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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.9 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.120 by root, Tue Jul 31 17:33:15 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
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 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/** 37/**
201 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 40 */
41int
204int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
205{ 43{
206 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
207 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 50 * it. Examples:
212 * subtype 1: only arch 51 * subtype 1: only arch
213 * subtype 3: arch or name 52 * subtype 3: arch or name
214 * subtype 5: arch or race 53 * subtype 5: arch or race
215 * subtype 7: all three 54 * subtype 7: all three
216 */ 55 */
217 if (op->subtype) 56 if (op->subtype)
218 { 57 {
219 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
222 } else { 61 }
62 else
63 {
223 arch_flag = 1; 64 arch_flag = 1;
224 name_flag = 1; 65 name_flag = 1;
225 race_flag = 1; 66 race_flag = 1;
226 } 67 }
68
227 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 70 * name or race that matches.
229 */ 71 */
230 if ( (op->race) && 72 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 76 return 1;
235 } 77
236 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 79 * of arch, name, or race match.
238 */ 80 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 84 return 1;
244 } 85
245 return 0; 86 return 0;
246} 87}
247 88
248/** 89/**
249 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
252 */ 93 */
94static int
253static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
254{ 96{
255 object *id, *marked; 97 object *id, *marked;
256 int success=0; 98 int success = 0;
257 99
258 if (pl == NULL || pl->type != PLAYER) 100 if (pl == NULL || pl->type != PLAYER)
259 return 0; 101 return 0;
260 102
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
263 */ 105 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 107 return 0;
266 108
267 marked = find_marked_object (pl); 109 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 110 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 111 * identified. IF it doesn't, then go through the player inventory.
270 */ 112 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
272 && need_identify (marked))
273 { 114 {
274 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money))
116 {
275 identify (marked); 117 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
277 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) { 119 if (marked->msg)
120 {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123 }
124 return money == NULL;
125 }
281 } 126 }
282 return money == NULL;
283 }
284 }
285 127
286 for (id=pl->inv; id; id=id->below) { 128 for (id = pl->inv; id; id = id->below)
129 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 131 {
289 if (operate_altar(altar,&money)) { 132 if (operate_altar (altar, &money))
290 identify(id); 133 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 134 identify (id);
292 "You have %s.", long_desc(id, pl)); 135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
293 if (id->msg) { 136 if (id->msg)
137 {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
296 } 140 }
297 success=1; 141 success = 1;
298 /* If no more money, might as well quit now */ 142 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 143 if (money == NULL || !check_altar_sacrifice (altar, money))
300 break; 144 break;
301 } 145 }
302 else { 146 else
147 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 149 break;
305 } 150 }
306 } 151 }
307 } 152 }
153 if (!success)
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
309 return money == NULL; 155 return money == NULL;
310} 156}
311 157
312/** 158/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 160 * matching item.
315 **/ 161 **/
162void
316static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
317{ 164{
318 const char* yield; 165 const char *yield;
319 166
320 yield = get_ob_key_value(tmp,"on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 168 if (yield != NULL)
322 { 169 {
323 object* drop = get_archetype(yield); 170 object *drop = get_archetype (yield);
171
324 if (tmp->env) 172 if (tmp->env)
325 { 173 {
326 drop = insert_ob_in_ob(drop,tmp->env); 174 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 175 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 176 esrv_send_item (tmp->env, drop);
329 } 177 }
330 else 178 else
331 { 179 {
332 drop->x = tmp->x; 180 drop->x = tmp->x;
333 drop->y = tmp->y; 181 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 183 }
336 } 184 }
337} 185}
338 186
339/** 187/**
340 * Handles applying a potion. 188 * Handles applying a potion.
341 */ 189 */
190int
342int apply_potion (object * op, object * tmp) 191apply_potion (object *op, object *tmp)
343{ 192{
344 int got_one = 0, i; 193 int got_one = 0, i;
345 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
346 195
347 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
348 197
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 199 {
351 if (op->type == PLAYER) 200 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
354 );
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 203 return 0;
357 } 204 }
358 205
359 if (op->type == PLAYER) 206 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 208 identify (tmp);
363 }
364 209
365 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
366 211
367 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 215 object *depl;
371 archetype *at; 216 archetype *at;
372 217
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 219 {
375 drain_stat (op); 220 op->drain_stat ();
376 fix_player (op); 221 op->update_stats ();
377 decrease_ob (tmp); 222 decrease_ob (tmp);
378 return 1; 223 return 1;
379 } 224 }
225
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 227 {
382 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 229 return 0;
384 } 230 }
385 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
386 if (depl != NULL) 233 if (depl)
387 { 234 {
388 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 } 238
393 remove_ob (depl); 239 depl->destroy ();
394 free_object (depl); 240 op->update_stats ();
395 fix_player (op);
396 } 241 }
397 else 242 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399 244
400 decrease_ob (tmp); 245 decrease_ob (tmp);
402 } 247 }
403 248
404 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 { 251 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
409 { 253 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 255 {
412 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
442 op->contr->levgrace[i] = 3; 286 op->contr->levgrace[i] = 3;
443 break; 287 break;
444 } 288 }
445 } 289 }
446 } 290 }
291
447 /* Just makes checking easier */ 292 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 293 if (i < MIN (11, op->level))
449 got_one = 1; 294 got_one = 1;
295
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 297 {
452 if (got_one) 298 if (got_one)
453 { 299 {
454 fix_player (op); 300 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op, 301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
456 "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
457 new_draw_info (NDI_UNIQUE, 0, op, 303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
458 "a little more in their image.");
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect.");
461 } 304 }
462 else 305 else
463 new_draw_info (NDI_UNIQUE, 0, op, 306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
464 "The potion had no effect - you are already perfect");
465 } 307 }
466 else 308 else
467 { /* cursed potion */ 309 { /* cursed potion */
468 if (got_one) 310 if (got_one)
469 { 311 {
470 fix_player (op); 312 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op, 313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
472 "The Gods are angry and punish you.");
473 } 314 }
474 else 315 else
475 new_draw_info (NDI_UNIQUE, 0, op, 316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
476 "You are fortunate that you are so pathetic.");
477 } 317 }
318
478 decrease_ob (tmp); 319 decrease_ob (tmp);
479 return 1; 320 return 1;
480 } 321 }
481 322
482 323
492 object *fball; 333 object *fball;
493 334
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */ 336 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 337 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 340 fball->x = op->x;
502 fball->y = op->y; 341 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 342 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 343 }
505 else 344 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 346
508 decrease_ob (tmp); 347 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */ 348 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 349 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 350 op->update_stats ();
512 return 1; 351 return 1;
513 } 352 }
514 353
515 /* Deal with protection potions */ 354 /* Deal with protection potions */
516 force = NULL; 355 force = NULL;
534 force->stats.food *= 10; 373 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 377 }
378
539 force->speed_left = -1; 379 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 383 change_abil (op, force);
546 } 386 }
547 387
548 /* Only thing left are the stat potions */ 388 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 389 if (op->type == PLAYER)
550 { /* only for players */ 390 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 392 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 393 else
555 SET_FLAG (tmp, FLAG_APPLIED); 394 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 395 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
561 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 402 * up all the stats.
564 */ 403 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 405 op->update_stats ();
567 decrease_ob (tmp); 406 decrease_ob (tmp);
568 return 1; 407 return 1;
569} 408}
570 409
571/**************************************************************************** 410/****************************************************************************
573 ****************************************************************************/ 412 ****************************************************************************/
574 413
575/** 414/**
576 