);
560 return;
561 } else {
562 decrease_ob_nr(op,op->nrof);
563 nrof -= op->nrof;
564 }
565 op=prev;
566 }
567 prev = op;
568 op=op->below;
569 } 480 }
570} 481}
571 482
572/** 483/**
573 * This checks to see of the player (who) is sufficient level to use a weapon 484 * This checks to see of the player (who) is sufficient level to use a weapon
574 * with improvs improvements (typically last_eat). We take an int here 485 * with improvs improvements (typically last_eat). We take an int here
575 * instead of the object so that the improvement code can pass along the 486 * instead of the object so that the improvement code can pass along the
576 * increased value to see if the object is usuable. 487 * increased value to see if the object is usuable.
577 * we return 1 (true) if the player can use the weapon. 488 * we return 1 (true) if the player can use the weapon.
578 */ 489 */
490static int
579static int check_weapon_power(const object *who, int improvs) 491check_weapon_power (const object *who, int improvs)
580{ 492{
493
581/* Old code is below (commented out). Basically, since weapons are the only 494/* Old code is below (commented out). Basically, since weapons are the only
582 * object players really have any control to improve, it's a bit harsh to 495 * object players really have any control to improve, it's a bit harsh to
583 * require high level in some combat skill, so we just use overall level. 496 * require high level in some combat skill, so we just use overall level.
584 */ 497 */
585#if 1 498#if 1
586 if (((who->level/5)+5) >= improvs) return 1; 499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
587 else return 0; 502 return 0;
588 503
589#else 504#else
590 int level=0; 505 int level = 0;
591 506
592 /* The skill system hands out wc and dam bonuses to fighters 507 /* The skill system hands out wc and dam bonuses to fighters
593 * more generously than the old system (see fix_player). Thus 508 * more generously than the old system (see fix_player). Thus
594 * we need to curtail the power of player enchanted weapons. 509 * we need to curtail the power of player enchanted weapons.
595 * I changed this to 1 improvement per "fighter" level/5 -b.t. 510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
596 * Note: Nothing should break by allowing this ratio to be different or 511 * Note: Nothing should break by allowing this ratio to be different or
597 * using normal level - it is just a matter of play balance. 512 * using normal level - it is just a matter of play balance.
598 */ 513 */
599 if(who->type==PLAYER) { 514 if (who->type == PLAYER)
515 {
600 object *wc_obj=NULL; 516 object *wc_obj = NULL;
601 517
602 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
603 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
604 level = wc_obj->level; 520 level = wc_obj->level;
605 521
606 if (!level ) { 522 if (!level)
523 {
607 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
608 level = who->level; 529 level = who->level;
609 }
610 }
611 else
612 level=who->level;
613 530
614 return (improvs <= ((level/5)+5)); 531 return (improvs <= ((level / 5) + 5));
615#endif 532#endif
616} 533}
617 534
618/** 535/**
619 * Returns how many items of type improver->slaying there are under op. 536 * Returns how many items of type improver->slaying there are under op.
620 * Will display a message if none found, and 1 if improver->slaying is NULL. 537 * Will display a message if none found, and 1 if improver->slaying is NULL.
621 */ 538 */
539static int
622static int check_sacrifice(object *op, const object *improver) 540check_sacrifice (object *op, const object *improver)
623{ 541{
624 int count=0; 542 int count = 0;
625 543
626 if (improver->slaying!=NULL) { 544 if (improver->slaying != NULL)
545 {
627 count = check_item(op,improver->slaying); 546 count = check_item (op, improver->slaying);
628 if (count<1) { 547 if (count < 1)
548 {
629 char buf[200]; 549 char buf[200];
550
630 sprintf(buf,"The gods want more %ss",improver->slaying); 551 sprintf (buf, "The gods want more %ss", &improver->slaying);
631 new_draw_info(NDI_UNIQUE,0,op,buf); 552 new_draw_info (NDI_UNIQUE, 0, op, buf);
632 return 0; 553 return 0;
633 } 554 }
634 } 555 }
635 else 556 else
636 count=1; 557 count = 1;
637 558
638 return count; 559 return count;
639} 560}
640 561
641/** 562/**
642 * Actually improves the weapon, and tells user. 563 * Actually improves the weapon, and tells user.
643 */ 564 */
644int improve_weapon_stat(object *op,object *improver,object *weapon, 565int
645 signed char *stat,int sacrifice_count,const char *statname) 566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
646{ 567{
647 568
648 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
649 *stat += sacrifice_count; 570 *stat += sacrifice_count;
650 weapon->last_eat++; 571 weapon->last_eat++;
651 new_draw_info_format(NDI_UNIQUE,0,op, 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
652 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653 decrease_ob(improver); 573 decrease_ob (improver);
654 574
655 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
656 fix_player(op); 576 op->update_stats ();
657 return 1; 577 return 1;
658} 578}
659 579
660/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
661#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
674/** 594/**
675 * This does the prepare weapon scroll. 595 * This does the prepare weapon scroll.
676 * Checks for sacrifice, and so on. 596 * Checks for sacrifice, and so on.
677 */ 597 */
678 598
599int
679int prepare_weapon(object *op, object *improver, object *weapon) 600prepare_weapon (object *op, object *improver, object *weapon)
680{ 601{
681 int sacrifice_count,i; 602 int sacrifice_count, i;
682 char buf[MAX_BUF]; 603 char buf[MAX_BUF];
683 604
684 if (weapon->level!=0) { 605 if (weapon->level != 0)
606 {
685 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
686 return 0; 608 return 0;
687 } 609 }
688 for (i=0; i<NROFATTACKS; i++) 610 for (i = 0; i < NROFATTACKS; i++)
689 if (weapon->resist[i]) break; 611 if (weapon->resist[i])
612 break;
690 613
691 /* If we break out, i will be less than nrofattacks, preventing 614 /* If we break out, i will be less than nrofattacks, preventing
692 * improvement of items that already have protections. 615 * improvement of items that already have protections.
693 */ 616 */
694 if (i<NROFATTACKS || 617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
695 weapon->stats.hp || /* regeneration */
696 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697 weapon->stats.exp || /* speed */ 619 weapon->stats.exp || /* speed */
698 weapon->stats.ac) /* AC - only taifu's I think */ 620 weapon->stats.ac) /* AC - only taifu's I think */
699 { 621 {
700 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
701 return 0; 623 return 0;
702 } 624 }
703 sacrifice_count=check_sacrifice(op,improver); 625 sacrifice_count = check_sacrifice (op, improver);
704 if (sacrifice_count<=0) 626 if (sacrifice_count <= 0)
705 return 0; 627 return 0;
706 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
707 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
708 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
709 631
710 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
711 weapon->name,weapon->level);
712 633
713 sprintf(buf,"%s's %s",op->name,weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
714 FREE_AND_COPY(weapon->name, buf); 635 weapon->name = weapon->name_pl = buf;
715 FREE_AND_COPY(weapon->name_pl, buf);
716 weapon->nrof=0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
717 slot at once! */ 637 slot at once! */
718 decrease_ob(improver); 638 decrease_ob (improver);
719 weapon->last_eat=0; 639 weapon->last_eat = 0;
720 return 1; 640 return 1;
721} 641}
722 642
723 643
724/** 644/**
725 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
730 * 650 *
731 * We are hiding extra information about the weapon in the level and 651 * We are hiding extra information about the weapon in the level and
732 * last_eat numbers for an object. Hopefully this won't break anything ?? 652 * last_eat numbers for an object. Hopefully this won't break anything ??
733 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
734 */ 654 */
655int
735int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
736{ 657{
737 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
738 659
739 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
740 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
741 } 663 }
742 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
743 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
744 return 0; 667 return 0;
745 } 668 }
746 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
747 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
748 return 0; 672 return 0;
749 } 673 }
750 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
751 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
752 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
753 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
754 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
755 return 0; 679 return 0;
756 } 680 }
757 /* This just increases damage by 5 points, no matter what. No sacrifice 681 /* This just increases damage by 5 points, no matter what. No sacrifice
758 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759 * don't put any maximum value on damage - the limit is how much the 683 * don't put any maximum value on damage - the limit is how much the
760 * weapon can be improved. 684 * weapon can be improved.
761 */ 685 */
762 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
763 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
764 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
765 new_draw_info_format(NDI_UNIQUE, 0, op, 690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
766 "Damage has been increased by 5 to %d", weapon->stats.dam);
767 weapon->last_eat++; 691 weapon->last_eat++;
768 692
769 weapon->item_power++; 693 weapon->item_power++;
770 decrease_ob(improver); 694 decrease_ob (improver);
771 return 1; 695 return 1;
772 } 696 }
773 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
774 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
775 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
776 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
777 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
778 "Weapon weight reduced to %6.1f kg", 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
779 (float)weapon->weight/1000.0);
780 weapon->last_eat++; 704 weapon->last_eat++;
781 weapon->item_power++; 705 weapon->item_power++;
782 decrease_ob(improver); 706 decrease_ob (improver);
783 return 1; 707 return 1;
784 } 708 }
785 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
786 weapon->magic++; 711 weapon->magic++;
787 weapon->last_eat++; 712 weapon->last_eat++;
788 new_draw_info_format(NDI_UNIQUE, 0, op 713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
789 ,"Weapon magic increased to %d",weapon->magic);
790 decrease_ob(improver); 714 decrease_ob (improver);
791 weapon->item_power++; 715 weapon->item_power++;
792 return 1; 716 return 1;
793 } 717 }
794 718
795 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
796 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
797 weapon->stats.Wis;
798 721
799 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
800 sacrifice_needed =1; 723 sacrifice_needed = 1;
801 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
802 725
803 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
804 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
805 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
806 "You need at least %d %s", sacrifice_needed, improver->slaying); 729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
807 return 0; 730 return 0;
808 } 731 }
809 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
810 weapon->item_power++; 733 weapon->item_power++;
811 734
812 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
813 case IMPROVE_STR: 737 case IMPROVE_STR:
814 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
815 (signed char *) &(weapon->stats.Str),
816 1, "strength");
817 case IMPROVE_DEX: 739 case IMPROVE_DEX:
818 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
819 (signed char *) &(weapon->stats.Dex),
820 1, "dexterity");
821 case IMPROVE_CON: 741 case IMPROVE_CON:
822 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
823 (signed char *) &(weapon->stats.Con),
824 1, "constitution");
825 case IMPROVE_WIS: 743 case IMPROVE_WIS:
826 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
827 (signed char *) &(weapon->stats.Wis),
828 1, "wisdom");
829 case IMPROVE_CHA: 745 case IMPROVE_CHA:
830 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
831 (signed char *) &(weapon->stats.Cha),
832 1, "charisma");
833 case IMPROVE_INT: 747 case IMPROVE_INT:
834 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
835 (signed char *) &(weapon->stats.Int),
836 1, "intelligence");
837 case IMPROVE_POW: 749 case IMPROVE_POW:
838 return improve_weapon_stat(op,improver,weapon, 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
839 (signed char *) &(weapon->stats.Pow),
840 1, "power");
841 default: 751 default:
842 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
843 } 753 }
844 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
845 return 0; 755 return 0;
846} 756}
847 757
848/** 758/**
849 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
850 * Checks a few things (not on a non-magic square, marked weapon, ...), 760 * Checks a few things (not on a non-magic square, marked weapon, ...),
851 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
852 */ 762 */
763int
853int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
854{ 765{
855 object *otmp; 766 object *otmp;
856 767
857 if(op->type!=PLAYER) 768 if (op->type != PLAYER)
769 return 0;
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
858 return 0; 773 return 0;
859 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861 return 0;
862 } 774 }
863 otmp=find_marked_object(op); 775 otmp = find_marked_object (op);
864 if(!otmp) { 776 if (!otmp)
777 {
865 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
866 return 0; 779 return 0;
867 } 780 }
868 if (otmp->type != WEAPON && otmp->type != BOW) { 781 if (otmp->type != WEAPON && otmp->type != BOW)
782 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
870 return 0; 784 return 0;
871 } 785 }
872 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
873 improve_weapon(op,tmp,otmp); 787 improve_weapon (op, tmp, otmp);
874 esrv_send_item(op, otmp); 788 esrv_send_item (op, otmp);
875 return 1; 789 return 1;
876} 790}
877 791
878/** 792/**
879 * This code deals with the armour improvment scrolls. 793 * This code deals with the armour improvment scrolls.
880 * Change limits on improvement - let players go up to 794 * Change limits on improvement - let players go up to
895 * the armour value of the piece of equipment exceed either 809 * the armour value of the piece of equipment exceed either
896 * the users level or 90) 810 * the users level or 90)
897 * Modified by MSW for partial resistance. Only support 811 * Modified by MSW for partial resistance. Only support
898 * changing of physical area right now. 812 * changing of physical area right now.
899 */ 813 */
814int
900int improve_armour(object *op, object *improver, object *armour) 815improve_armour (object *op, object *improver, object *armour)
901{ 816{
902 object *tmp; 817 object *tmp;
903 818
904 if (armour->magic >= settings.armor_max_enchant) { 819 if (armour->magic >= settings.armor_max_enchant)
820 {
905 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
906 return 0; 822 return 0;
907 } 823 }
908 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909 * etc), so take the easy way out and don't worry about it. 825 * etc), so take the easy way out and don't worry about it.
910 * Note - maybe add scrolls which make the random artifact versions (eg, armour 826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
911 * of gnarg and what not?) 827 * of gnarg and what not?)
912 */ 828 */
913 if (armour->title) { 829 if (armour->title)
830 {
914 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915 return 0; 832 return 0;
916 } 833 }
917 834
918 /* Split objects if needed. Can't insert tmp until the 835 /* Split objects if needed. Can't insert tmp until the
919 * end of this function - otherwise it will just re-merge. 836 * end of this function - otherwise it will just re-merge.
920 */ 837 */
921 if(armour->nrof > 1) 838 if (armour->nrof > 1)
922 tmp = get_split_ob(armour,armour->nrof - 1); 839 tmp = get_split_ob (armour, armour->nrof - 1);
923 else 840 else
924 tmp = NULL; 841 tmp = NULL;
925 842
926 armour->magic++; 843 armour->magic++;
927 844
928 if ( !settings.armor_speed_linear ) 845 if (!settings.armor_speed_linear)
929 { 846 {
930 int base = 100; 847 int base = 100;
931 int pow = 0; 848 int pow = 0;
849
932 while ( pow < armour->magic ) 850 while (pow < armour->magic)
933 { 851 {
934 base = base - ( base * settings.armor_speed_improvement ) / 100; 852 base = base - (base * settings.armor_speed_improvement) / 100;
935 pow++; 853 pow++;
936 } 854 }
937 855
938 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
939 } 857 }
940 else 858 else
941 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
942 860
943 if ( !settings.armor_weight_linear ) 861 if (!settings.armor_weight_linear)
944 { 862 {
945 int base = 100; 863 int base = 100;
946 int pow = 0; 864 int pow = 0;
865
947 while ( pow < armour->magic ) 866 while (pow < armour->magic)
948 { 867 {
949 base = base - ( base * settings.armor_weight_reduction ) / 100; 868 base = base - (base * settings.armor_weight_reduction) / 100;
950 pow++; 869 pow++;
951 } 870 }
952 871
953 armour->weight = ( armour->arch->clone.weight * base ) / 100; 872 armour->weight = (armour->arch->clone.weight * base) / 100;
954 } 873 }
955 else 874 else
956 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
957 876
958 if ( armour->weight <= 0 ) 877 if (armour->weight <= 0)
959 { 878 {
960 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
961 armour->weight = 1; 880 armour->weight = 1;
962 } 881 }
963 882
964 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
965 884
966 if (op->type == PLAYER) { 885 if (op->type == PLAYER)
886 {
967 esrv_send_item(op, armour); 887 esrv_send_item (op, armour);
968 if(QUERY_FLAG(armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
969 fix_player(op); 889 op->update_stats ();
970 } 890 }
971 decrease_ob(improver); 891 decrease_ob (improver);
972 if (tmp) { 892 if (tmp)
893 {
973 insert_ob_in_ob(tmp, op); 894 insert_ob_in_ob (tmp, op);
974 esrv_send_item(op, tmp); 895 esrv_send_item (op, tmp);
975 } 896 }
976 return 1; 897 return 1;
977} 898}
978 899
979 900
980/* 901/*
981 * convert_item() returns 1 if anything was converted, 0 if the item was not 902 * convert_item() returns 1 if anything was converted, 0 if the item was not
989/* Takes one items and makes another. 910/* Takes one items and makes another.
990 * converter is the object that is doing the conversion. 911 * converter is the object that is doing the conversion.
991 * item is the object that triggered the converter - if it is not 912 * item is the object that triggered the converter - if it is not
992 * what the converter wants, this will not do anything. 913 * what the converter wants, this will not do anything.
993 */ 914 */
915int
994int convert_item(object *item, object *converter) { 916convert_item (object *item, object *converter)
917{
995 int nr=0; 918 int nr = 0;
996 object *tmp;
997 int is_in_shop;
998 uint32 price_in; 919 uint32 price_in;
999 920
1000 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1001 tmp != NULL;
1002 tmp = tmp->above) {
1003 if(tmp->type == SHOP_FLOOR)
1004 break;
1005 }
1006 is_in_shop = (tmp != NULL);
1007
1008 /* We make some assumptions - we assume if it takes money as it type, 921 /* We make some assumptions - we assume if it takes money as it type,
1009 * it wants some amount. We don't make change (ie, if something costs 922 * it wants some amount. We don't make change (ie, if something costs
1010 * 3 gp and player drops a platinum, tough luck) 923 * 3 gp and player drops a platinum, tough luck)
1011 */ 924 */
1012 if (!strcmp(CONV_FROM(converter),"money")) { 925 if (!strcmp (CONV_FROM (converter), "money"))
1013 int cost; 926 {
927 int cost;
1014 928
1015 if(item->type!=MONEY) 929 if (item->type != MONEY)
1016 return 0; 930 return 0;
1017 931
1018 nr=(item->nrof*item->value)/CONV_NEED(converter); 932 nr = (item->nrof * item->value) / CONV_NEED (converter);
1019 if (!nr) return 0; 933 if (!nr)
934 return 0;
1020 cost=nr*CONV_NEED(converter)/item->value; 935 cost = nr * CONV_NEED (converter) / item->value;
1021 /* take into account rounding errors */ 936 /* take into account rounding errors */
1022 if (nr*CONV_NEED(converter)%item->value) cost++; 937 if (nr * CONV_NEED (converter) % item->value)
938 cost++;
1023 decrease_ob_nr(item, cost); 939 decrease_ob_nr (item, cost);
1024 940
1025 price_in = cost*item->value; 941 price_in = cost * item->value;
942 }
943 else
1026 } 944 {
1027 else {
1028 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1029 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1030 return 0; 947 return 0;
1031 948
1032 if(CONV_NEED(converter)) { 949 if (CONV_NEED (converter))
950 {
1033 nr=item->nrof/CONV_NEED(converter); 951 nr = item->nrof / CONV_NEED (converter);
1034 decrease_ob_nr(item,nr*CONV_NEED(converter)); 952 decrease_ob_nr (item, nr * CONV_NEED (converter));
1035 price_in = nr*CONV_NEED(converter)*item->value; 953 price_in = nr * CONV_NEED (converter) * item->value;
1036 } else { 954 }
955 else
956 {
1037 price_in = item->value; 957 price_in = item->value;
1038 remove_ob(item); 958 item->destroy ();
1039 free_object(item); 959 }
1040 }
1041 } 960 }
1042 961
1043 if (converter->inv != NULL) { 962 if (converter->inv != NULL)
963 {
1044 object *ob; 964 object *ob;
1045 int i; 965 int i;
1046 object *ob_to_copy; 966 object *ob_to_copy;
1047 967
1048 /* select random object from inventory to copy */ 968 /* select random object from inventory to copy */
1049 ob_to_copy = converter->inv; 969 ob_to_copy = converter->inv;
1050 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971 {
1051 if (rndm(0, i) == 0) { 972 if (rndm (0, i) == 0)
1052 ob_to_copy = ob; 973 {
974 ob_to_copy = ob;
975 }
976 }
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1053 } 980 }
1054 } 981 else
1055 item = object_create_clone(ob_to_copy); 982 {
1056 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058 } else {
1059 if (converter->other_arch == NULL) { 983 if (converter->other_arch == NULL)
1060 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); 984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y);
1061 return -1; 987 return -1;
1062 } 988 }
1063 989
1064 item = object_create_arch(converter->other_arch); 990 item = object_create_arch (converter->other_arch);
1065 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1066 } 992 }
1067 993
1068 if(CONV_NR(converter)) 994 if (CONV_NR (converter))
1069 item->nrof=CONV_NR(converter); 995 item->nrof = CONV_NR (converter);
1070 if(nr) 996 if (nr)
1071 item->nrof*=nr; 997 item->nrof *= nr;
1072 if(is_in_shop) 998 if (is_in_shop (converter))
1073 SET_FLAG(item,FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1074 else if(price_in < item->nrof*item->value) { 1000 else if (price_in < item->nrof * item->value)
1001 {
1075 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076 converter->name, converter->map->path, converter->x, converter->y, price_in, 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1077 item->nrof*item->value, item->name); 1004
1078 /** 1005 /**
1079 * elmex: we are going to let the game continue, as the mapcreator 1006 * elmex: we are going to let the game continue, as the mapcreator
1080 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1081 */ 1008 */
1082 } 1009 }
1083 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1084 return 1; 1011 return 1;
1085} 1012}
1086 1013
1087/** 1014/**
1088 * Handle apply on containers. 1015 * Handle apply on containers.
1089 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1090 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1092 */ 1019 */
1093 1020int
1094int apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1095{ 1022{
1096 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1097 object *tmp; 1024 return 0; /* This might change */
1098 1025
1099 if(op->type!=PLAYER)
1100 return 0; /* This might change */
1101
1102 if (sack==NULL || sack->type != CONTAINER) { 1026 if (!sack || sack->type != CONTAINER)
1027 {
1103 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1104 return 0; 1029 return 0;
1105 } 1030 }
1106 op->contr->last_used = NULL; 1031
1107 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1108 1033
1109 if (sack->env!=op) { 1034 if (sack->env && sack->env != op)
1110 if (sack->other_arch == NULL || sack->env != NULL) {
1111 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1112 return 1;
1113 }
1114 /* It's on the ground, the problems begin */
1115 if (op->container != sack) {
1116 /* it's closed OR some player has opened it */
1117 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1118 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1119 tmp && tmp->container != sack; tmp=tmp->above);
1120 if (tmp) {
1121 /* some other player have opened it */
1122 new_draw_info_format(NDI_UNIQUE, 0, op,
1123 "%s is already occupied.", query_name(sack));
1124 return 1;
1125 }
1126 }
1127 }
1128 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129 if (op->container == NULL) {
1130 tmp = arch_to_object (sack->other_arch);
1131 /* not good, but insert_ob_in_ob() is too smart */
1132 CLEAR_FLAG (tmp, FLAG_REMOVED);
1133 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134 tmp->map = NULL;
1135 tmp->env = sack;
1136 if (sack->inv)
1137 sack->inv->above = tmp;
1138 tmp->below = sack->inv;
1139 tmp->above = NULL;
1140 sack->inv = tmp;
1141 sack->move_off = MOVE_ALL; /* trying force closing it */
1142 } else {
1143 sack->move_off = 0;
1144 tmp = sack->inv;
1145 if (tmp && tmp->type == CLOSE_CON) {
1146 remove_ob(tmp);
1147 free_object (tmp);
1148 }
1149 }
1150 }
1151 } 1035 {
1152 1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1153 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1154 if (op->container) {
1155 if (op->container != sack) {
1156 tmp = op->container;
1157 apply_container (op, tmp);
1158 sprintf (buf, "You close %s and open ", query_name(tmp));
1159 op->container = sack;
1160 strcat (buf, query_name(sack));
1161 strcat (buf, ".");
1162 } else {
1163 CLEAR_FLAG (sack, FLAG_APPLIED);
1164 op->container = NULL;
1165 sprintf (buf, "You close %s.", query_name(sack));
1166 }
1167 } else {
1168 CLEAR_FLAG (sack, FLAG_APPLIED);
1169 sprintf (buf, "You open %s.", query_name(sack));
1170 SET_FLAG (sack, FLAG_APPLIED);
1171 op->container = sack;
1172 }
1173 } else { /* not applied */
1174 if (sack->slaying) { /* it's locked */
1175 tmp = find_key(op, op, sack);
1176 if (tmp) {
1177 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1178 SET_FLAG (sack, FLAG_APPLIED);
1179 if (sack->env == NULL) { /* if it's on ground,open it also */
1180 new_draw_info (NDI_UNIQUE,0,op, buf);
1181 apply_container (op, sack);
1182 return 1; 1037 return 1;
1183 } 1038 }
1184 } else { 1039
1185 sprintf (buf, "You don't have the key to unlock %s.", 1040 // already applied == open on ground, or open in inv, or active in inv
1186 query_name(sack)); 1041 if (sack->flag [FLAG_APPLIED])
1187 }
1188 } else {
1189 sprintf (buf, "You readied %s.", query_name(sack));
1190 SET_FLAG (sack, FLAG_APPLIED);
1191 if (sack->env == NULL) { /* if it's on ground,open it also */
1192 new_draw_info (NDI_UNIQUE, 0, op, buf);
1193 apply_container (op, sack);
1194 return 1;
1195 }
1196 }
1197 } 1042 {
1198 new_draw_info (NDI_UNIQUE, 0, op, buf); 1043 if (op->container == sack)
1199 if (op->contr) op->contr->socket.update_look=1; 1044 {
1200 return 1; 1045 // open on ground or inv, so close
1201} 1046 op->close_container ();
1202
1203/**
1204 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205 * the player has in their inventory, eg, sacks, luggages, etc.
1206 *
1207 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1208 * This version is for client/server mode.
1209 * op is the player, sack is the container the player is opening or closing.
1210 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1211 *
1212 * Reminder - there are three states for any container - closed (non applied),
1213 * applied (not open, but objects that match get tossed into it), and open
1214 * (applied flag set, and op->container points to the open container)
1215 */
1216
1217int esrv_apply_container (object *op, object *sack)
1218{
1219 object *tmp=op->container;
1220 if(op->type!=PLAYER)
1221 return 0; /* This might change */
1222
1223 if (sack==NULL || sack->type != CONTAINER) {
1224 LOG (llevError,
1225 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226 return 0;
1227 }
1228
1229 /* If we have a currently open container, then it needs to be closed in all cases
1230 * if we are opening this one up. We then fall through if appropriate for
1231 * openening the new container.
1232 */
1233
1234 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1235 if (op->container->env != op) { /* if container is on the ground */
1236 op->container->move_off = 0;
1237 }
1238 /* Lauwenmark: Handle for plugin close event */
1239 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1240 return 1; 1047 return 1;
1241
1242 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1243 query_name(op->container));
1244 CLEAR_FLAG(op->container, FLAG_APPLIED);
1245 op->container=NULL;
1246 esrv_update_item (UPD_FLAGS, op, tmp);
1247 if (tmp == sack) return 1;
1248 }
1249
1250
1251 /* If the player is trying to open it (which he must be doing if we got here),
1252 * and it is locked, check to see if player has the equipment to open it.
1253 */
1254
1255 if (sack->slaying) { /* it's locked */
1256 tmp=find_key(op, op, sack);
1257 if (tmp) {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1259 } else {
1260 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261 query_name(sack));
1262 return 0;
1263 } 1048 }
1049 else if (!sack->env)
1050 {
1051 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1053 return 1;
1054 }
1055
1056 // fall through to opening it (active in inv)
1057 }
1058 else if (sack->env)
1264 } 1059 {
1265 1060 // it is in our env, so activate it, do not open yet
1266 /* By the time we get here, we have made sure any other container has been closed and 1061 op->close_container ();
1267 * if this is a locked container, the player they key to open it. 1062 sack->flag [FLAG_APPLIED] = 1;
1268 */
1269
1270 /* There are really two cases - the sack is either on the ground, or the sack is
1271 * part of the players inventory. If on the ground, we assume that the player is
1272 * opening it, since if it was being closed, that would have been taken care of above.
1273 */
1274
1275
1276 if (sack->env != op) {
1277 /* Hypothetical case - the player is trying to open a sack that belong to someone
1278 * else. This normally should not happen, but a misbehaving client/player could
1279 * try to do it, so lets handle it gracefully.
1280 */
1281 if (sack->env) {
1282 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1283 query_name(sack));
1284 return 0;
1285 }
1286 /* set these so when the player walks off, we can unapply the sack */
1287 sack->move_off = MOVE_ALL; /* trying force closing it */
1288
1289 CLEAR_FLAG (sack, FLAG_APPLIED);
1290 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291 SET_FLAG (sack, FLAG_APPLIED);
1292 op->container = sack;
1293 esrv_update_item (UPD_FLAGS, op, sack);
1294 esrv_send_inventory (op, sack);
1295
1296 } else { /* sack is in players inventory */
1297 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298 CLEAR_FLAG (sack, FLAG_APPLIED);
1299 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1300 SET_FLAG (sack, FLAG_APPLIED);
1301 op->container = sack;
1302 esrv_update_item (UPD_FLAGS, op, sack); 1063 esrv_update_item (UPD_FLAGS, op, sack);
1303 esrv_send_inventory (op, sack);
1304 }
1305 else {
1306 CLEAR_FLAG (sack, FLAG_APPLIED);
1307 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1308 SET_FLAG (sack, FLAG_APPLIED);
1309 esrv_update_item (UPD_FLAGS, op, sack);
1310 }
1311 }
1312 return 1; 1065 return 1;
1313} 1066 }
1314 1067
1068 // it's locked?
1069 if (sack->slaying)
1070 {
1071 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1073 else
1074 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1076 return 1;
1077 }
1078 }
1079
1080 op->open_container (sack);
1081
1082 return 1;
1083}
1315 1084
1316/** 1085/**
1317 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1318 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1319 */ 1088 */
1089static int
1320static int apply_altar (object *altar, object *sacrifice, object *originator) 1090apply_altar (object *altar, object *sacrifice, object *originator)
1321{ 1091{
1322 /* Only players can make sacrifices on spell casting altars. */ 1092 /* Only players can make sacrifices on spell casting altars. */
1323 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1093 if (altar->inv && (!originator || originator->type != PLAYER))
1324 return 0; 1094 return 0;
1325 1095
1326 if (operate_altar (altar, &sacrifice)) { 1096 if (operate_altar (altar, &sacrifice))
1097 {
1327 /* Simple check. Unfortunately, it means you can't cast magic bullet 1098 /* Simple check. Unfortunately, it means you can't cast magic bullet
1328 * with an altar. We call it a Potion - altars are stationary - it 1099 * with an altar. We call it a Potion - altars are stationary - it
1329 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1330 */ 1101 */
1331 if (altar->inv && altar->inv->type==SPELL) { 1102 if (altar->inv && altar->inv->type == SPELL)
1103 {
1332 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1333 altar->inv->name);
1334 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1335 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1336 * old maps. 1107 * old maps.
1337 */ 1108 */
1109
1338/* push_button (altar);*/ 1110/* push_button (altar);*/
1339 } else { 1111 }
1112 else
1113 {
1340 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1341 push_button (altar); 1115 push_button (altar);
1342 } 1116 }
1343 return sacrifice == NULL; 1117
1344 } else { 1118 return !sacrifice;
1119 }
1120 else
1345 return 0; 1121 return 0;
1346 }
1347} 1122}
1348
1349 1123
1350/** 1124/**
1351 * Handles 'movement' of shop mats. 1125 * Handles 'movement' of shop mats.
1352 * Returns 1 if 'op' was destroyed, 0 if not. 1126 * Returns 1 if 'op' was destroyed, 0 if not.
1353 * Largely re-written to not use nearly as many gotos, plus 1127 * Largely re-written to not use nearly as many gotos, plus
1354 * some of this code just looked plain out of date. 1128 * some of this code just looked plain out of date.
1355 * MSW 2001-08-29 1129 * MSW 2001-08-29
1356 */ 1130 */
1131int
1357static int apply_shop_mat (object *shop_mat, object *op) 1132apply_shop_mat (object *shop_mat, object *op)
1358{ 1133{
1359 int rv = 0; 1134 int rv = 0;
1360 double opinion; 1135 double opinion;
1361 object *tmp, *next; 1136 object *tmp, *next;
1362 1137
1363 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1364 1139
1365 if (op->type != PLAYER) { 1140 if (op->type != PLAYER)
1141 {
1366 /* Remove all the unpaid objects that may be carried here. 1142 /* Remove all the unpaid objects that may be carried here.
1367 * This could be pets or monsters that are somehow in 1143 * This could be pets or monsters that are somehow in
1368 * the shop. 1144 * the shop.
1369 */ 1145 */
1370 for (tmp=op->inv; tmp; tmp=next) { 1146 for (tmp = op->inv; tmp; tmp = next)
1147 {
1371 next = tmp->below; 1148 next = tmp->below;
1149
1372 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 {
1373 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374 1153
1375 remove_ob(tmp); 1154 tmp->remove ();
1376 if (i==-1) i=0; 1155
1377 tmp->map = op->map; 1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1378 tmp->x = op->x + freearr_x[i]; 1160 tmp->x = op->x + freearr_x[i];
1379 tmp->y = op->y + freearr_y[i]; 1161 tmp->y = op->y + freearr_y[i];
1380 insert_ob_in_map(tmp, op->map, op, 0); 1162 insert_ob_in_map (tmp, op->map, op, 0);
1381 } 1163 }
1382 } 1164 }
1383 1165
1384 /* Don't teleport things like spell effects */ 1166 /* Don't teleport things like spell effects */
1385 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1167 if (QUERY_FLAG (op, FLAG_NO_PICK))
1168 return 0;
1386 1169
1387 /* unpaid objects, or non living objects, can't transfer by 1170 /* unpaid objects, or non living objects, can't transfer by
1388 * shop mats. Instead, put it on a nearby space. 1171 * shop mats. Instead, put it on a nearby space.
1389 */ 1172 */
1390 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 {
1391 1175
1392 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178
1179 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181
1182 return 0;
1183 }
1184 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine.
1186 */
1187 rv = teleport (shop_mat, SHOP_MAT, op);
1188 }
1189 else if (can_pay (op) && get_payment (op))
1190 {
1191 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op);
1193
1194 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor.
1199 */
1200 else if (!rv && !is_in_shop (op))
1201 {
1202 opinion = shopkeeper_approval (op->map, op);
1203
1204 if (opinion > 0.9)
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1206 else if (opinion > 0.75)
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1208 else if (opinion > 0.5)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 }
1213 }
1214 else
1215 {
1216 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore
1219 */
1393 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221
1394 if (i != -1) { 1222 if (i == -1)
1395 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1223 {
1396 shop_mat);
1397 }
1398 return 0;
1399 }
1400 /* Removed code that checked for multipart objects - it appears that
1401 * the teleport function should be able to handle this just fine.
1402 */
1403 rv = teleport (shop_mat, SHOP_MAT, op);
1404 }
1405 /* immediate block below is only used for players */
1406 else if (can_pay(op)) {
1407 get_payment (op, op->inv);
1408 rv = teleport (shop_mat, SHOP_MAT, op);
1409 if (shop_mat->msg) {
1410 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411 }
1412 /* This check below is a bit simplistic - generally it should be correct,
1413 * but there is never a guarantee that the bottom space on the map is
1414 * actually the shop floor.
1415 */
1416 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417 && tmp->type != SHOP_FLOOR) {
1418 opinion = shopkeeper_approval(op->map, op);
1419 if ( opinion > 0.9)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421 else if ( opinion > 0.75)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423 else if ( opinion > 0.5)
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425 else
1426 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427 }
1428 }
1429 else {
1430 /* if we get here, a player tried to leave a shop but was not able
1431 * to afford the items he has. We try to move the player so that
1432 * they are not on the mat anymore
1433 */
1434
1435 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436 if(i == -1) {
1437 LOG (llevError, "Internal shop-mat problem.\n"); 1224 LOG (llevError, "Internal shop-mat problem.\n");
1438 } else { 1225 }
1439 remove_ob (op); 1226 else
1227 {
1228 op->remove ();
1440 op->x += freearr_x[i]; 1229 op->x += freearr_x[i];
1441 op->y += freearr_y[i]; 1230 op->y += freearr_y[i];
1442 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1231 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1443 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1232 }
1444 op->contr->socket.update_look=1;
1445 op->contr->socket.look_position=0;
1446 }
1447 } 1233 }
1234
1448 CLEAR_FLAG (op, FLAG_NO_APPLY); 1235 CLEAR_FLAG (op, FLAG_NO_APPLY);
1449 return rv; 1236 return rv;
1450} 1237}
1451 1238
1452/** 1239/**
1453 * Handles applying a sign. 1240 * Handles applying a sign.
1454 */ 1241 */
1242static void
1455static void apply_sign (object *op, object *sign, int autoapply) 1243apply_sign (object *op, object *sign, int autoapply)
1456{ 1244{
1457 readable_message_type* msgType; 1245 readable_message_type *msgType;
1458 char newbuf[HUGE_BUF]; 1246 char newbuf[HUGE_BUF];
1247
1459 if (sign->msg == NULL) { 1248 if (sign->msg == NULL)
1249 {
1460 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1251 return;
1252 }
1253
1254 if (sign->stats.food)
1255 {
1256 if (sign->last_eat >= sign->stats.food)
1257 {
1258 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1461 return; 1260 return;
1462 } 1261 }
1463 1262
1464 if (sign->stats.food) {
1465 if (sign->last_eat >= sign->stats.food) {
1466 if (!sign->move_on)
1467 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468 return;
1469 }
1470
1471 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1263 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1472 sign->last_eat++; 1264 sign->last_eat++;
1473 } 1265 }
1474 1266
1475 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1267 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476 * No way to know for sure. The presumption is basically that if 1268 * No way to know for sure. The presumption is basically that if
1477 * move_on is zero, it needs to be manually applied (doesn't talk 1269 * move_on is zero, it needs to be manually applied (doesn't talk
1478 * to us). 1270 * to us).
1479 */ 1271 */
1480 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1481 new_draw_info (NDI_UNIQUE, 0, op, 1273 {
1482 "You are unable to read while blind."); 1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1483 return; 1275 return;
1484 } 1276 }
1485 msgType=get_readable_message_type(sign); 1277 msgType = get_readable_message_type (sign);
1486 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1487 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1488} 1280}
1489
1490 1281
1491/** 1282/**
1492 * 'victim' moves onto 'trap' 1283 * 'victim' moves onto 'trap'
1493 * 'victim' leaves 'trap' 1284 * 'victim' leaves 'trap'
1494 * effect is determined by move_on/move_off of trap and move_type of victime. 1285 * effect is determined by move_on/move_off of trap and move_type of victime.
1495 * 1286 *
1496 * originator: Player, monster or other object that caused 'victim' to move 1287 * originator: Player, monster or other object that caused 'victim' to move
1497 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1288 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498 * However, some types of traps require an originator to function. 1289 * However, some types of traps require an originator to function.
1499 */ 1290 */
1291void
1500void move_apply (object *trap, object *victim, object *originator) 1292move_apply (object *trap, object *victim, object *originator)
1501{ 1293{
1502 static int recursion_depth = 0; 1294 static int recursion_depth = 0;
1503 1295
1504 /* Only exits affect DMs. */ 1296 /* Only exits affect DMs. */
1505 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1297 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506 return; 1298 return;
1507 1299
1508 /* move_apply() is the most likely candidate for causing unwanted and 1300 /* move_apply() is the most likely candidate for causing unwanted and
1509 * possibly unlimited recursion. 1301 * possibly unlimited recursion.
1510 */ 1302 */
1512 * maps to fail. 1) it's not an error to recurse: 1304 * maps to fail. 1) it's not an error to recurse:
1513 * rune detonates, summoning monster. monster lands on nearby rune. 1305 * rune detonates, summoning monster. monster lands on nearby rune.
1514 * nearby rune detonates. This sort of recursion is expected and 1306 * nearby rune detonates. This sort of recursion is expected and
1515 * proper. This code was causing needless crashes. 1307 * proper. This code was causing needless crashes.
1516 */ 1308 */
1517 if (recursion_depth >= 500) { 1309 if (recursion_depth >= 500)
1310 {
1518 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1520 trap->arch->name, trap->name, victim->arch->name, victim->name); 1313 return;
1521 return;
1522 } 1314 }
1523 recursion_depth++; 1315 recursion_depth++;
1524 if (trap->head) trap=trap->head; 1316 if (trap->head)
1317 trap = trap->head;
1525 1318
1526 /* Lauwenmark: Handle for plugin trigger event */ 1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1527 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1320 goto leave;
1321
1322 switch (trap->type)
1323 {
1324 case PLAYERMOVER:
1325 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1326 {
1327 if (!trap->stats.maxsp)
1328 trap->stats.maxsp = 2;
1329
1330 /* Is this correct? From the docs, it doesn't look like it
1331 * should be divided by trap->speed
1332 */
1333 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1334
1335 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed.
1338 */
1339 if (victim->speed_left < -50.0)
1340 victim->speed_left = -50.0;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 }
1528 goto leave; 1343 goto leave;
1529 1344
1530 switch (trap->type) {
1531 case PLAYERMOVER:
1532 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533 !should_director_abort(trap, victim)) {
1534 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1535
1536 /* Is this correct? From the docs, it doesn't look like it
1537 * should be divided by trap->speed
1538 */
1539 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540
1541 /* Just put in some sanity check. I think there is a bug in the
1542 * above with some objects have zero speed, and thus the player
1543 * getting permanently paralyzed.
1544 */
1545 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547 }
1548 goto leave;
1549
1550 case SPINNER: 1345 case SPINNER:
1551 if(victim->direction) { 1346 if (victim->direction)
1347 {
1552 victim->direction=absdir(victim->direction-trap->stats.sp); 1348 victim->direction = absdir (victim->direction - trap->stats.sp);
1553 update_turn_face(victim); 1349 update_turn_face (victim);
1554 } 1350 }
1555 goto leave; 1351 goto leave;
1556 1352
1557 case DIRECTOR: 1353 case DIRECTOR:
1558 if(victim->direction && !should_director_abort(trap, victim)) { 1354 if (victim->direction && !should_director_abort (trap, victim))
1355 {
1559 victim->direction=trap->stats.sp; 1356 victim->direction = trap->stats.sp;
1560 update_turn_face(victim); 1357 update_turn_face (victim);
1561 } 1358 }
1562 goto leave; 1359 goto leave;
1563 1360
1564 case BUTTON: 1361 case BUTTON:
1565 case PEDESTAL: 1362 case PEDESTAL:
1566 update_button(trap); 1363 update_button (trap);
1567 goto leave; 1364 goto leave;
1568 1365
1569 case ALTAR: 1366 case ALTAR:
1570 /* sacrifice victim on trap */ 1367 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator); 1368 apply_altar (trap, victim, originator);
1572 goto leave; 1369 goto leave;
1573 1370
1574 case THROWN_OBJ: 1371 case THROWN_OBJ:
1575 if (trap->inv == NULL) 1372 if (trap->inv == NULL)
1576 goto leave; 1373 goto leave;
1577 /* fallthrough */ 1374 /* fallthrough */
1578 1375
1579 case ARROW: 1376 case ARROW:
1580
1581 /* bad bug: monster throw a object, make a step forwards, step on object , 1377 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy. 1378 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is 1379 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless 1380 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here 1381 * action, we avoid hits here
1586 */ 1382 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1383 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim); 1384 hit_with_arrow (trap, victim);
1589 goto leave; 1385 goto leave;
1590 1386
1591 case SPELL_EFFECT: 1387 case SPELL_EFFECT:
1592 apply_spell_effect(trap, victim); 1388 apply_spell_effect (trap, victim);
1593 goto leave; 1389 goto leave;
1594 1390
1595 case TRAPDOOR: 1391 case TRAPDOOR:
1596 { 1392 {
1597 int max, sound_was_played; 1393 int max, sound_was_played;
1598 object *ab, *ab_next; 1394 object *ab, *ab_next;
1395
1599 if(!trap->value) { 1396 if (!trap->value)
1600 int tot; 1397 {
1398 int tot;
1399
1601 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1602 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1603 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1604 1403
1605 if(!(trap->value=(tot>trap->weight)?1:0)) 1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1606 goto leave; 1405 goto leave;
1607 1406
1608 SET_ANIMATION(trap, trap->value); 1407 SET_ANIMATION (trap, trap->value);
1609 update_object(trap,UP_OBJ_FACE); 1408 update_object (trap, UP_OBJ_FACE);
1610 } 1409 }
1611 1410
1612 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1411 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1412 {
1613 /* need to set this up, since if we do transfer the object, 1413 /* need to set this up, since if we do transfer the object,
1614 * ab->above would be bogus 1414 * ab->above would be bogus
1615 */ 1415 */
1616 ab_next = ab->above; 1416 ab_next = ab->above;
1617 1417
1618 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1619 if ( ! sound_was_played) { 1419 {
1420 if (!sound_was_played)
1421 {
1620 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621 sound_was_played = 1; 1423 sound_was_played = 1;
1622 } 1424 }
1623 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 } 1427 }
1626 } 1428 }
1627 goto leave; 1429 goto leave;
1628 } 1430 }
1629 1431
1630 1432
1631 case CONVERTER: 1433 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) { 1434 if (convert_item (victim, trap) < 0)
1633 object *op; 1435 {
1634
1635 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 get_archetype ("burnout")->insert_at (trap, trap);
1438 }
1636 1439
1637 op = get_archetype("burnout");
1638 if (op != NULL) {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map(op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave; 1440 goto leave;
1645 1441
1646 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim); 1445 check_trigger (trap, victim);
1650 goto leave; 1446 goto leave;
1651 1447
1652 case DEEP_SWAMP: 1448 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim); 1449 walk_on_deep_swamp (trap, victim);
1654 goto leave; 1450 goto leave;
1655 1451
1656 case CHECK_INV: 1452 case CHECK_INV:
1657 check_inv (victim, trap); 1453 check_inv (victim, trap);
1658 goto leave; 1454 goto leave;
1659 1455
1660 case HOLE: 1456 case HOLE:
1661 /* Hole not open? */ 1457 /* Hole not open? */
1662 if(trap->stats.wc > 0) 1458 if (trap->stats.wc > 0)
1663 goto leave; 1459 goto leave;
1664 1460
1665 /* Is this a multipart monster and not the head? If so, return. 1461 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit 1462 * Processing will happen if the head runs into the pit
1667 */ 1463 */
1668 if (victim->head) 1464 if (victim->head)
1669 goto leave; 1465 goto leave;
1670 1466
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1470 goto leave;
1675 1471
1676 case EXIT: 1472 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 {
1678 /* Basically, don't show exits leading to random maps the 1475 /* Basically, don't show exits leading to random maps the
1679 * players output. 1476 * players output.
1680 */ 1477 */
1681 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1683 enter_exit (victim, trap); 1480
1684 } 1481 victim->enter_exit (trap);
1482 }
1685 goto leave; 1483 goto leave;
1686 1484
1687 case ENCOUNTER: 1485 case ENCOUNTER:
1688 /* may be some leftovers on this */ 1486 /* may be some leftovers on this */
1689 goto leave; 1487 goto leave;
1690 1488
1691 case SHOP_MAT: 1489 case SHOP_MAT:
1692 apply_shop_mat (trap, victim); 1490 apply_shop_mat (trap, victim);
1693 goto leave; 1491 goto leave;
1694 1492
1695 /* Drop a certain amount of gold, and have one item identified */ 1493 /* Drop a certain amount of gold, and have one item identified */
1696 case IDENTIFY_ALTAR: 1494 case IDENTIFY_ALTAR:
1697 apply_id_altar (victim, trap, originator); 1495 apply_id_altar (victim, trap, originator);
1698 goto leave; 1496 goto leave;
1699 1497
1700 case SIGN: 1498 case SIGN:
1701 if (victim->type != PLAYER && trap->stats.food > 0) 1499 if (victim->type != PLAYER && trap->stats.food > 0)
1702 goto leave; /* monsters musn't apply magic_mouths with counters */ 1500 goto leave; /* monsters musn't apply magic_mouths with counters */
1703 1501
1704 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1705 goto leave; 1503 goto leave;
1706 1504
1707 case CONTAINER: 1505 case CONTAINER:
1708 if (victim->type==PLAYER)
1709 (void) esrv_apply_container (victim, trap);
1710 else
1711 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1712 goto leave; 1507 goto leave;
1713 1508
1714 case RUNE: 1509 case RUNE:
1715 case TRAP: 1510 case TRAP:
1716 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1717 spring_trap(trap, victim); 1513 spring_trap (trap, victim);
1718 } 1514 }
1719 goto leave; 1515 goto leave;
1720 1516
1721 default: 1517 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", trap->name, trap->arch->name, 1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 trap->type);
1725 goto leave; 1520 goto leave;
1726 } 1521 }
1727 1522
1728 leave: 1523leave:
1729 recursion_depth--; 1524 recursion_depth--;
1730} 1525}
1731 1526
1732/** 1527/**
1733 * Handles reading a regular (ie not containing a spell) book. 1528 * Handles reading a regular (ie not containing a spell) book.
1734 */ 1529 */
1530static void
1735static void apply_book (object *op, object *tmp) 1531apply_book (object *op, object *tmp)
1736{ 1532{
1737 int lev_diff; 1533 int lev_diff;
1738 object *skill_ob; 1534 object *skill_ob;
1739 1535
1740 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 {
1741 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1742 return; 1539 return;
1743 } 1540 }
1744 if(tmp->msg==NULL) { 1541 if (tmp->msg == NULL)
1745 new_draw_info_format(NDI_UNIQUE, 0, op, 1542 {
1746 "You open the %s and find it empty.", tmp->name); 1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1747 return; 1544 return;
1748 } 1545 }
1749 1546
1750 /* need a literacy skill to read stuff! */ 1547 /* need a literacy skill to read stuff! */
1751 skill_ob = find_skill_by_name(op, tmp->skill); 1548 skill_ob = find_skill_by_name (op, tmp->skill);
1752 if ( ! skill_ob) { 1549 if (!skill_ob)
1753 new_draw_info(NDI_UNIQUE, 0,op,
1754 "You are unable to decipher the strange symbols.");
1755 return;
1756 } 1550 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1552 return;
1553 }
1757 lev_diff = tmp->level - (skill_ob->level + 5); 1554 lev_diff = tmp->level - (skill_ob->level + 5);
1758 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 {
1759 if (lev_diff < 2) 1557 if (lev_diff < 2)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1761 else if (lev_diff < 3) 1559 else if (lev_diff < 3)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1763 else if (lev_diff < 5) 1561 else if (lev_diff < 5)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1765 else if (lev_diff < 8) 1563 else if (lev_diff < 8)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1767 else if (lev_diff < 15) 1565 else if (lev_diff < 15)
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1769 else 1567 else
1770 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1771 return; 1569 return;
1772 }
1773
1774
1775 /* Lauwenmark: Handle for plugin book event */
1776 /*printf("Book apply: %s\n", tmp->name);
1777 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1778 printf("Book applied: %s\n", tmp->name);*/
1779 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1780 { 1570 }
1781 CFParm CFP; 1571
1782 int k, l, m;
1783 uint32 n;
1784 new_draw_info_format (NDI_UNIQUE, 0, op,
1785 "You open the %s and start reading.", tmp->name);
1786 k = EVENT_APPLY;
1787 l = SCRIPT_FIX_ALL;
1788 m = 0;
1789 n = 0;
1790 CFP.Value[0] = &k;
1791 CFP.Value[1] = op;
1792 CFP.Value[2] = tmp;
1793 CFP.Value[3] = NULL;
1794 CFP.Value[4] = NULL;
1795 CFP.Value[5] = &n;
1796 CFP.Value[6] = &m;
1797 CFP.Value[7] = &m;
1798 CFP.Value[8] = &l;
1799 CFP.Value[9] = (void*)evt->hook;
1800 CFP.Value[10]= (void*)evt->options;
1801 if (findPlugin(evt->plugin)>=0)
1802 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803 }
1804 else*/{
1805 readable_message_type* msgType = get_readable_message_type(tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1573
1806 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1807 msgType->message_type, msgType->message_subtype, 1575 msgType->message_type, msgType->message_subtype,
1808 "You open the %s and start reading.\n%s", 1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1809 "%s\n%s",
1810 long_desc(tmp,op), tmp->msg); 1577 long_desc (tmp, op), &tmp->msg);
1811 }
1812 1578
1813 /* gain xp from reading */ 1579 /* gain xp from reading */
1814 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */
1815 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1583
1816 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585 {
1817 /*exp_gain *= 2; because they just identified it too */ 1586 /*exp_gain *= 2; because they just identified it too */
1818 SET_FLAG(tmp,FLAG_IDENTIFIED); 1587 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588
1819 /* If in a container, update how it looks */ 1589 /* If in a container, update how it looks */
1590 if (tmp->env)
1820 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1821 else op->contr->socket.update_look=1; 1592 else
1593 op->contr->ns->floorbox_update ();
1822 } 1594 }
1595
1823 change_exp(op,exp_gain, skill_ob->skill, 0); 1596 change_exp (op, exp_gain, skill_ob->skill, 0);
1824 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1597 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825 } 1598 }
1826} 1599}
1827 1600
1828/** 1601/**
1829 * Handles the applying of a skill scroll, calling learn_skill straight. 1602 * Handles the applying of a skill scroll, calling learn_skill straight.
1830 * op is the person learning the skill, tmp is the skill scroll object 1603 * op is the person learning the skill, tmp is the skill scroll object
1831 */ 1604 */
1605static void
1832static void apply_skillscroll (object *op, object *tmp) 1606apply_skillscroll (object *op, object *tmp)
1833{ 1607{
1834 switch ((int) learn_skill (op, tmp)) { 1608 switch ((int) learn_skill (op, tmp))
1835 case 0: 1609 {
1610 case 0:
1836 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1837 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1612 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1838 return; 1613 return;
1839 1614
1840 case 1: 1615 case 1:
1841 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1842 tmp->skill);
1843 new_draw_info_format(NDI_UNIQUE, 0, op,
1844 "Type 'bind ready_skill %s",tmp->skill);
1845 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846 decrease_ob(tmp); 1617 decrease_ob (tmp);
1847 return; 1618 return;
1848 1619
1849 default: 1620 default:
1850 new_draw_info_format(NDI_UNIQUE,0,op, 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1851 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1852 decrease_ob(tmp); 1622 decrease_ob (tmp);
1853 return; 1623 return;
1854 } 1624 }
1855} 1625}
1856 1626
1857/** 1627/**
1858 * Actually makes op learn spell. 1628 * Actually makes op learn spell.
1859 * Informs player of what happens. 1629 * Informs player of what happens.
1860 */ 1630 */
1631void
1861void do_learn_spell (object *op, object *spell, int special_prayer) 1632do_learn_spell (object *op, object *spell, int special_prayer)
1862{ 1633{
1863 object *tmp; 1634 object *tmp;
1864 1635
1865 if (op->type != PLAYER) { 1636 if (op->type != PLAYER)
1637 {
1866 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1638 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867 return; 1639 return;
1868 } 1640 }
1869 1641
1870 /* Upgrade special prayers to normal prayers */ 1642 /* Upgrade special prayers to normal prayers */
1871 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1643 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1644 {
1872 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1645 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1646 {
1873 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1647 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874 return; 1648 return;
1875 } 1649 }
1876 return; 1650 return;
1877 } 1651 }
1878 1652
1879 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1880 tmp = get_object(); 1654 tmp = spell->clone ();
1881 copy_object(spell, tmp);
1882 insert_ob_in_ob(tmp, op); 1655 insert_ob_in_ob (tmp, op);
1883 1656
1884 if (special_prayer) { 1657 if (special_prayer)
1885 SET_FLAG(tmp, FLAG_STARTEQUIP); 1658 SET_FLAG (tmp, FLAG_STARTEQUIP);
1886 }
1887 1659
1888 new_draw_info_format (NDI_UNIQUE, 0, op,
1889 "Type 'bind cast %s", spell->name);
1890 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891 esrv_add_spells(op->contr, tmp); 1660 esrv_add_spells (op->contr, tmp);
1892} 1661}
1893 1662
1894/** 1663/**
1895 * Erases spell from player's inventory. 1664 * Erases spell from player's inventory.
1896 */ 1665 */
1666void
1897void do_forget_spell (object *op, const char *spell) 1667do_forget_spell (object *op, const char *spell)
1898{ 1668{
1899 object *spob; 1669 object *spob;
1900 1670
1901 if (op->type != PLAYER) { 1671 if (op->type != PLAYER)
1672 {
1902 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1673 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903 return; 1674 return;
1904 } 1675 }
1905 if ( (spob=check_spell_known (op, spell)) == NULL) { 1676 if ((spob = check_spell_known (op, spell)) == NULL)
1677 {
1906 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907 return; 1679 return;
1908 }
1909 1680 }
1910 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1681
1911 "You lose knowledge of %s.", spell); 1682 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1912 player_unready_range_ob(op->contr, spob); 1683 player_unready_range_ob (op->contr, spob);
1913 esrv_remove_spell(op->contr, spob); 1684 esrv_remove_spell (op->contr, spob);
1914 remove_ob(spob); 1685 spob->destroy ();
1915 free_object(spob);
1916} 1686}
1917 1687
1918/** 1688/**
1919 * Handles player applying a spellbook. 1689 * Handles player applying a spellbook.
1920 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1690 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921 * stuff like that. Random learning failure too. 1691 * stuff like that. Random learning failure too.
1922 */ 1692 */
1693static void
1923static void apply_spellbook (object *op, object *tmp) 1694apply_spellbook (object *op, object *tmp)
1924{ 1695{
1925 object *skop, *spell, *spell_skill; 1696 object *skop, *spell, *spell_skill;
1926 1697
1927 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 {
1928 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1929 return; 1701 return;
1930 } 1702 }
1931 1703
1932 /* artifact_spellbooks have 'slaying' field point to a spell name, 1704 /* artifact_spellbooks have 'slaying' field point to a spell name,
1933 * instead of having their spell stored in stats.sp. These are 1705 * instead of having their spell stored in stats.sp. These are
1934 * legacy spellbooks 1706 * legacy spellbooks
1935 */ 1707 */
1936 1708
1937 if(tmp->slaying != NULL) { 1709 if (tmp->slaying != NULL)
1710 {
1938 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1939 if (!spell) { 1712 if (!spell)
1940 new_draw_info_format(NDI_UNIQUE, 0, op, 1713 {
1941 "The book's formula for %s is incomplete", tmp->slaying); 1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1942 return; 1715 return;
1943 } 1716 }
1944 else 1717 else
1945 insert_ob_in_ob(spell, tmp); 1718 insert_ob_in_ob (spell, tmp);
1946 free_string(tmp->slaying);
1947 tmp->slaying=NULL; 1719 tmp->slaying = NULL;
1948 } 1720 }
1949 1721
1950 skop = find_skill_by_name(op, tmp->skill); 1722 skop = find_skill_by_name (op, tmp->skill);
1951 1723
1952 /* need a literacy skill to learn spells. Also, having a literacy level 1724 /* need a literacy skill to learn spells. Also, having a literacy level
1953 * lower than the spell will make learning the spell more difficult */ 1725 * lower than the spell will make learning the spell more difficult */
1954 if ( !skop) { 1726 if (!skop)
1727 {
1955 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1956 return; 1729 return;
1957 } 1730 }
1958 1731
1959 spell = tmp->inv; 1732 spell = tmp->inv;
1733
1960 if (!spell) { 1734 if (!spell)
1735 {
1961 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1962 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1737 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1963 return; 1738 return;
1964 }
1965 if (spell->level > (skop->level+10)) {
1966 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1967 return;
1968 } 1739 }
1969 1740
1970 new_draw_info_format(NDI_UNIQUE, 0, op, 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1971 "The spellbook contains the %s level spell %s.", 1742 {
1972 get_levelnumber(spell->level), spell->name); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1744 return;
1745 }
1973 1746
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1748
1974 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 {
1975 identify(tmp); 1751 identify (tmp);
1752
1976 if (tmp->env) 1753 if (tmp->env)
1977 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1978 else 1755 else
1979 op->contr->socket.update_look=1; 1756 op->contr->ns->floorbox_update ();
1980 } 1757 }
1981 1758
1982 /* I removed the check for special_prayer_mark here - it didn't make 1759 /* I removed the check for special_prayer_mark here - it didn't make
1983 * a lot of sense - special prayers are not found in spellbooks, and 1760 * a lot of sense - special prayers are not found in spellbooks, and
1984 * if the player doesn't know the spell, doesn't make a lot of sense that 1761 * if the player doesn't know the spell, doesn't make a lot of sense that
1985 * they would have a special prayer mark. 1762 * they would have a special prayer mark.
1986 */ 1763 */
1987 if (check_spell_known (op, spell->name)) { 1764 if (check_spell_known (op, spell->name))
1765 {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1989 return; 1767 return;
1990 } 1768 }
1991 1769
1992 if (spell->skill) { 1770 if (spell->skill)
1771 {
1993 spell_skill = find_skill_by_name(op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1773
1994 if (!spell_skill) { 1774 if (!spell_skill)
1995 new_draw_info_format(NDI_UNIQUE, 0, op, 1775 {
1996 "You lack the skill %s to use this spell", 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1997 spell->skill);
1998 return; 1777 return;
1999 } 1778 }
1779
2000 if (spell_skill->level < spell->level) { 1780 if (spell_skill->level < spell->level)
2001 new_draw_info_format(NDI_UNIQUE, 0, op, 1781 {
2002 "You need to be level %d in %s to learn this spell.", 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2003 spell->level, spell->skill);
2004 return; 1783 return;
2005 } 1784 }
2006 } 1785 }
2007 1786
2008 /* Logic as follows 1787 /* Logic as follows
2009 * 1788 *
2010 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1789 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011 * 1790 *
2012 * 2- The learner's skill level in literacy adjusts the chance to learn 1791 * 2- The learner's skill level in literacy adjusts the chance to learn
2013 * a spell. 1792 * a spell.
2014 * 1793 *
2015 * 3 -Automatically fail to learn if you read while confused 1794 * 3 -Automatically fail to learn if you read while confused
2016 * 1795 *
2017 * Overall, chances are the same but a player will find having a high 1796 * Overall, chances are the same but a player will find having a high
2018 * literacy rate very useful! -b.t. 1797 * literacy rate very useful! -b.t.
2019 */ 1798 */
2020 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1799 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 {
2021 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1801 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2022 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1802 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1803 }
2023 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2024 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1805 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2025 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1806 {
2026 1807
2027 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1808 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2028 do_learn_spell (op, spell, 0); 1809 do_learn_spell (op, spell, 0);
2029 1810
2030 /* xp gain to literacy for spell learning */ 1811 /* xp gain to literacy for spell learning */
2031 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2033 } else { 1814 }
1815 else
1816 {
2034 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2035 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2036 } 1819 }
1820
2037 decrease_ob(tmp); 1821 decrease_ob (tmp);
2038} 1822}
2039 1823
2040/** 1824/**
2041 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2042 */ 1826 */
1827void
2043void apply_scroll (object *op, object *tmp, int dir) 1828apply_scroll (object *op, object *tmp, int dir)
2044{ 1829{
2045 object *skop; 1830 object *skop;
2046 1831
2047 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 {
2048 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2049 return; 1835 return;
2050 } 1836 }
2051 1837
2052 if (!tmp->inv || tmp->inv->type != SPELL) { 1838 if (!tmp->inv || tmp->inv->type != SPELL)
2053 new_draw_info (NDI_UNIQUE, 0, op, 1839 {
2054 "The scroll just doesn't make sense!"); 1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2055 return; 1841 return;
2056 } 1842 }
2057 1843
2058 if(op->type==PLAYER) { 1844 if (op->type == PLAYER)
1845 {
2059 /* players need a literacy skill to read stuff! */ 1846 /* players need a literacy skill to read stuff! */
2060 int exp_gain=0; 1847 int exp_gain = 0;
2061 1848
2062 /* hard code literacy - tmp->skill points to where the exp 1849 /* hard code literacy - tmp->skill points to where the exp
2063 * should go for anything killed by the spell. 1850 * should go for anything killed by the spell.
2064 */ 1851 */
2065 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2066 1853
2067 if ( ! skop) { 1854 if (!skop)
2068 new_draw_info(NDI_UNIQUE, 0,op, 1855 {
2069 "You are unable to decipher the strange symbols."); 1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2070 return; 1857 return;
2071 } 1858 }
2072 1859
2073 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1860 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2074 change_exp(op,exp_gain, skop->skill, 0); 1861 change_exp (op, exp_gain, skop->skill, 0);
2075 } 1862 }
2076 1863
2077 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2078 identify(tmp); 1865 identify (tmp);
2079 1866
2080 new_draw_info_format(NDI_BLACK, 0, op, 1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2081 "The scroll of %s turns to dust.", tmp->inv->name);
2082 1868
2083 1869
2084 cast_spell(op,tmp,dir,tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
2085 decrease_ob(tmp); 1871 decrease_ob (tmp);
2086} 1872}
2087 1873
2088/** 1874/**
2089 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
2090 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
2091 * chest. 1877 * chest.
2092 */ 1878 */
1879static void
2093static void apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
2094{ 1881{
2095 object *treas; 1882 object *treas;
2096 tag_t tmp_tag = tmp->count, op_tag = op->count;
2097 1883
2098 1884
2099 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
2100 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
2101 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
2102 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
2103 * treasure 1889 * treasure
2104 */ 1890 */
2105 1891
2106 treas = tmp->inv; 1892 treas = tmp->inv;
2107 if(treas==NULL) { 1893 if (treas == NULL)
1894 {
2108 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2109 decrease_ob(tmp);
2110 return;
2111 }
2112 while (tmp->inv) {
2113 treas = tmp->inv;
2114
2115 remove_ob(treas);
2116 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117 query_name(treas));
2118
2119 treas->x=op->x;
2120 treas->y=op->y;
2121 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2122
2123 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2124 && QUERY_FLAG (op, FLAG_ALIVE))
2125 spring_trap (treas, op);
2126 /* If either player or container was destroyed, no need to do
2127 * further processing. I think this should be enclused with
2128 * spring trap above, as I don't think there is otherwise
2129 * any way for the treasure chest or player to get killed
2130 */
2131 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2132 break;
2133 }
2134
2135 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2136 decrease_ob (tmp); 1896 decrease_ob (tmp);
1897 return;
1898 }
1899 while (tmp->inv)
1900 {
1901 treas = tmp->inv;
1902
1903 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905
1906 treas->x = op->x;
1907 treas->y = op->y;
1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909
1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911 spring_trap (treas, op);
1912
1913 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed
1917 */
1918 if (op->destroyed () || tmp->destroyed ())
1919 break;
1920 }
1921
1922 if (!tmp->destroyed () && tmp->inv == NULL)
1923 decrease_ob (tmp);
2137 1924
2138} 1925}
2139 1926
2140/** 1927/**
2141 * op eats food. 1928 * op eats food.
2142 * If player, takes care of messages and dragon special food. 1929 * If player, takes care of messages and dragon special food.
2143 */ 1930 */
1931static void
2144static void apply_food (object *op, object *tmp) 1932apply_food (object *op, object *tmp)
2145{ 1933{
2146 int capacity_remaining; 1934 int capacity_remaining;
2147 1935
2148 if(op->type!=PLAYER) 1936 if (op->type != PLAYER)
2149 op->stats.hp=op->stats.maxhp; 1937 op->stats.hp = op->stats.maxhp;
2150 else { 1938 else
1939 {
2151 /* check if this is a dragon (player), eating some flesh */ 1940 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1941 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2153 ; 1942 ;
2154 else { 1943 else
1944 {
2155 /* usual case - no dragon meal: */ 1945 /* usual case - no dragon meal: */
2156 if(op->stats.food+tmp->stats.food>999) { 1946 if (op->stats.food + tmp->stats.food > 999)
1947 {
2157 if(tmp->type==FOOD || tmp->type==FLESH) 1948 if (tmp->type == FOOD || tmp->type == FLESH)
2158 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1949 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2159 else 1950 else
2160 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1951 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2161 } 1952 }
2162 1953
2163 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1954 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 {
2164 char buf[MAX_BUF]; 1956 char buf[MAX_BUF];
2165 1957
2166 if (!is_dragon_pl(op)) { 1958 if (!is_dragon_pl (op))
1959 {
2167 /* eating message for normal players*/ 1960 /* eating message for normal players */
2168 if(tmp->type==DRINK) 1961 if (tmp->type == DRINK)
2169 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2170 else 1963 else
2171 sprintf(buf,"The %s tasted %s",tmp->name, 1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2172 tmp->type==FLESH?"terrible!":"good."); 1965 }
2173 } 1966 else
2174 else { 1967 {
2175 /* eating message for dragon players*/ 1968 /* eating message for dragon players */
2176 sprintf(buf,"The %s tasted terrible!",tmp->name); 1969 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2177 } 1970 }
2178 1971
2179 new_draw_info(NDI_UNIQUE, 0,op,buf); 1972 new_draw_info (NDI_UNIQUE, 0, op, buf);
2180 capacity_remaining = 999 - op->stats.food; 1973 capacity_remaining = 999 - op->stats.food;
2181 op->stats.food+=tmp->stats.food; 1974 op->stats.food += tmp->stats.food;
2182 if(capacity_remaining < tmp->stats.food) 1975 if (capacity_remaining < tmp->stats.food)
2183 op->stats.hp += capacity_remaining / 50; 1976 op->stats.hp += capacity_remaining / 50;
2184 else 1977 else
2185 op->stats.hp+=tmp->stats.food/50; 1978 op->stats.hp += tmp->stats.food / 50;
2186 if(op->stats.hp>op->stats.maxhp) 1979 if (op->stats.hp > op->stats.maxhp)
2187 op->stats.hp=op->stats.maxhp; 1980 op->stats.hp = op->stats.maxhp;
2188 if (op->stats.food > 999) 1981 if (op->stats.food > 999)
2189 op->stats.food = 999; 1982 op->stats.food = 999;
2190 } 1983 }
2191 1984
2192 /* special food hack -b.t. */ 1985 /* special food hack -b.t. */
2193 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2194 eat_special_food(op,tmp); 1987 eat_special_food (op, tmp);
2195 } 1988 }
2196 } 1989 }
2197 handle_apply_yield(tmp); 1990 handle_apply_yield (tmp);
2198 decrease_ob(tmp); 1991 decrease_ob (tmp);
2199} 1992}
2200 1993
2201/** 1994/**
2202 * A dragon is eating some flesh. If the flesh contains resistances, 1995 * A dragon is eating some flesh. If the flesh contains resistances,
2203 * there is a chance for the dragon's skin to get improved. 1996 * there is a chance for the dragon's skin to get improved.
2206 * object *op the object (dragon player) eating the flesh 1999 * object *op the object (dragon player) eating the flesh
2207 * object *meal the flesh item, getting chewed in dragon's mouth 2000 * object *meal the flesh item, getting chewed in dragon's mouth
2208 * return: 2001 * return:
2209 * int 1 if eating successful, 0 if it doesn't work 2002 * int 1 if eating successful, 0 if it doesn't work
2210 */ 2003 */
2004int
2211int dragon_eat_flesh(object *op, object *meal) { 2005dragon_eat_flesh (object *op, object *meal)
2006{
2212 object *skin = NULL; /* pointer to dragon skin force*/ 2007 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force*/ 2008 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2009 object *tmp = NULL; /* tmp. object */
2215 2010
2216 char buf[MAX_BUF]; /* tmp. string buffer */ 2011 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2012 double chance; /* improvement-chance of one resistance type */
2218 double totalchance=1; /* total chance of gaining one resistance */ 2013 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus=0; /* monster bonus */ 2015 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners=0; /* number of winners */ 2017 int winners = 0; /* number of winners */
2223 int i; /* index */ 2018 int i; /* index */
2224 2019
2225 /* let's make sure and doublecheck the parameters */ 2020 /* let's make sure and doublecheck the parameters */
2226 if (meal->type!=FLESH || !is_dragon_pl(op)) 2021 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2022 return 0;
2228 2023
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2025 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2231 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 if (tmp->type == FORCE) { 2030 if (tmp->type == FORCE)
2233 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2031 if (tmp->arch->name == dragon_skin_force)
2234 skin = tmp; 2032 skin = tmp;
2235 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2033 else if (tmp->arch->name == dragon_ability_force)
2236 abil = tmp; 2034 abil = tmp;
2237 } 2035
2238 }
2239
2240 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) return 0; 2038 if (skin == NULL || abil == NULL)
2243 2039 return 0;
2040
2244 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2245 if((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2044 else
2248 op->stats.hp += meal->stats.food/50; 2045 op->stats.hp += meal->stats.food / 50;
2249 if(op->stats.hp>op->stats.maxhp) 2046 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp=op->stats.maxhp; 2047 op->stats.hp = op->stats.maxhp;
2251 2048
2252 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2050
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2051 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255 2052
2256 /* on to the interesting part: chances for adding resistance */ 2053 /* on to the interesting part: chances for adding resistance */
2257 for (i=0; i<NROFATTACKS; i++) { 2054 for (i = 0; i < NROFATTACKS; i++)
2055 {
2258 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2056 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2057 {
2259 /* got positive resistance, now calculate improvement chance (0-100) */ 2058 /* got positive resistance, now calculate improvement chance (0-100) */
2260 2059
2261 /* this bonus makes resistance increase easier at lower levels */ 2060 /* this bonus makes resistance increase easier at lower levels */
2262 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2061 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2263 if (i == abil->stats.exp) 2062 if (i == abil->stats.exp)
2264 bonus += 5; /* additional bonus for resistance of ability-focus */ 2063 bonus += 5; /* additional bonus for resistance of ability-focus */
2265 2064
2266 /* monster bonus increases with level, because high-level 2065 /* monster bonus increases with level, because high-level
2267 flesh is too rare */ 2066 flesh is too rare */
2268 mbonus = op->level * 20. / ((double)settings.max_level); 2067 mbonus = op->level * 20. / ((double) settings.max_level);
2269 2068
2270 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2069 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2271 ((double)settings.max_level)) - skin->resist[i]; 2070 ((double) settings.max_level)) - skin->resist[i];
2272 2071
2273 if (chance >= 0.) 2072 if (chance >= 0.)
2274 chance += 1.; 2073 chance += 1.;
2275 else 2074 else
2276 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2075 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2277 2076
2278 /* chance is proportional to amount of resistance (max. 50) */ 2077 /* chance is proportional to amount of resistance (max. 50) */
2279 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2078 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2280 2079
2281 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2282 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2283 chance = MIN(100., chance*2.); 2082 chance = MIN (100., chance * 2.);
2284 2083
2285 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286 if (RANDOM()%10000 < (int)(chance*100)) { 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2086 {
2287 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2288 winners++; 2088 winners++;
2289 } 2089 }
2290 2090
2291 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2091 if (chance >= 0.01)
2292 2092 totalchance *= 1 - chance / 100;
2093
2293 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2094 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2294 } 2095 }
2295 } 2096 }
2296 2097
2297 /* inverse totalchance as until now we have the failure-chance */ 2098 /* inverse totalchance as until now we have the failure-chance */
2298 totalchance = 100 - totalchance*100; 2099 totalchance = 100 - totalchance * 100;
2299 /* print message according to totalchance */ 2100 /* print message according to totalchance */
2300 if (totalchance > 50.) 2101 if (totalchance > 50.)
2301 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2302 else if (totalchance > 10.) 2103 else if (totalchance > 10.)
2303 sprintf(buf, "The %s tasted very good.", meal->name); 2104 sprintf (buf, "The %s tasted very good.", &meal->name);
2304 else if (totalchance > 1.) 2105 else if (totalchance > 1.)
2305 sprintf(buf, "The %s tasted good.", meal->name); 2106 sprintf (buf, "The %s tasted good.", &meal->name);
2306 else if (totalchance > 0.1) 2107 else if (totalchance > 0.1)
2307 sprintf(buf, "The %s tasted bland.", meal->name); 2108 sprintf (buf, "The %s tasted bland.", &meal->name);
2308 else if (totalchance >= 0.01) 2109 else if (totalchance >= 0.01)
2309 sprintf(buf, "The %s had a boring taste.", meal->name); 2110 sprintf (buf, "The %s had a boring taste.", &meal->name);
2310 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2311 sprintf(buf, "The %s tasted strange.", meal->name); 2112 sprintf (buf, "The %s tasted strange.", &meal->name);
2312 else 2113 else
2313 sprintf(buf, "The %s had no taste.", meal->name); 2114 sprintf (buf, "The %s had no taste.", &meal->name);
2314 new_draw_info(NDI_UNIQUE, 0, op, buf); 2115 new_draw_info (NDI_UNIQUE, 0, op, buf);
2315 2116
2316 /* now choose a winner if we have any */ 2117 /* now choose a winner if we have any */
2317 i = -1; 2118 i = -1;
2318 if (winners>0) 2119 if (winners > 0)
2319 i = atnr_winner[RANDOM()%winners]; 2120 i = atnr_winner[RANDOM () % winners];
2320 2121
2321 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2123 {
2322 /* resistance increased! */ 2124 /* resistance increased! */
2323 skin->resist[i]++; 2125 skin->resist[i]++;
2324 fix_player(op); 2126 op->update_stats ();
2325 2127
2326 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2327 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 } 2130 }
2329 2131
2330 /* if this flesh contains a new ability focus, we mark it 2132 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */ 2133 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2134 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2333 && meal->last_eat != abil->last_eat) { 2135 {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335 2137
2336 if (meal->last_eat != abil->stats.exp) { 2138 if (meal->last_eat != abil->stats.exp)
2139 {
2337 sprintf(buf, "Your metabolism prepares to focus on %s!", 2140 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2338 change_resist_msg[meal->last_eat]);
2339 new_draw_info(NDI_UNIQUE, 0, op, buf); 2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2142 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info(NDI_UNIQUE, 0, op, buf); 2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 } 2144 }
2343 else { 2145 else
2146 {
2344 sprintf(buf, "Your metabolism will continue to focus on %s.", 2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2345 change_resist_msg[meal->last_eat]);
2346 new_draw_info(NDI_UNIQUE, 0, op, buf); 2148 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2149 abil->last_eat = 0;
2348 } 2150 }
2349 } 2151 }
2350 return 1; 2152 return 1;
2351}
2352
2353static void apply_savebed (object *pl)
2354{
2355#ifndef COZY_SERVER
2356 if(!pl->contr->name_changed||!pl->stats.exp) {
2357 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2358 return;
2359 }
2360#endif
2361 /* Need to call terminate_all_pets() before we remove the player ob */
2362 terminate_all_pets(pl);
2363 remove_ob(pl);
2364 pl->direction=0;
2365 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2366 "%s leaves the game.",pl->name);
2367
2368 /* update respawn position */
2369 strcpy(pl->contr->savebed_map, pl->map->path);
2370 pl->contr->bed_x = pl->x;
2371 pl->contr->bed_y = pl->y;
2372
2373 strcpy(pl->contr->killer,"left");
2374 check_score(pl); /* Always check score */
2375 (void)save_player(pl,0);
2376 pl->map->players--;
2377#if MAP_MAXTIMEOUT
2378 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2379#endif
2380 play_again(pl);
2381 pl->speed = 0;
2382 update_ob_speed(pl);
2383} 2153}
2384 2154
2385/** 2155/**
2386 * Handles applying an improve armor scroll. 2156 * Handles applying an improve armor scroll.
2387 * Does some sanity checks, then calls improve_armour. 2157 * Does some sanity checks, then calls improve_armour.
2388 */ 2158 */
2159static void
2389static void apply_armour_improver (object *op, object *tmp) 2160apply_armour_improver (object *op, object *tmp)
2390{ 2161{
2391 object *armor; 2162 object *armor;
2392 2163
2393 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2165 {
2394 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2395 return;
2396 }
2397 armor=find_marked_object(op);
2398 if ( ! armor) {
2399 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400 return; 2167 return;
2401 } 2168 }
2169
2170 armor = find_marked_object (op);
2171
2172 if (!armor)
2173 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2175 return;
2176 }
2177
2402 if (armor->type != ARMOUR 2178 if (armor->type != ARMOUR
2403 && armor->type != CLOAK 2179 && armor->type != CLOAK
2404 && armor->type != BOOTS && armor->type != GLOVES 2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2405 && armor->type != BRACERS && armor->type != SHIELD
2406 && armor->type != HELMET)
2407 { 2181 {
2408 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2409 return; 2183 return;
2410 } 2184 }
2411 2185
2412 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2413 improve_armour(op,tmp,armor); 2187 improve_armour (op, tmp, armor);
2414} 2188}
2415 2189
2416 2190extern void
2417extern void apply_poison (object *op, object *tmp) 2191apply_poison (object *op, object *tmp)
2418{ 2192{
2419 if (op->type == PLAYER) { 2193 if (op->type == PLAYER)
2194 {
2420 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2421 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2422 strcpy(op->contr->killer,"poisonous booze"); 2197 strcpy (op->contr->killer, "poisonous booze");
2423 } 2198 }
2424 if (tmp->stats.hp > 0) { 2199 if (tmp->stats.hp > 0)
2200 {
2425 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2426 tmp->stats.hp);
2427 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2428 } 2203 }
2429 op->stats.food-=op->stats.food/4; 2204 op->stats.food -= op->stats.food / 4;
2430 handle_apply_yield(tmp); 2205 handle_apply_yield (tmp);
2431 decrease_ob(tmp); 2206 decrease_ob (tmp);
2432} 2207}
2433 2208
2434/** 2209/**
2435 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2210 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436 * A valid 2 way exit means: 2211 * A valid 2 way exit means:
2437 * -You can come back (there is another exit at the other side) 2212 * -You can come back (there is another exit at the other side)
2438 * -You are 2213 * -You are
2439 * ° the owner of the exit 2214 * ° the owner of the exit
2440 * ° or in the same party as the owner 2215 * ° or in the same party as the owner
2441 * 2216 *
2442 * Note: a owner in a 2 way exit is saved as the owner's name 2217 * Note: a owner in a 2 way exit is saved as the owner's name
2443 * in the field exit->name cause the field exit->owner doesn't 2218 * in the field exit->name cause the field exit->owner doesn't
2444 * survive in the swapping (in fact the whole exit doesn't survive). 2219 * survive in the swapping (in fact the whole exit doesn't survive).
2445 */ 2220 */
2221int
2446int is_legal_2ways_exit (object* op, object *exit) 2222is_legal_2ways_exit (object *op, object *exit)
2447 { 2223{
2448 object * tmp; 2224 if (exit->stats.exp != 1)
2449 object * exit_owner; 2225 return 1; /*This is not a 2 way, so it is legal */
2450 player * pp; 2226
2451 mapstruct * exitmap; 2227#if 0 //TODO
2452 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2453 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2229 return 0; /* This is a reset town portal */
2454 /* To know if an exit has a correspondant, we look at 2230#endif
2455 * all the exits in destination and try to find one with same path as 2231
2456 * the current exit's position */ 2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2457 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2233
2458 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2459 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2460 if (exitmap) 2234 if (exitmap)
2461 { 2235 {
2462 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2236 exitmap->load_sync ();
2463 if (!tmp) return 0; 2237
2464 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2238 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2239
2240 if (!tmp)
2241 return 0;
2242
2243 for (; tmp; tmp = tmp->above)
2465 { 2244 {
2466 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2245 if (tmp->type != EXIT)
2467 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2246 continue; /*Not an exit */
2468 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2469 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2470 2247
2248 if (!EXIT_PATH (tmp))
2249 continue; /*Not a valid exit */
2250
2251 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2252 continue; /*Not in the same place */
2253
2254 if (exit->map->path != EXIT_PATH (tmp))
2255 continue; /*Not in the same map */
2256
2471 /* From here we have found the exit is valid. However we do 2257 /* From here we have found the exit is valid. However we do
2472 * here the check of the exit owner. It is important for the 2258 * here the check of the exit owner. It is important for the
2473 * town portals to prevent strangers from visiting your appartments 2259 * town portals to prevent strangers from visiting your appartments
2474 */ 2260 */
2261 if (!exit->race)
2475 if (!exit->race) return 1; /*No owner, free for all!*/ 2262 return 1; /*No owner, free for all! */
2476 exit_owner=NULL; 2263
2477 for (pp=first_player;pp;pp=pp->next) 2264 object *exit_owner = 0;
2265
2266 for_all_players (pp)
2478 { 2267 {
2479 if (!pp->ob) continue; 2268 if (!pp->ob)
2269 continue;
2270
2480 if (pp->ob->name!=exit->race) continue; 2271 if (pp->ob->name != exit->race)
2272 continue;
2273
2481 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2274 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break; 2275 break;
2483 } 2276 }
2484 if (!exit_owner) return 0; /* No more owner*/ 2277
2485 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2278 if (!exit_owner)
2279 return 0; /* No more owner */
2280
2281 if (exit_owner->contr == op->contr)
2282 return 1; /*It is your exit */
2283
2486 if ( exit_owner && /*There is a owner*/ 2284 if (exit_owner && /*There is a owner */
2487 (op->contr) && /*A player tries to pass */ 2285 (op->contr) && /*A player tries to pass */
2488 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2286 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2489 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2287 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2490 return 0; 2288 return 0;
2289
2491 return 1; 2290 return 1;
2492 } 2291 }
2493 } 2292 }
2293
2494 return 0; 2294 return 0;
2495 } 2295}
2496 2296
2497 2297
2498/** 2298/**
2499 * Main apply handler. 2299 * Main apply handler.
2500 * 2300 *
2510 * 2310 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2513 */ 2313 */
2514 2314
2315int
2515int manual_apply (object *op, object *tmp, int aflag) 2316manual_apply (object *op, object *tmp, int aflag)
2516{ 2317{
2517 if (tmp->head) tmp=tmp->head; 2318 if (tmp->head)
2319 tmp = tmp->head;
2518 2320
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322 {
2520 if (op->type == PLAYER) { 2323 if (op->type == PLAYER)
2324 {
2521 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2522 return 1; 2326 return 1;
2523 } else { 2327 }
2328 else
2524 return 0; /* monsters just skip unpaid items */ 2329 return 0; /* monsters just skip unpaid items */
2525 } 2330 }
2331
2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2333 return RESULT_INT (0);
2334
2335 switch (tmp->type)
2526 } 2336 {
2527 2337 case CF_HANDLE:
2528 2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2529 /* Lauwenmark: Handle for plugin apply event */ 2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2530 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2340 tmp->value = tmp->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value);
2342 update_object (tmp, UP_OBJ_FACE);
2343 push_button (tmp);
2531 return 1; 2344 return 1;
2532 2345
2533 switch (tmp->type) { 2346 case TRIGGER:
2534 2347 if (check_trigger (tmp, op))
2535 case TRANSPORT: 2348 {
2536 return apply_transport(op, tmp, aflag);
2537
2538 case CF_HANDLE:
2539 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2540 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541 tmp->value=tmp->value?0:1;
2542 SET_ANIMATION(tmp, tmp->value);
2543 update_object(tmp,UP_OBJ_FACE);
2544 push_button(tmp);
2545 return 1;
2546
2547 case TRIGGER:
2548 if (check_trigger (tmp, op)) {
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551 } else { 2351 }
2352 else
2552 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2553 } 2354
2554 return 1; 2355 return 1;
2555 2356
2556 case EXIT: 2357 case EXIT:
2557 if (op->type != PLAYER) 2358 if (op->type != PLAYER)
2558 return 0; 2359 return 0;
2360
2559 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 {
2560 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2561 query_name(tmp)); 2364 }
2562 } else { 2365 else
2366 {
2563 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2564 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2565 strncmp(EXIT_PATH(tmp), "/random/", 8))
2566 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2567 enter_exit(op,tmp); 2370
2568 } 2371 op->enter_exit (tmp);
2372 }
2569 return 1; 2373 return 1;
2570 2374
2571 case SIGN: 2375 case SIGN:
2572 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2573 return 1; 2377 return 1;
2574 2378
2575 case BOOK: 2379 case BOOK:
2576 if (op->type == PLAYER) { 2380 if (op->type == PLAYER)
2381 {
2577 apply_book (op, tmp); 2382 apply_book (op, tmp);
2578 return 1; 2383 return 1;
2579 } else { 2384 }
2580 return 0; 2385 else
2581 } 2386 {
2387 return 0;
2388 }
2582 2389
2583 case SKILLSCROLL: 2390 case SKILLSCROLL:
2584 if (op->type == PLAYER) { 2391 if (op->type == PLAYER)
2392 {
2585 apply_skillscroll (op, tmp); 2393 apply_skillscroll (op, tmp);
2586 return 1; 2394 return 1;
2587 } 2395 }
2588 return 0; 2396 return 0;
2589 2397
2590 case SPELLBOOK: 2398 case SPELLBOOK:
2591 if (op->type == PLAYER) { 2399 if (op->type == PLAYER)
2400 {
2592 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2593 return 1; 2402 return 1;
2594 } 2403 }
2595 return 0; 2404 return 0;
2596 2405
2597 case SCROLL: 2406 case SCROLL:
2598 apply_scroll (op, tmp, 0); 2407 apply_scroll (op, tmp, 0);
2599 return 1; 2408 return 1;
2600 2409
2601 case POTION: 2410 case POTION:
2602 (void) apply_potion(op, tmp); 2411 (void) apply_potion (op, tmp);
2603 return 1; 2412 return 1;
2604 2413
2605 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2606 case CLOSE_CON: 2416 case CLOSE_CON:
2607 if (op->type==PLAYER)
2608 (void) esrv_apply_container (op, tmp->env);
2609 else
2610 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2611 return 1; 2418 return 1;
2612 2419
2613 case CONTAINER: 2420 case CONTAINER:
2614 if (op->type==PLAYER)
2615 (void) esrv_apply_container (op, tmp);
2616 else
2617 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2618 return 1; 2422 return 1;
2619 2423
2620 case TREASURE: 2424 case TREASURE:
2621 if (op->type == PLAYER) { 2425 if (op->type == PLAYER)
2426 {
2622 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2623 return 1; 2428 return 1;
2624 } else { 2429 }
2625 return 0; 2430 else
2626 } 2431 return 0;
2627 2432
2628 case WEAPON: 2433 case WEAPON:
2629 case ARMOUR: 2434 case ARMOUR:
2630 case BOOTS: 2435 case BOOTS:
2631 case GLOVES: 2436 case GLOVES:
2632 case AMULET: 2437 case AMULET:
2633 case GIRDLE: 2438 case GIRDLE:
2634 case BRACERS: 2439 case BRACERS:
2635 case SHIELD: 2440 case SHIELD:
2636 case HELMET: 2441 case HELMET:
2637 case RING: 2442 case RING:
2638 case CLOAK: 2443 case CLOAK:
2639 case WAND: 2444 case WAND:
2640 case ROD: 2445 case ROD:
2641 case HORN: 2446 case HORN:
2642 case SKILL: 2447 case SKILL:
2643 case BOW: 2448 case BOW:
2644 case LAMP: 2449 case LAMP:
2645 case BUILDER: 2450 case BUILDER:
2646 case SKILL_TOOL: 2451 case SKILL_TOOL:
2647 if (tmp->env != op) 2452 if (tmp->env != op)
2648 return 2; /* not in inventory */ 2453 return 2; /* not in inventory */
2649 (void) apply_special (op, tmp, aflag); 2454 (void) apply_special (op, tmp, aflag);
2650 return 1; 2455 return 1;
2651 2456
2652 case DRINK: 2457 case DRINK:
2653 case FOOD: 2458 case FOOD:
2654 case FLESH: 2459 case FLESH:
2655 apply_food (op, tmp); 2460 apply_food (op, tmp);
2656 return 1; 2461 return 1;
2657 2462
2658 case POISON: 2463 case POISON:
2659 apply_poison (op, tmp); 2464 apply_poison (op, tmp);
2660 return 1; 2465 return 1;
2661 2466
2662 case SAVEBED: 2467 case SAVEBED:
2468 return 1;
2469
2470 case ARMOUR_IMPROVER:
2663 if (op->type == PLAYER) { 2471 if (op->type == PLAYER)
2664 apply_savebed (op); 2472 {
2665 return 1;
2666 } else {
2667 return 0;
2668 }
2669
2670 case ARMOUR_IMPROVER:
2671 if (op->type == PLAYER) {
2672 apply_armour_improver (op, tmp); 2473 apply_armour_improver (op, tmp);
2673 return 1; 2474 return 1;
2674 } else { 2475 }
2675 return 0; 2476 else
2676 } 2477 return 0;
2677 2478
2678 case WEAPON_IMPROVER: 2479 case WEAPON_IMPROVER:
2679 (void) check_improve_weapon(op, tmp); 2480 (void) check_improve_weapon (op, tmp);
2680 return 1; 2481 return 1;
2681 2482
2682 case CLOCK: 2483 case CLOCK:
2683 if (op->type == PLAYER) { 2484 if (op->type == PLAYER)
2684 char buf[MAX_BUF]; 2485 {
2685 timeofday_t tod; 2486 char buf[MAX_BUF];
2487 timeofday_t tod;
2686 2488
2687 get_tod(&tod); 2489 get_tod (&tod);
2688 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2490 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2689 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2690 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2691 ((tod.hour >= 14) ? "pm" : "am"));
2692 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2693 new_draw_info(NDI_UNIQUE, 0,op, buf); 2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2694 return 1; 2495 return 1;
2695 } else { 2496 }
2696 return 0; 2497 else
2697 } 2498 {
2499 return 0;
2500 }
2698 2501
2699 case MENU: 2502 case MENU:
2700 if (op->type == PLAYER) { 2503 if (op->type == PLAYER)
2701 shop_listing (op); 2504 {
2702 return 1; 2505 shop_listing (tmp, op);
2703 } else { 2506 return 1;
2704 return 0; 2507 }
2705 } 2508 else
2509 {
2510 return 0;
2511 }
2706 2512
2707 case POWER_CRYSTAL: 2513 case POWER_CRYSTAL:
2708 apply_power_crystal(op,tmp); /* see egoitem.c */ 2514 apply_power_crystal (op, tmp); /* see egoitem.c */
2709 return 1; 2515 return 1;
2710 2516
2711 case LIGHTER: /* for lighting torches/lanterns/etc */ 2517 case LIGHTER: /* for lighting torches/lanterns/etc */
2712 if (op->type == PLAYER) { 2518 if (op->type == PLAYER)
2713 apply_lighter(op,tmp); 2519 {
2714 return 1; 2520 apply_lighter (op, tmp);
2715 } else { 2521 return 1;
2716 return 0; 2522 }
2717 } 2523 else
2524 {
2525 return 0;
2526 }
2718 2527
2719 case ITEM_TRANSFORMER: 2528 case ITEM_TRANSFORMER:
2720 apply_item_transformer( op, tmp ); 2529 apply_item_transformer (op, tmp);
2721 return 1; 2530 return 1;
2722 2531
2723 default: 2532 default:
2724 return 0; 2533 return 0;
2725 } 2534 }
2726} 2535}
2727 2536
2728 2537
2729/* quiet suppresses the "don't know how to apply" and "you must get it first" 2538/* quiet suppresses the "don't know how to apply" and "you must get it first"
2730 * messages as needed by player_apply_below(). But there can still be 2539 * messages as needed by player_apply_below(). But there can still be
2731 * "but you are floating high above the ground" messages. 2540 * "but you are floating high above the ground" messages.
2732 * 2541 *
2733 * Same return value as apply() function. 2542 * Same return value as apply() function.
2734 */ 2543 */
2544int
2735int player_apply (object *pl, object *op, int aflag, int quiet) 2545player_apply (object *pl, object *op, int aflag, int quiet)
2736{ 2546{
2737 int tmp; 2547 int tmp;
2738 2548
2739 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2550 {
2740 /* player is flying and applying object not in inventory */ 2551 /* player is flying and applying object not in inventory */
2741 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 {
2742 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2743 "above the ground!");
2744 return 0; 2555 return 0;
2745 } 2556 }
2746 } 2557 }
2747 2558
2748 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749 * applied. 2560 * applied.
2750 */ 2561 */
2751 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752 { 2563 {
2753 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2755 "of smoke!");
2756 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757 remove_ob (op); 2567 op->destroy ();
2758 free_object (op);
2759 return 1; 2568 return 1;
2760 } 2569 }
2761 2570
2762 pl->contr->last_used = op; 2571 pl->contr->last_used = op;
2763 pl->contr->last_used_id = op->count;
2764 2572
2765 tmp = manual_apply (pl, op, aflag); 2573 tmp = manual_apply (pl, op, aflag);
2766 if ( ! quiet) { 2574 if (!quiet)
2575 {
2767 if (tmp == 0) 2576 if (tmp == 0)
2768 new_draw_info_format (NDI_UNIQUE, 0, pl, 2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2769 "I don't know how to apply the %s.",
2770 query_name (op));
2771 else if (tmp == 2) 2578 else if (tmp == 2)
2772 new_draw_info_format (NDI_UNIQUE, 0, pl, 2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2773 "You must get it first!\n");
2774 } 2580 }
2775 return tmp; 2581 return tmp;
2776} 2582}
2777 2583
2778/** 2584/**
2779 * player_apply_below attempts to apply the object 'below' the player. 2585 * player_apply_below attempts to apply the object 'below' the player.
2780 * If the player has an open container, we use that for below, otherwise 2586 * If the player has an open container, we use that for below, otherwise
2781 * we use the ground. 2587 * we use the ground.
2782 */ 2588 */
2783 2589
2590void
2784void player_apply_below (object *pl) 2591player_apply_below (object *pl)
2785{ 2592{
2786 object *tmp, *next;
2787 int floors; 2593 int floors = 0;
2788 2594
2789 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790 apply_transport(pl, pl->contr->transport, 0);
2791 return;
2792 }
2793
2794 /* If using a container, set the starting item to be the top 2595 /* If using a container, set the starting item to be the top
2795 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2796 */
2797 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798
2799 /* This is perhaps more complicated. However, I want to make sure that 2597 * This is perhaps more complicated. However, I want to make sure that
2800 * we don't use a corrupt pointer for the next object, so we get the 2598 * we don't use a corrupt pointer for the next object, so we get the
2801 * next object in the stack before applying. This is can only be a 2599 * next object in the stack before applying. This is can only be a
2802 * problem if player_apply() has a bug in that it uses the object but does 2600 * problem if player_apply() has a bug in that it uses the object but does
2803 * not return a proper value. 2601 * not return a proper value.
2804 */ 2602 */
2805 for (floors = 0; tmp!=NULL; tmp=next) { 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2604 {
2806 next = tmp->below; 2605 next = tmp->below;
2606
2807 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808 floors++; 2608 floors++;
2809 else if (floors > 0) 2609 else if (floors > 0)
2810 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2811 2611
2812 /* If it is visible, player can apply it. If it is applied by 2612 /* If it is visible, player can apply it. If it is applied by
2813 * person moving on it, also activate. Added code to make it 2613 * person moving on it, also activate. Added code to make it
2814 * so that at least one of players movement types be that which 2614 * so that at least one of players movement types be that which
2815 * the item needs. 2615 * the item needs.
2816 */ 2616 */
2817 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2617 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2618 {
2818 if (player_apply (pl, tmp, 0, 1) == 1) 2619 if (player_apply (pl, tmp, 0, 1) == 1)
2819 return; 2620 return;
2820 } 2621 }
2821 if (floors >= 2) 2622 if (floors >= 2)
2822 return; /* process at most two floor objects */ 2623 return; /* process at most two floor objects */
2823 } 2624 }
2824} 2625}
2825 2626
2826/** 2627/**
2827 * Unapplies specified item. 2628 * Unapplies specified item.
2828 * No check done on cursed/damned. 2629 * No check done on cursed/damned.
2829 * Break this out of apply_special - this is just done 2630 * Break this out of apply_special - this is just done
2830 * to keep the size of apply_special to a more managable size. 2631 * to keep the size of apply_special to a more managable size.
2831 */ 2632 */
2633static int
2832static int unapply_special (object *who, object *op, int aflags) 2634unapply_special (object *who, object *op, int aflags)
2833{ 2635{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0);
2638
2834 object *tmp2; 2639 object *tmp2;
2835 2640
2836 CLEAR_FLAG(op, FLAG_APPLIED); 2641 CLEAR_FLAG (op, FLAG_APPLIED);
2642
2837 switch(op->type) { 2643 switch (op->type)
2644 {
2838 case WEAPON: 2645 case WEAPON:
2839 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2840 2647
2841 (void) change_abil (who,op);
2842 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845 who->current_weapon_script = NULL;
2846 who->current_weapon = NULL;
2847 clear_skill(who);
2848 break;
2849
2850 case SKILL: /* allows objects to impart skills */
2851 case SKILL_TOOL:
2852 if (op != who->chosen_skill) {
2853 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2854 }
2855 if (who->type==PLAYER) {
2856 if (who->contr->shoottype == range_skill)
2857 who->contr->shoottype = range_none;
2858 if ( ! op->invisible) {
2859 new_draw_info_format (NDI_UNIQUE, 0, who,
2860 "You stop using the %s.", query_name(op));
2861 } else {
2862 new_draw_info_format (NDI_UNIQUE, 0, who,
2863 "You can no longer use the skill: %s.",
2864 op->skill);
2865 }
2866 }
2867 (void) change_abil (who, op); 2648 (void) change_abil (who, op);
2868 who->chosen_skill = NULL; 2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2869 CLEAR_FLAG (who, FLAG_READY_SKILL); 2650 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2870 break;
2871
2872 case ARMOUR:
2873 case HELMET:
2874 case SHIELD:
2875 case RING:
2876 case BOOTS:
2877 case GLOVES:
2878 case AMULET:
2879 case GIRDLE:
2880 case BRACERS:
2881 case CLOAK:
2882 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2883 (void) change_abil (who,op);
2884 break;
2885 case LAMP:
2886 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2887 op->name);
2888 tmp2 = arch_to_object(op->other_arch);
2889 tmp2->x = op->x;
2890 tmp2->y = op->y;
2891 tmp2->map = op->map;
2892 tmp2->below = op->below;
2893 tmp2->above = op->above;
2894 tmp2->stats.food = op->stats.food;
2895 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2896 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2897 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2898 if (who->type == PLAYER)
2899 esrv_del_item(who->contr, (tag_t)op->count);
2900 remove_ob(op);
2901 free_object(op);
2902 insert_ob_in_ob(tmp2, who);
2903 fix_player(who);
2904 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2905 if (who->type == PLAYER) {
2906 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2907 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2908 }
2909 }
2910 if(who->type==PLAYER)
2911 esrv_send_item(who, tmp2);
2912 return 1; /* otherwise, an attempt to drop causes problems */
2913 break;
2914 case BOW:
2915 case WAND:
2916 case ROD:
2917 case HORN:
2918 clear_skill(who); 2651 clear_skill (who);
2919 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2920 if(who->type==PLAYER) {
2921 who->contr->shoottype = range_none;
2922 } else {
2923 if (op->type == BOW)
2924 CLEAR_FLAG (who, FLAG_READY_BOW);
2925 else
2926 CLEAR_FLAG(who, FLAG_READY_RANGE);
2927 }
2928 break;
2929
2930 case BUILDER:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2932 who->contr->shoottype = range_none;
2933 who->contr->ranges[ range_builder ] = NULL;
2934 break; 2652 break;
2935 2653
2936 default: 2654 case SKILL: /* allows objects to impart skills */
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2655 case SKILL_TOOL:
2938 break; 2656 if (op != who->chosen_skill)
2939 } 2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2940 2658
2941 fix_player(who);
2942
2943 if ( ! (aflags & AP_NO_MERGE)) {
2944 object *tmp;
2945
2946 tag_t del_tag = op->count;
2947 tmp = merge_ob (op, NULL);
2948 if (who->type == PLAYER) { 2659 if (who->type == PLAYER)
2949 if (tmp) { /* it was merged */ 2660 {
2661 if (who->contr->ranged_ob == op)
2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 }
2672
2673 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break;
2677
2678 case ARMOUR:
2679 case HELMET:
2680 case SHIELD:
2681 case RING:
2682 case BOOTS:
2683 case GLOVES:
2684 case AMULET:
2685 case GIRDLE:
2686 case BRACERS:
2687 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op);
2690 break;
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->type == PLAYER)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->type == PLAYER)
2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 }
2718 }
2719 if (who->type == PLAYER)
2720 esrv_send_item (who, tmp2);
2721 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723
2724 case BOW:
2725 case WAND:
2726 case ROD:
2727 case HORN:
2728 clear_skill (who);
2729 if (who->type == PLAYER)
2730 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732
2733 who->contr->ranged_skill = 0;
2734 who->contr->ranged_ob = 0;
2735 }
2736 else
2737 {
2738 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 }
2743
2744 break;
2745
2746 case BUILDER:
2747 if (who->type == PLAYER)
2748 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break;
2755
2756 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2758 break;
2759 }
2760
2761 who->update_stats ();
2762
2763 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL);
2768 if (who->type == PLAYER)
2769 {
2770 if (tmp)
2771 { /* it was merged */
2950 esrv_del_item (who->contr, del_tag); 2772 esrv_del_item (who->contr, op->count);
2951 op = tmp; 2773 op = tmp;
2952 } 2774 }
2775
2953 esrv_send_item (who, op); 2776 esrv_send_item (who, op);
2954 } 2777 }
2955 } 2778 }
2956 return 0; 2779 return 0;
2957} 2780}
2958 2781
2959/** 2782/**
2960 * Returns the object that is using location 'loc'. 2783 * Returns the object that is using location 'loc'.
2961 * Note that 'start' is the first object to start examing - we 2784 * Note that 'start' is the first object to start examing - we
2968 * loc is the index into the array we are looking for a match. 2791 * loc is the index into the array we are looking for a match.
2969 * don't return invisible objects unless they are skill objects 2792 * don't return invisible objects unless they are skill objects
2970 * invisible other objects that use 2793 * invisible other objects that use
2971 * up body locations can be used as restrictions. 2794 * up body locations can be used as restrictions.
2972 */ 2795 */
2796object *
2973object *get_item_from_body_location(object *start, int loc) 2797get_item_from_body_location (object *start, int loc)
2974{ 2798{
2975 object *tmp; 2799 object *tmp;
2976 2800
2977 if (!start) return NULL; 2801 if (!start)
2978
2979 for (tmp=start; tmp; tmp=tmp->below)
2980 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2981 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2982
2983 return NULL; 2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp;
2807
2808 return NULL;
2984} 2809}
2985 2810
2986 2811
2987 2812
2988/** 2813/**
2994 * Returns 0 on success, returns 1 if there is some problem. 2819 * Returns 0 on success, returns 1 if there is some problem.
2995 * if aflags is AP_PRINT, we instead print out waht to unapply 2820 * if aflags is AP_PRINT, we instead print out waht to unapply
2996 * instead of doing it. This is a lot less code than having 2821 * instead of doing it. This is a lot less code than having
2997 * another function that does just that. 2822 * another function that does just that.
2998 */ 2823 */
2824int
2999int unapply_for_ob(object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
3000{ 2826{
3001 int i; 2827 int i;
3002 object *tmp=NULL, *last; 2828 object *tmp = NULL, *last;
3003 2829
3004 /* If we are applying a shield or weapon, unapply any equipped shield 2830 /* If we are applying a shield or weapon, unapply any equipped shield
3005 * or weapons first - only allowed to use one weapon/shield at a time. 2831 * or weapons first - only allowed to use one weapon/shield at a time.
3006 */ 2832 */
3007 if (op->type == WEAPON || op->type == SHIELD) { 2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
3008 for (tmp=who->inv; tmp; tmp=tmp->below) { 2835 for (tmp = who->inv; tmp; tmp = tmp->below)
2836 {
3009 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3010 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2838 {
3011 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 {
3012 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
3013 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3014 else 2843 else
3015 unapply_special(who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
3016 } 2845 }
3017 else { 2846 else
2847 {
3018 /* In this case, we want to try and remove a cursed item. 2848 /* In this case, we want to try and remove a cursed item.
3019 * While we know it won't work, we want unapply_special to 2849 * While we know it won't work, we want unapply_special to
3020 * at least generate the message. 2850 * at least generate the message.
3021 */ 2851 */
3022 new_draw_info_format(NDI_UNIQUE, 0, who, 2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3023 "No matter how hard you try, you just can't\nremove %s.", 2853 return 1;
3024 query_name(tmp)); 2854 }
3025 return 1;
3026 }
3027 2855
2856 }
2857 }
3028 } 2858 }
3029 }
3030 }
3031 2859
3032 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 {
3033 /* this used up a slot that we need to free */ 2862 /* this used up a slot that we need to free */
3034 if (op->body_info[i]) { 2863 if (op->body_info[i])
2864 {
3035 last = who->inv; 2865 last = who->inv;
3036 2866
3037 /* We do a while loop - may need to remove several items in order 2867 /* We do a while loop - may need to remove several items in order
3038 * to free up enough slots. 2868 * to free up enough slots.
3039 */ 2869 */
3040 while ((who->body_used[i] + op->body_info[i]) < 0) { 2870 while ((who->body_used[i] + op->body_info[i]) < 0)
2871 {
3041 tmp = get_item_from_body_location(last, i); 2872 tmp = get_item_from_body_location (last, i);
3042 if (!tmp) { 2873 if (!tmp)
2874 {
3043#if 0 2875#if 0
3044 /* Not a bug - we'll get this if the player has cursed items 2876 /* Not a bug - we'll get this if the player has cursed items
3045 * equipped. 2877 * equipped.
3046 */ 2878 */
3047 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3048 i, body_locations[i].save_name, who->name);
3049#endif 2880#endif
3050 return 1; 2881 return 1;
3051 } 2882 }
3052 /* If we are just printing, we don't care about cursed status */ 2883 /* If we are just printing, we don't care about cursed status */
3053 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3054 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2885 {
3055 if (aflags & AP_PRINT) 2886 if (aflags & AP_PRINT)
3056 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3057 else 2888 else
3058 unapply_special(who, tmp, aflags); 2889 unapply_special (who, tmp, aflags);
3059 } 2890 }
3060 else { 2891 else
2892 {
3061 /* Cursed item that we can't unequip - tell the player. 2893 /* Cursed item that we can't unequip - tell the player.
3062 * Note this could be annoying if this is just one of a few, 2894 * Note this could be annoying if this is just one of a few,
3063 * so it may not be critical (eg, putting on a ring and you have 2895 * so it may not be critical (eg, putting on a ring and you have
3064 * one cursed ring.) 2896 * one cursed ring.)
3065 */ 2897 */
3066 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3067 } 2899 }
3068 last = tmp->below; 2900 last = tmp->below;
3069 } 2901 }
3070 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
3072 */ 2904 */
3073 } /* if op is using this body location */ 2905 } /* if op is using this body location */
3074 } /* for body lcoations */ 2906 } /* for body lcoations */
3075 return 0; 2907 return 0;
3076} 2908}
3077 2909
3078/** 2910/**
3079 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
3080 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
3084 * is set, do we really are what the other flags may be?) 2916 * is set, do we really are what the other flags may be?)
3085 * 2917 *
3086 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
3087 * these return values. 2919 * these return values.
3088 */ 2920 */
2921int
3089int can_apply_object(object *who, object *op) 2922can_apply_object (object *who, object *op)
3090{ 2923{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0);
2926
3091 int i, retval=0; 2927 int i, retval = 0;
3092 object *tmp=NULL, *ws=NULL; 2928 object *tmp = NULL, *ws = NULL;
3093 2929
3094 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095 * 2 weapons, but we don't want to let them do that. So if they are 2931 * 2 weapons, but we don't want to let them do that. So if they are
3096 * trying to equip a weapon or shield, see if they already have one 2932 * trying to equip a weapon or shield, see if they already have one
3097 * in place and store that way. 2933 * in place and store that way.
3098 */ 2934 */
3099 if (op->type == WEAPON || op->type == SHIELD) { 2935 if (op->type == WEAPON || op->type == SHIELD)
2936 {
3100 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2938 {
3101 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2940 {
3102 retval = CAN_APPLY_UNAPPLY; 2941 retval = CAN_APPLY_UNAPPLY;
3103 ws = tmp; 2942 ws = tmp;
2943 }
2944 }
3104 } 2945 }
3105 }
3106 }
3107
3108 2946
3109 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
3110 if (op->body_info[i]) { 2949 if (op->body_info[i])
2950 {
3111 /* Item uses more slots than we have */ 2951 /* Item uses more slots than we have */
3112 if (FABS(op->body_info[i]) > who->body_info[i]) { 2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
3113 /* Could return now for efficiently - rest of info below isn' 2954 /* Could return now for efficiently - rest of info below isn'
3114 * really needed. 2955 * really needed.
3115 */ 2956 */
3116 retval |= CAN_APPLY_NEVER; 2957 retval |= CAN_APPLY_NEVER;
2958 }
3117 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2959 else if ((who->body_used[i] + op->body_info[i]) < 0)
2960 {
3118 /* in this case, equipping this would use more free spots than 2961 /* in this case, equipping this would use more free spots than
3119 * we have. 2962 * we have.
3120 */ 2963 */
3121 object *tmp1; 2964 object *tmp1;
3122 2965
3123 2966
3124 /* if we have an applied weapon/shield, and unapply it would free 2967 /* if we have an applied weapon/shield, and unapply it would free
3125 * enough slots to equip the new item, then just set this can 2968 * enough slots to equip the new item, then just set this can
3126 * continue. We don't care about the logic below - if you have 2969 * continue. We don't care about the logic below - if you have
3127 * shield equipped and try to equip another shield, there is only 2970 * shield equipped and try to equip another shield, there is only
3128 * one choice. However, the check for the number of body locations 2971 * one choice. However, the check for the number of body locations
3129 * does take into the account cases where what is being applied 2972 * does take into the account cases where what is being applied
3130 * may be two handed for example. 2973 * may be two handed for example.
3131 */ 2974 */
3132 if (ws) { 2975 if (ws)
2976 {
3133 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3134 retval |= CAN_APPLY_UNAPPLY; 2978 {
3135 continue; 2979 retval |= CAN_APPLY_UNAPPLY;
3136 } 2980 continue;
3137 } 2981 }
2982 }
3138 2983
3139 tmp1 = get_item_from_body_location(who->inv, i); 2984 tmp1 = get_item_from_body_location (who->inv, i);
3140 if (!tmp1) { 2985 if (!tmp1)
2986 {
3141#if 0 2987#if 0
3142 /* This is sort of an error, but happens a lot when old players 2988 /* This is sort of an error, but happens a lot when old players
3143 * join in with more stuff equipped than they are now allowed. 2989 * join in with more stuff equipped than they are now allowed.
3144 */ 2990 */
3145 LOG(llevError,"Can't find object using location %d on %s\n", 2991 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3146 i, who->name);
3147#endif 2992#endif
3148 retval |= CAN_APPLY_NEVER; 2993 retval |= CAN_APPLY_NEVER;
3149 } else { 2994 }
2995 else
2996 {
3150 /* need to unapply something. However, if this something 2997 /* need to unapply something. However, if this something
3151 * is different than we had found before, it means they need 2998 * is different than we had found before, it means they need
3152 * to apply multiple objects 2999 * to apply multiple objects
3153 */ 3000 */
3154 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
3155 if (!tmp) tmp = tmp1; 3002 if (!tmp)
3156 else if (tmp != tmp1) { 3003 tmp = tmp1;
3157 retval |= CAN_APPLY_UNAPPLY_MULT; 3004 else if (tmp != tmp1)
3158 } 3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 }
3159 /* This object isn't using up all the slots, so there must 3008 /* This object isn't using up all the slots, so there must
3160 * be another. If so, and it the new item doesn't need all 3009 * be another. If so, and it the new item doesn't need all
3161 * the slots, the player then has a choice. 3010 * the slots, the player then has a choice.
3162 */ 3011 */
3163 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3164 (FABS(op->body_info[i]) < who->body_info[i]))
3165 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3013 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166 3014
3167 /* Does unequippint 'tmp1' free up enough slots for this to be 3015 /* Does unequippint 'tmp1' free up enough slots for this to be
3168 * equipped? If not, there must be something else to unapply. 3016 * equipped? If not, there must be something else to unapply.
3169 */ 3017 */
3170 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3171 retval |= CAN_APPLY_UNAPPLY_MULT; 3019 retval |= CAN_APPLY_UNAPPLY_MULT;
3172 3020
3173 } 3021 }
3174 } /* if not enough free slots */ 3022 } /* if not enough free slots */
3175 } /* if this object uses location i */ 3023 } /* if this object uses location i */
3176 } /* for i -> num_body_locations loop */ 3024 } /* for i -> num_body_locations loop */
3177 3025
3178 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3026 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179 * really be controlled by use of body locations. We do have 3027 * really be controlled by use of body locations. We do have
3180 * the weapon/shield checks, and the range checks for monsters, 3028 * the weapon/shield checks, and the range checks for monsters,
3181 * because you can't control those just by body location - bows, shields, 3029 * because you can't control those just by body location - bows, shields,
3182 * and weapons all use the same slot. Similar for horn/rod/wand - they 3030 * and weapons all use the same slot. Similar for horn/rod/wand - they
3183 * all use the same location. 3031 * all use the same location.
3184 */ 3032 */
3185 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3186 retval |= CAN_APPLY_RESTRICTION;
3187 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188 retval |= CAN_APPLY_RESTRICTION;
3189
3190
3191 if (who->type != PLAYER) {
3192 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194 retval |= CAN_APPLY_RESTRICTION;
3195 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3197 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3198 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3199 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3038
3039 if (who->type != PLAYER)
3040 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3200 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION;
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION;
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION;
3201 } 3049 }
3050
3202 return retval; 3051 return retval;
3203} 3052}
3204
3205
3206 3053
3207/** 3054/**
3208 * who is the object using the object. It can be a monster. 3055 * who is the object using the object. It can be a monster.
3209 * op is the object they are using. op is an equipment type item, 3056 * op is the object they are using. op is an equipment type item,
3210 * eg, one which you put on and keep on for a while, and not something 3057 * eg, one which you put on and keep on for a while, and not something
3224 * 3071 *
3225 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226 * 3073 *
3227 * apply_special() doesn't check for unpaid items. 3074 * apply_special() doesn't check for unpaid items.
3228 */ 3075 */
3076int
3229int apply_special (object *who, object *op, int aflags) 3077apply_special (object *who, object *op, int aflags)
3230{ 3078{
3231 int basic_flag = aflags & AP_BASIC_FLAGS; 3079 int basic_flag = aflags & AP_BASIC_FLAGS;
3232 object *tmp, *tmp2, *skop=NULL; 3080 object *tmp, *tmp2, *skop = NULL;
3233 int i; 3081 int i;
3234 3082
3235 if(who==NULL) { 3083 if (who == NULL)
3084 {
3236 LOG(llevError,"apply_special() from object without environment.\n"); 3085 LOG (llevError, "apply_special() from object without environment.\n");
3237 return 1; 3086 return 1;
3238 } 3087 }
3239 3088
3240 if(op->env!=who) 3089 if (op->env != who)
3241 return 1; /* op is not in inventory */ 3090 return 1; /* op is not in inventory */
3242 3091
3243 /* trying to unequip op */ 3092 /* trying to unequip op */
3244 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3093 if (QUERY_FLAG (op, FLAG_APPLIED))
3094 {
3245 /* always apply, so no reason to unapply */ 3095 /* always apply, so no reason to unapply */
3246 if (basic_flag == AP_APPLY) return 0; 3096 if (basic_flag == AP_APPLY)
3097 return 0;
3247 3098
3248 if ( ! (aflags & AP_IGNORE_CURSE) 3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3249 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3100 {
3250 new_draw_info_format(NDI_UNIQUE, 0, who, 3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3251 "No matter how hard you try, you just can't\nremove %s.",
3252 query_name(op));
3253 return 1; 3102 return 1;
3254 } 3103 }
3255 return unapply_special(who, op, aflags); 3104 return unapply_special (who, op, aflags);
3256 } 3105 }
3257 3106
3258 if (basic_flag == AP_UNAPPLY) return 0; 3107 if (basic_flag == AP_UNAPPLY)
3108 return 0;
3259 3109
3260 i = can_apply_object(who, op); 3110 i = can_apply_object (who, op);
3261 3111
3262 /* Can't just apply this object. Lets see what not and what to do */ 3112 /* Can't just apply this object. Lets see what not and what to do */
3263 if (i) { 3113 if (i)
3114 {
3264 if (i & CAN_APPLY_NEVER) { 3115 if (i & CAN_APPLY_NEVER)
3116 {
3265 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3266 return 1; 3118 return 1;
3119 }
3267 } else if (i & CAN_APPLY_RESTRICTION) { 3120 else if (i & CAN_APPLY_RESTRICTION)
3121 {
3268 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3269 return 1; 3123 return 1;
3270 } 3124 }
3271 if (who->type != PLAYER) { 3125 if (who->type != PLAYER)
3126 {
3272 /* Some error, so don't try to equip something more */ 3127 /* Some error, so don't try to equip something more */
3273 if (unapply_for_ob(who, op, aflags)) return 1; 3128 if (unapply_for_ob (who, op, aflags))
3274 } else { 3129 return 1;
3275 if (who->contr->unapply == unapply_never || 3130 }
3276 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3131 else
3277 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3132 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3278 unapply_for_ob(who, op, AP_PRINT); 3136 unapply_for_ob (who, op, AP_PRINT);
3279 return 1; 3137 return 1;
3280 } 3138 }
3281 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3282 i = unapply_for_ob(who, op, aflags); 3141 i = unapply_for_ob (who, op, aflags);
3283 if (i) return 1; 3142 if (i)
3143 return 1;
3144 }
3145 }
3284 } 3146 }
3285 } 3147
3286 }
3287 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 {
3288 skop=find_skill_by_name(who, op->skill); 3150 skop = find_skill_by_name (who, op->skill);
3289 if (!skop) { 3151 if (!skop)
3152 {
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3291 return 1; 3154 return 1;
3292 } else { 3155 }
3156 else
3293 /* While experience will be credited properly, we want to change the 3157 /* While experience will be credited properly, we want to change the
3294 * skill so that the dam and wc get updated 3158 * skill so that the dam and wc get updated
3295 */ 3159 */
3296 change_skill(who, skop, 0); 3160 change_skill (who, skop, 0);
3297 } 3161 }
3162
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3298 } 3164 {
3299 3165 new_draw_info (NDI_UNIQUE, 0, who,
3300 if (who->type == PLAYER && op->item_power && 3166 "Equipping that combined with other items would consume your soul! "
3301 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3167 "[use the skills command to check your available item power]");
3302 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3168 return 1;
3303 return 1;
3304 } 3169 }
3305
3306 3170
3171
3307 /* Ok. We are now at the state where we can apply the new object. 3172 /* Ok. We are now at the state where we can apply the new object.
3308 * Note that we don't have the checks for can_use_... 3173 * Note that we don't have the checks for can_use_...
3309 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3310 */ 3175 */
3311
3312 3176
3313 if(op->nrof > 1) 3177 if (op->nrof > 1)
3314 tmp = get_split_ob(op,op->nrof - 1); 3178 tmp = get_split_ob (op, op->nrof - 1);
3315 else 3179 else
3316 tmp = NULL; 3180 tmp = NULL;
3317 3181
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0);
3184
3318 switch(op->type) { 3185 switch (op->type)
3186 {
3319 case WEAPON: 3187 case WEAPON:
3320 if (!check_weapon_power(who, op->last_eat)) { 3188 if (!check_weapon_power (who, op->last_eat))
3321 new_draw_info(NDI_UNIQUE, 0,who, 3189 {
3322 "That weapon is too powerful for you to use."); 3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3323 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3324 if(tmp!=NULL) 3192 if (tmp != NULL)
3325 (void) insert_ob_in_ob(tmp,who); 3193 (void) insert_ob_in_ob (tmp, who);
3326 return 1; 3194 return 1;
3327 } 3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix
3198 // i.e. "R" can use Ragnarok's swors.
3328 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 {
3329 /* if the weapon does not have the name as the character, can't use it. */ 3201 /* if the weapon does not have the name as the character, can't use it. */
3330 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3332 if(tmp!=NULL) 3204
3333 (void) insert_ob_in_ob(tmp,who); 3205 if (tmp)
3334 return 1; 3206 insert_ob_in_ob (tmp, who);
3335 } 3207
3208 return 1;
3209 }
3210
3336 SET_FLAG(op, FLAG_APPLIED); 3211 SET_FLAG (op, FLAG_APPLIED);
3337 3212
3338 if (skop) change_skill(who, skop, 1); 3213 if (skop)
3214 change_skill (who, skop, 1);
3215
3339 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3340 SET_FLAG(who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3341 3218
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3343 3220
3344 (void) change_abil (who,op); 3221 change_abil (who, op);
3345 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347 LOG(llevDebug, "Scripting Weapon wielded\n");
3348 if (who->current_weapon_script) free_string(who->current_weapon_script);
3349 who->current_weapon_script=add_string(query_name(op));
3350 }
3351 who->current_weapon = op;*/
3352 break;
3353
3354 case ARMOUR:
3355 case HELMET:
3356 case SHIELD:
3357 case BOOTS:
3358 case GLOVES:
3359 case GIRDLE:
3360 case BRACERS:
3361 case CLOAK:
3362 case RING:
3363 case AMULET:
3364 SET_FLAG(op, FLAG_APPLIED);
3365 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3366 (void) change_abil (who,op);
3367 break;
3368 case LAMP:
3369 if (op->stats.food < 1) {
3370 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3371 " fuel!", op->name);
3372 return 1;
3373 }
3374 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3375 op->name);
3376 tmp2 = arch_to_object(op->other_arch);
3377 tmp2->stats.food = op->stats.food;
3378 SET_FLAG(tmp2, FLAG_APPLIED);
3379 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3380 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3381 insert_ob_in_ob(tmp2, who);
3382
3383 /* Remove the old lantern */
3384 if (who->type == PLAYER)
3385 esrv_del_item(who->contr, (tag_t)op->count);
3386 remove_ob(op);
3387 free_object(op);
3388
3389 /* insert the portion that was split off */
3390 if(tmp!=NULL) {
3391 (void) insert_ob_in_ob(tmp,who);
3392 if(who->type==PLAYER)
3393 esrv_send_item(who, tmp);
3394 }
3395 fix_player(who);
3396 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3397 if (who->type == PLAYER) {
3398 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3399 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3400 }
3401 }
3402 if(who->type==PLAYER)
3403 esrv_send_item(who, tmp2);
3404 return 0;
3405 break;
3406
3407 /* this part is needed for skill-tools */
3408 case SKILL:
3409 case SKILL_TOOL:
3410 if (who->chosen_skill) {
3411 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412 return 1;
3413 }
3414 if (who->type == PLAYER) {
3415 who->contr->shoottype = range_skill;
3416 who->contr->ranges[range_skill] = op;
3417 if ( ! op->invisible) {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3419 query_name (op));
3420 new_draw_info_format (NDI_UNIQUE, 0, who,
3421 "You can now use the skill: %s.",
3422 op->skill);
3423 } else {
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3425 op->skill? op->skill:op->name);
3426 }
3427 }
3428 SET_FLAG (op, FLAG_APPLIED);
3429 (void) change_abil (who, op);
3430 who->chosen_skill = op;
3431 SET_FLAG (who, FLAG_READY_SKILL);
3432 break;
3433
3434 case BOW:
3435 if (!check_weapon_power(who, op->last_eat)) {
3436 new_draw_info(NDI_UNIQUE, 0, who,
3437 "That item is too powerful for you to use.");
3438 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439 if(tmp != NULL)
3440 (void)insert_ob_in_ob(tmp,who);
3441 return 1;
3442 }
3443 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3444 new_draw_info(NDI_UNIQUE, 0, who,
3445 "The weapon does not recognize you as its owner.");
3446 if(tmp != NULL)
3447 (void)insert_ob_in_ob(tmp,who);
3448 return 1;
3449 }
3450 /*FALLTHROUGH*/
3451 case WAND:
3452 case ROD:
3453 case HORN:
3454 /* check for skill, alter player status */
3455 SET_FLAG(op, FLAG_APPLIED);
3456 if (skop) change_skill(who, skop, 0);
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3458
3459 if(who->type==PLAYER) {
3460 if (op->type == BOW) {
3461 (void)change_abil(who, op);
3462 new_draw_info_format (NDI_UNIQUE, 0, who,
3463 "You will now fire %s with %s.",
3464 op->race ? op->race : "nothing", query_name(op));
3465 who->contr->shoottype = range_bow;
3466 } else {
3467 who->contr->shoottype = range_misc;
3468 }
3469 } else {
3470 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW);
3472 else
3473 SET_FLAG (who, FLAG_READY_RANGE);
3474 }
3475 break;
3476
3477 case BUILDER:
3478 if ( who->contr->ranges[ range_builder ] )
3479 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3480 who->contr->shoottype = range_builder;
3481 who->contr->ranges[ range_builder ] = op;
3482 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3483 break; 3222 break;
3484 3223
3485 default: 3224 case ARMOUR:
3225 case HELMET:
3226 case SHIELD:
3227 case BOOTS:
3228 case GLOVES:
3229 case GIRDLE:
3230 case BRACERS:
3231 case CLOAK:
3232 case RING:
3233 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3236 change_abil (who, op);
3237 break;
3238
3239 case LAMP:
3240 if (op->stats.food < 1)
3241 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3243 return 1;
3244 }
3245
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 {
3265 insert_ob_in_ob (tmp, who);
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER)
3275 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 }
3279 }
3280
3281 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2);
3283
3284 return 0;
3285
3286 /* this part is needed for skill-tools */
3287 case SKILL:
3288 case SKILL_TOOL:
3289 if (who->chosen_skill)
3290 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3292 return 1;
3293 }
3294
3295 if (who->type == PLAYER)
3296 {
3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299
3300 if (!op->invisible)
3301 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3304 }
3305 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3307 }
3308
3309 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op);
3311 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL);
3313 break;
3314
3315 case BOW:
3316 if (!check_weapon_power (who, op->last_eat))
3317 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320
3321 if (tmp)
3322 insert_ob_in_ob (tmp, who);
3323
3324 return 1;
3325 }
3326
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL)
3331 insert_ob_in_ob (tmp, who);
3332
3333 return 1;
3334 }
3335
3336 /*FALLTHROUGH*/
3337 case WAND:
3338 case ROD:
3339 case HORN:
3340 /* check for skill, alter player status */
3341 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0);
3344
3345 if (who->type == PLAYER)
3346 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348
3349 if (op->type == BOW)
3350 {
3351 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 }
3359 else
3360 {
3361 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW);
3363 else
3364 SET_FLAG (who, FLAG_READY_RANGE);
3365 }
3366
3367 break;
3368
3369 case BUILDER:
3370 if (who->type == PLAYER)
3371 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0);
3374
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op;
3379 }
3380 break;
3381
3382 default:
3486 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3487 } /* end of switch op->type */ 3384 } /* end of switch op->type */
3488 3385
3489 SET_FLAG(op, FLAG_APPLIED); 3386 SET_FLAG (op, FLAG_APPLIED);
3490 3387
3491 if(tmp!=NULL) 3388 if (tmp != NULL)
3492 tmp = insert_ob_in_ob(tmp,who); 3389 tmp = insert_ob_in_ob (tmp, who);
3493 3390
3494 fix_player(who); 3391 who->update_stats ();
3495 3392
3496 /* We exclude spell casting objects. The fire code will set the 3393 /* We exclude spell casting objects. The fire code will set the
3497 * been applied flag when they are used - until that point, 3394 * been applied flag when they are used - until that point,
3498 * you don't know anything about them. 3395 * you don't know anything about them.
3499 */ 3396 */
3500 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3501 op->type!=ROD)
3502 SET_FLAG(op,FLAG_BEEN_APPLIED); 3398 SET_FLAG (op, FLAG_BEEN_APPLIED);
3503 3399
3504 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3505 if (who->type == PLAYER) { 3402 if (who->type == PLAYER)
3403 {
3506 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3507 SET_FLAG(op,FLAG_KNOWN_CURSED); 3405 SET_FLAG (op, FLAG_KNOWN_CURSED);
3508 } 3406 }
3509 } 3407 }
3408
3510 if(who->type==PLAYER) { 3409 if (who->type == PLAYER)
3410 {
3511 /* if multiple objects were applied, update both slots */ 3411 /* if multiple objects were applied, update both slots */
3512 if (tmp) 3412 if (tmp)
3513 esrv_send_item(who, tmp); 3413 esrv_send_item (who, tmp);
3414
3514 esrv_send_item(who, op); 3415 esrv_send_item (who, op);
3515 } 3416 }
3417
3516 return 0; 3418 return 0;
3517} 3419}
3518 3420
3519 3421int
3520int monster_apply_special (object *who, object *op, int aflags) 3422monster_apply_special (object *who, object *op, int aflags)
3521{ 3423{
3522 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3523 return 1; 3425 return 1;
3524 return apply_special (who, op, aflags); 3426 return apply_special (who, op, aflags);
3525} 3427}
3526 3428
3527/** 3429/**
3528 * Map was just loaded, handle op's initialisation. 3430 * Map was just loaded, handle op's initialisation.
3529 * 3431 *
3530 * Generates shop floor's item, and treasures. 3432 * Generates shop floor's item, and treasures.
3531 */ 3433 */
3434int
3532int auto_apply (object *op) { 3435auto_apply (object *op)
3436{
3533 object *tmp = NULL, *tmp2; 3437 object *tmp = NULL, *tmp2;
3534 int i; 3438 int i;
3535 3439
3536 switch(op->type) { 3440 switch (op->type)
3441 {
3537 case SHOP_FLOOR: 3442 case SHOP_FLOOR:
3538 if (!HAS_RANDOM_ITEMS(op)) return 0; 3443 if (!op->has_random_items ())
3539 do { 3444 return 0;
3540 i=10; /* let's give it 10 tries */ 3445
3446 do
3447 {
3448 i = 10; /* let's give it 10 tries */
3541 while((tmp=generate_treasure(op->randomitems, 3449 while ((tmp = generate_treasure (op->randomitems,
3542 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3450 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3543 if(tmp==NULL) 3451 if (tmp == NULL)
3544 return 0; 3452 return 0;
3545 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3546 free_object(tmp); 3454 {
3547 tmp = NULL; 3455 tmp->destroy ();
3548 } 3456 tmp = NULL;
3549 } while(!tmp); 3457 }
3458 }
3459 while (!tmp);
3460
3550 tmp->x=op->x; 3461 tmp->x = op->x;
3551 tmp->y=op->y; 3462 tmp->y = op->y;
3552 SET_FLAG(tmp,FLAG_UNPAID); 3463 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map(tmp,op->map,NULL,0); 3464 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify(tmp); 3466 identify (tmp);
3556 break; 3467 break;
3557 3468
3558 case TREASURE: 3469 case TREASURE:
3559 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560 return 0; 3471 return 0;
3472
3561 while ((op->stats.hp--)>0) 3473 while (op->stats.hp-- > 0)
3562 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int)op->stats.exp : 3475 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564 op->map == NULL ? 14: op->map->difficulty,0);
3565 3476
3566 /* If we generated an object and put it in this object inventory, 3477 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about 3478 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff 3479 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3480 * that is put inside other objects.
3570 */ 3481 */
3571 for (tmp=op->inv; tmp; tmp=tmp2) { 3482 for (tmp = op->inv; tmp; tmp = tmp2)
3572 tmp2 = tmp->below; 3483 {
3573 remove_ob(tmp); 3484 tmp2 = tmp->below;
3574 if (op->env) insert_ob_in_ob(tmp, op->env); 3485 tmp->remove ();
3575 else free_object(tmp); 3486
3487 if (op->env)
3488 insert_ob_in_ob (tmp, op->env);
3489 else
3490 tmp->destroy ();
3491 }
3492
3493 op->destroy ();
3494 break;
3576 } 3495 }
3577 remove_ob(op);
3578 free_object(op);
3579 break;
3580 }
3581 return tmp ? 1 : 0; 3496 return tmp ? 1 : 0;
3582} 3497}
3583 3498
3584/** 3499/**
3585 * fix_auto_apply goes through the entire map (only the first time 3500 * fix_auto_apply goes through the entire map every time a map
3586 * when an original map is loaded) and performs special actions for 3501 * is loaded or swapped in and performs special actions for
3587 * certain objects (most initialization of chests and creation of 3502 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate. 3503 * treasures and stuff). Calls auto_apply if appropriate.
3589 */ 3504 */
3505void
3506maptile::fix_auto_apply ()
3507{
3508 if (!spaces)
3509 return;
3590 3510
3591void fix_auto_apply(mapstruct *m) { 3511 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3592 object *tmp,*above=NULL; 3512 for (object *tmp = ms->bot; tmp; )
3593 int x,y; 3513 {
3514 object *above = tmp->above;
3594 3515
3595 if(m==NULL) return; 3516 if (tmp->inv)
3596 3517 {
3597 for(x=0;x<MAP_WIDTH(m);x++)
3598 for(y=0;y<MAP_HEIGHT(m);y++)
3599 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3600 above=tmp->above;
3601
3602 if (tmp->inv) {
3603 object *invtmp, *invnext; 3518 object *invtmp, *invnext;
3604 3519
3605 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3606 invnext = invtmp->below; 3521 {
3522 invnext = invtmp->below;
3607 3523
3608 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609 auto_apply(invtmp); 3525 auto_apply (invtmp);
3610 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 {
3611 while ((invtmp->stats.hp--)>0) 3528 while ((invtmp->stats.hp--) > 0)
3612 create_treasure(invtmp->randomitems, invtmp, 0, 3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3613 m->difficulty,0); 3530
3614 invtmp->randomitems = NULL; 3531 invtmp->randomitems = NULL;
3615 } 3532 }
3616 else if (invtmp && invtmp->arch && 3533 else if (invtmp && invtmp->arch
3617 invtmp->type!=TREASURE && 3534 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3618 invtmp->type != SPELL && 3535 {
3619 invtmp->type != CLASS && 3536 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3620 HAS_RANDOM_ITEMS(invtmp)) {
3621 create_treasure(invtmp->randomitems, invtmp, 0,
3622 m->difficulty,0);
3623 /* Need to clear this so that we never try to create 3537 /* Need to clear this so that we never try to create
3624 * treasure again for this object 3538 * treasure again for this object
3625 */ 3539 */
3626 invtmp->randomitems = NULL; 3540 invtmp->randomitems = NULL;
3627 } 3541 }
3628 } 3542 }
3629 /* This is really temporary - the code at the bottom will 3543 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches 3544 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells 3545 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet. 3546 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13 3547 * MSW 2004-05-13
3634 * 3548 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too, 3549 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_- 3550 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16 3551 * Ryo 2004-08-16
3638 */ 3552 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3553 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3554 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642 tmp->randomitems = NULL; 3555 tmp->randomitems = NULL;
3643 3556
3644 } 3557 }
3645 3558
3646 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3559 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3647 auto_apply(tmp); 3560 auto_apply (tmp);
3648 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3561 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3562 {
3649 while ((tmp->stats.hp--)>0) 3563 while ((tmp->stats.hp--) > 0)
3650 create_treasure(tmp->randomitems, tmp, 0, 3564 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651 m->difficulty,0);
3652 tmp->randomitems = NULL; 3565 tmp->randomitems = NULL;
3653 } 3566 }
3654 else if(tmp->type==TIMED_GATE) { 3567 else if (tmp->type == TIMED_GATE)
3568 {
3655 object *head = tmp->head != NULL ? tmp->head : tmp; 3569 object *head = tmp->head != NULL ? tmp->head : tmp;
3570
3656 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3571 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3657 tmp->speed = 0; 3572 tmp->set_speed (0);
3658 update_ob_speed(tmp); 3573 }
3659 }
3660 }
3661 /* This function can be called everytime a map is loaded, even when 3574 /* This function can be called everytime a map is loaded, even when
3662 * swapping back in. As such, we don't want to create the treasure 3575 * swapping back in. As such, we don't want to create the treasure
3663 * over and ove again, so after we generate the treasure, blank out 3576 * over and ove again, so after we generate the treasure, blank out
3664 * randomitems so if it is swapped in again, it won't make anything. 3577 * randomitems so if it is swapped in again, it won't make anything.
3665 * This is a problem for the above objects, because they have counters 3578 * This is a problem for the above objects, because they have counters
3666 * which say how many times to make the treasure. 3579 * which say how many times to make the treasure.
3667 */ 3580 */
3668 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3581 else if (tmp && tmp->arch && tmp->type != PLAYER
3669 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3582 && tmp->type != TREASURE && tmp->type != SPELL
3670 HAS_RANDOM_ITEMS(tmp)) { 3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 {
3671 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3672 m->difficulty,0);
3673 tmp->randomitems = NULL; 3586 tmp->randomitems = NULL;
3674 } 3587 }
3588 // close all containers
3589 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0;
3591
3592 tmp = above;
3675 } 3593 }
3676 3594
3677 for(x=0;x<MAP_WIDTH(m);x++) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3678 for(y=0;y<MAP_HEIGHT(m);y++) 3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3679 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3680 if (tmp->above &&
3681 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682 check_trigger (tmp, tmp->above); 3598 check_trigger (tmp, tmp->above);
3683} 3599}
3684 3600
3685/** 3601/**
3686 * Handles player eating food that temporarily changes status (resistances, stats). 3602 * Handles player eating food that temporarily changes status (resistances, stats).
3687 * This used to call cast_change_attr(), but 3603 * This used to call cast_change_attr(), but
3688 * that doesn't work with the new spell code. Since we know what 3604 * that doesn't work with the new spell code. Since we know what
3689 * the food changes, just grab a force and use that instead. 3605 * the food changes, just grab a force and use that instead.
3690 */ 3606 */
3691 3607
3608void
3692void eat_special_food(object *who, object *food) { 3609eat_special_food (object *who, object *food)
3610{
3693 object *force; 3611 object *force;
3694 int i, did_one=0; 3612 int i, did_one = 0;
3695 sint8 k; 3613 sint8 k;
3696 3614
3697 force = get_archetype(FORCE_NAME); 3615 force = get_archetype (FORCE_NAME);
3698 3616
3699 for (i=0; i < NUM_STATS; i++) { 3617 for (i = 0; i < NUM_STATS; i++)
3618 {
3700 k = get_attr_value(&food->stats, i); 3619 k = get_attr_value (&food->stats, i);
3701 if (k) { 3620 if (k)
3621 {
3702 set_attr_value(&force->stats, i, k); 3622 set_attr_value (&force->stats, i, k);
3703 did_one = 1; 3623 did_one = 1;
3704 } 3624 }
3705 } 3625 }
3706 3626
3707 /* check if we can protect the eater */ 3627 /* check if we can protect the eater */
3708 for (i=0; i<NROFATTACKS; i++) { 3628 for (i = 0; i < NROFATTACKS; i++)
3629 {
3709 if (food->resist[i]>0) { 3630 if (food->resist[i] > 0)
3631 {
3710 force->resist[i] = food->resist[i] / 2; 3632 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1; 3633 did_one = 1;
3712 } 3634 }
3713 } 3635 }
3636
3714 if (did_one) { 3637 if (did_one)
3715 force->speed = 0.1; 3638 {
3716 update_ob_speed(force); 3639 force->set_speed (0.1);
3717 /* bigger morsel of food = longer effect time */ 3640 /* bigger morsel of food = longer effect time */
3718 force->stats.food = food->stats.food / 5; 3641 force->duration = food->stats.food / 5;
3719 SET_FLAG(force, FLAG_IS_USED_UP);
3720 SET_FLAG(force, FLAG_APPLIED); 3642 SET_FLAG (force, FLAG_APPLIED);
3721 change_abil(who, force); 3643 change_abil (who, force);
3722 insert_ob_in_ob(force, who); 3644 insert_ob_in_ob (force, who);
3723 } else {
3724 free_object(force);
3725 } 3645 }
3646 else
3647 force->destroy ();
3726 3648
3727 /* check for hp, sp change */ 3649 /* check for hp, sp change */
3728 if(food->stats.hp!=0) { 3650 if (food->stats.hp != 0)
3651 {
3729 if(QUERY_FLAG(food, FLAG_CURSED)) { 3652 if (QUERY_FLAG (food, FLAG_CURSED))
3730 strcpy(who->contr->killer,food->name); 3653 {
3654 assign (who->contr->killer, food->name);
3731 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3655 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3732 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3733 } else { 3657 }
3658 else
3659 {
3734 if(food->stats.hp>0) 3660 if (food->stats.hp > 0)
3735 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3736 else 3662 else
3737 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3738 who->stats.hp += food->stats.hp; 3664 who->stats.hp += food->stats.hp;
3739 } 3665 }
3740 } 3666 }
3741 if(food->stats.sp!=0) { 3667 if (food->stats.sp != 0)
3668 {
3742 if(QUERY_FLAG(food, FLAG_CURSED)) { 3669 if (QUERY_FLAG (food, FLAG_CURSED))
3670 {
3743 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3744 who->stats.sp -= food->stats.sp; 3672 who->stats.sp -= food->stats.sp;
3745 if(who->stats.sp<0) who->stats.sp=0; 3673 if (who->stats.sp < 0)
3746 } else { 3674 who->stats.sp = 0;
3675 }
3676 else
3677 {
3747 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3748 who->stats.sp += food->stats.sp; 3679 who->stats.sp += food->stats.sp;
3749 /* place limit on max sp from food? */ 3680 /* place limit on max sp from food? */
3681 }
3750 } 3682 }
3751 } 3683 who->update_stats ();
3752 fix_player(who);
3753} 3684}
3754
3755 3685
3756/** 3686/**
3757 * Designed primarily to light torches/lanterns/etc. 3687 * Designed primarily to light torches/lanterns/etc.
3758 * Also burns up burnable material too. First object in the inventory is 3688 * Also burns up burnable material too. First object in the inventory is
3759 * the selected object to "burn". -b.t. 3689 * the selected object to "burn". -b.t.
3760 */ 3690 */
3761 3691void
3762void apply_lighter(object *who, object *lighter) { 3692apply_lighter (object *who, object *lighter)
3693{
3763 object *item; 3694 object *item;
3764 int is_player_env=0; 3695 int is_player_env = 0;
3765 uint32 nrof;
3766 tag_t count;
3767 char item_name[MAX_BUF];
3768 3696
3769 item=find_marked_object(who); 3697 item = find_marked_object (who);
3770 if(item) { 3698 if (item)
3699 {
3771 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3700 if (lighter->last_eat && lighter->stats.food)
3701 { /* lighter gets used up */
3772 /* Split multiple lighters if they're being used up. Otherwise * 3702 /* Split multiple lighters if they're being used up. Otherwise *
3773 * one charge from each would be used up. --DAMN */ 3703 * one charge from each would be used up. --DAMN */
3774 if(lighter->nrof > 1) { 3704 if (lighter->nrof > 1)
3775 object *oneLighter = get_object(); 3705 {
3776 copy_object(lighter, oneLighter); 3706 object *oneLighter = lighter->clone ();
3707
3777 lighter->nrof -= 1; 3708 lighter->nrof -= 1;
3778 oneLighter->nrof = 1; 3709 oneLighter->nrof = 1;
3779 oneLighter->stats.food--; 3710 oneLighter->stats.food--;
3780 esrv_send_item(who, lighter); 3711 esrv_send_item (who, lighter);
3781 oneLighter=insert_ob_in_ob(oneLighter, who); 3712 oneLighter = insert_ob_in_ob (oneLighter, who);
3782 esrv_send_item(who, oneLighter); 3713 esrv_send_item (who, oneLighter);
3783 } else { 3714 }
3715 else
3784 lighter->stats.food--; 3716 lighter->stats.food--;
3785 } 3717 }
3786 3718 else if (lighter->last_eat)
3787 } else if(lighter->last_eat) { /* no charges left in lighter */ 3719 { /* no charges left in lighter */
3788 new_draw_info_format(NDI_UNIQUE, 0,who, 3720 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3789 "You attempt to light the %s with a used up %s.",
3790 item->name, lighter->name);
3791 return; 3721 return;
3792 } 3722 }
3723
3793 /* Perhaps we should split what we are trying to light on fire? 3724 /* Perhaps we should split what we are trying to light on fire?
3794 * I can't see many times when you would want to light multiple 3725 * I can't see many times when you would want to light multiple
3795 * objects at once. 3726 * objects at once.
3796 */ 3727 */
3797 nrof=item->nrof;
3798 count=item->count;
3799 /* If the item is destroyed, we don't have a valid pointer to the
3800 * name object, so make a copy so the message we print out makes
3801 * some sense.
3802 */
3803 strcpy(item_name, item->name);
3804 if (who == is_player_inv(item)) is_player_env=1;
3805 3728
3729 if (who == item->in_player ())
3730 is_player_env = 1;
3731
3806 save_throw_object(item,AT_FIRE,who); 3732 save_throw_object (item, AT_FIRE, who);
3807 /* Change to check count and not freed, since the object pointer 3733
3808 * may have gotten recycled 3734 if (item->destroyed ())
3809 */ 3735 {
3810 if ((nrof != item->nrof ) || (count != item->count)) { 3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3811 new_draw_info_format(NDI_UNIQUE, 0,who,
3812 "You light the %s with the %s.",item_name,lighter->name);
3813 /* Need to update the player so that the players glow radius 3737 /* Need to update the player so that the players glow radius
3814 * gets changed. 3738 * gets changed.
3815 */ 3739 */
3816 if (is_player_env) fix_player(who); 3740 if (is_player_env)
3817 } else { 3741 who->update_stats ();
3818 new_draw_info_format(NDI_UNIQUE, 0,who, 3742 }
3819 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3743 else
3820 } 3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3821 3745 }
3822 } else /* nothing to light */ 3746 else /* nothing to light */
3823 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3824 3748
3825} 3749}
3826 3750
3827/** 3751/**
3828 * op made some mistake with a scroll, this takes care of punishment. 3752 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure 3753 * scroll_failure()- hacked directly from spell_failure
3830 */ 3754 */
3755void
3831void scroll_failure(object *op, int failure, int power) 3756scroll_failure (object *op, int failure, int power)
3832{ 3757{
3833 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3758 if (abs (failure / 4) > power)
3759 power = abs (failure / 4); /* set minimum effect */
3834 3760
3835 if(failure<= -1&&failure > -15) {/* wonder */ 3761 if (failure <= -1 && failure > -15)
3762 { /* wonder */
3836 object *tmp; 3763 object *tmp;
3837 3764
3838 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3839 tmp=get_archetype(SPELL_WONDER); 3766 tmp = get_archetype (SPELL_WONDER);
3840 cast_wonder(op, op, 0, tmp); 3767 cast_wonder (op, op, 0, tmp);
3841 free_object(tmp); 3768 tmp->destroy ();
3769 }
3842 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3770 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */
3843 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3844 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3845 if(op->stats.sp<0) op->stats.sp = 0; 3774 if (op->stats.sp < 0)
3775 op->stats.sp = 0;
3776 }
3846 } else if (settings.spell_failure_effects == TRUE) { 3777 else if (settings.spell_failure_effects == TRUE)
3847 if (failure <= -35&&failure > -60) { /* confusion */ 3778 {
3779 if (failure <= -35 && failure > -60)
3780 { /* confusion */
3848 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3849 confuse_player(op,op,power); 3782 confuse_player (op, op, power);
3850 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3783 }
3784 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */
3851 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3852 "you!");
3853 paralyze_player(op,op,power); 3787 paralyze_player (op, op, power);
3788 }
3854 } else if (failure <= -70&&failure> -80) {/* blind */ 3789 else if (failure <= -70 && failure > -80)
3790 { /* blind */
3855 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3856 blind_player(op,op,power); 3792 blind_player (op, op, power);
3857 } else if (failure <= -80) {/* blast the immediate area */ 3793 }
3794 else if (failure <= -80)
3795 { /* blast the immediate area */
3858 object *tmp; 3796 object *tmp;
3797
3859 tmp=get_archetype(LOOSE_MANA); 3798 tmp = get_archetype (LOOSE_MANA);
3860 cast_magic_storm(op,tmp, power); 3799 cast_magic_storm (op, tmp, power);
3861 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3862 free_object(tmp); 3801 tmp->destroy ();
3863 } 3802 }
3864 } 3803 }
3865} 3804}
3866 3805
3806void
3867void apply_changes_to_player(object *pl, object *change) { 3807apply_changes_to_player (object *pl, object *change)
3808{
3868 int excess_stat=0; /* if the stat goes over the maximum 3809 int excess_stat = 0; /* if the stat goes over the maximum
3869 for the race, put the excess stat some 3810 for the race, put the excess stat some
3870 where else. */ 3811 where else. */
3871 3812
3872 switch (change->type) { 3813 switch (change->type)
3873 case CLASS: { 3814 {
3815 case CLASS:
3816 {
3874 living *stats = &(pl->contr->orig_stats); 3817 living *stats = &(pl->contr->orig_stats);
3875 living *ns = &(change->stats); 3818 living *ns = &(change->stats);
3876 object *walk; 3819 object *walk;
3877 int flag_change_face=1; 3820 int flag_change_face = 1;
3878 3821
3879 /* the following code assigns stats up to the stat max 3822 /* the following code assigns stats up to the stat max
3880 * for the race, and if the stat max is exceeded, 3823 * for the race, and if the stat max is exceeded,
3881 * tries to randomly reassign the excess stat 3824 * tries to randomly reassign the excess stat
3882 */ 3825 */
3883 int i,j; 3826 int i, j;
3827
3884 for(i=0;i<NUM_STATS;i++) { 3828 for (i = 0; i < NUM_STATS; i++)
3829 {
3885 sint8 stat=get_attr_value(stats,i); 3830 sint8 stat = get_attr_value (stats, i);
3886 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3832
3887 stat += get_attr_value(ns,i); 3833 stat += get_attr_value (ns, i);
3888 if(stat > 20 + race_bonus) { 3834 if (stat > 20 + race_bonus)
3889 excess_stat++; 3835 {
3890 stat = 20+race_bonus; 3836 excess_stat++;
3891 } 3837 stat = 20 + race_bonus;
3838 }
3892 set_attr_value(stats,i,stat); 3839 set_attr_value (stats, i, stat);
3893 } 3840 }
3894 3841
3895 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3842 for (j = 0; excess_stat > 0 && j < 100; j++)
3896 int i = rndm(0, 6); 3843 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6);
3897 int stat=get_attr_value(stats,i); 3845 int stat = get_attr_value (stats, i);
3898 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3899 if(i==CHA) continue; /* exclude cha from this */ 3847
3900 if( stat < 20 + race_bonus) { 3848 if (i == CHA)
3849 continue; /* exclude cha from this */
3850 if (stat < 20 + race_bonus)
3851 {
3901 change_attr_value(stats,i,1); 3852 change_attr_value (stats, i, 1);
3902 excess_stat--; 3853 excess_stat--;
3903 } 3854 }
3904 } 3855 }
3905 3856
3906 /* insert the randomitems from the change's treasurelist into 3857 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 3858 * the player ref: player.c
3908 */ 3859 */
3909 if(change->randomitems!=NULL) 3860 if (change->randomitems != NULL)
3910 give_initial_items(pl,change->randomitems); 3861 give_initial_items (pl, change->randomitems);
3911 3862
3912 3863
3913 /* set up the face, for some races. */ 3864 /* set up the face, for some races. */
3914 3865
3915 /* first, look for the force object banning 3866 /* first, look for the force object banning
3916 * changing the face. Certain races never change face with class. 3867 * changing the face. Certain races never change face with class.
3917 */ 3868 */
3918 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3869 for (walk = pl->inv; walk != NULL; walk = walk->below)
3919 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3871 flag_change_face = 0;
3920 3872
3921 if(flag_change_face) { 3873 if (flag_change_face)
3874 {
3922 pl->animation_id = GET_ANIM_ID(change); 3875 pl->animation_id = GET_ANIM_ID (change);
3923 pl->face = change->face; 3876 pl->face = change->face;
3924 3877
3925 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3878 if (QUERY_FLAG (change, FLAG_ANIMATE))
3926 SET_FLAG(pl,FLAG_ANIMATE); 3879 SET_FLAG (pl, FLAG_ANIMATE);
3927 else 3880 else
3928 CLEAR_FLAG(pl,FLAG_ANIMATE); 3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3929 } 3882 }
3930 3883
3931 /* check the special case of can't use weapons */ 3884 /* check the special case of can't use weapons */
3932 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3885 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3933 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3886 if (!strcmp (change->name, "monk"))
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 3888
3935 break; 3889 break;
3936 } 3890 }
3937 } 3891 }
3938} 3892}
3939 3893
3940/** 3894/**
3941 * This handles items of type 'transformer'. 3895 * This handles items of type 'transformer'.
3945 * Change information is contained in the 'slaying' field of the marked item. 3899 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3900 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects. 3901 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action. 3902 * The 'slaying' field for transformer is used as verb for the action.
3949 */ 3903 */
3904void
3950void apply_item_transformer( object* pl, object* transformer ) 3905apply_item_transformer (object *pl, object *transformer)
3951 { 3906{
3952 object* marked; 3907 object *marked;
3953 object* new_item; 3908 object *new_item;
3954 char* find; 3909 char *find;
3955 char* separator; 3910 char *separator;
3956 int yield; 3911 int yield;
3957 char got[ MAX_BUF ]; 3912 char got[MAX_BUF];
3958 int len; 3913 int len;
3959 3914
3960 if ( !pl || !transformer ) 3915 if (!pl || !transformer)
3961 return; 3916 return;
3962 marked = find_marked_object( pl ); 3917 marked = find_marked_object (pl);
3963 if ( !marked ) 3918 if (!marked)
3964 { 3919 {
3965 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3966 return; 3921 return;
3967 } 3922 }
3968 if ( !marked->slaying ) 3923 if (!marked->slaying)
3969 { 3924 {
3970 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3971 return; 3926 return;
3972 } 3927 }
3973 /* check whether they are compatible or not */ 3928 /* check whether they are compatible or not */
3974 find = strstr( marked->slaying, transformer->arch->name ); 3929 find = strstr (marked->slaying, transformer->arch->name);
3975 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3976 { 3931 {
3977 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3978 return; 3933 return;
3979 } 3934 }
3980 find += strlen( transformer->arch->name ) + 1; 3935 find += strlen (transformer->arch->name) + 1;
3981 /* Item can be used, now find how many and what it yields */ 3936 /* Item can be used, now find how many and what it yields */
3982 if ( isdigit( *( find ) ) ) 3937 if (isdigit (*(find)))
3983 { 3938 {
3984 yield = atoi( find ); 3939 yield = atoi (find);
3985 if ( yield < 1 ) 3940 if (yield < 1)
3986 { 3941 {
3987 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3942 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1; 3943 yield = 1;
3989 } 3944 }
3990 } 3945 }
3991 else 3946 else
3992 yield = 1; 3947 yield = 1;
3993 3948
3994 while ( isdigit( *find ) ) 3949 while (isdigit (*find))
3995 find++; 3950 find++;
3996 while ( *find == ' ' ) 3951 while (*find == ' ')
3997 find++; 3952 find++;
3998 memset( got, 0, MAX_BUF ); 3953 memset (got, 0, MAX_BUF);
3999 if ( (separator = strchr( find, ';' ))!=NULL) 3954 if ((separator = strchr (find, ';')) != NULL)
4000 { 3955 {
4001 len = separator - find; 3956 len = separator - find;
4002 } 3957 }
4003 else 3958 else
4004 { 3959 {
4005 len = strlen(find); 3960 len = strlen (find);
4006 } 3961 }
4007 if ( len > MAX_BUF-1) 3962 if (len > MAX_BUF - 1)
4008 len = MAX_BUF-1; 3963 len = MAX_BUF - 1;
4009 strcpy( got, find ); 3964 strcpy (got, find);
4010 got[len] = '\0'; 3965 got[len] = '\0';
4011 3966
4012 /* Now create new item, remove used ones when required. */ 3967 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype( got ); 3968 new_item = get_archetype (got);
4014 if ( !new_item ) 3969 if (!new_item)
4015 { 3970 {
4016 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4017 return; 3972 return;
4018 } 3973 }
3974
4019 new_item->nrof = yield; 3975 new_item->nrof = yield;
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4021 insert_ob_in_ob( new_item, pl ); 3977 insert_ob_in_ob (new_item, pl);
4022 esrv_send_inventory( pl, pl ); 3978 esrv_send_inventory (pl, pl);
4023 /* Eat up one item */ 3979 /* Eat up one item */
4024 decrease_ob_nr( marked, 1 ); 3980 decrease_ob_nr (marked, 1);
4025 /* Eat one transformer if needed */ 3981 /* Eat one transformer if needed */
4026 if ( transformer->stats.food ) 3982 if (transformer->stats.food)
4027 if ( --transformer->stats.food == 0 ) 3983 if (--transformer->stats.food == 0)
4028 decrease_ob_nr( transformer, 1 ); 3984 decrease_ob_nr (transformer, 1);
4029 } 3985}

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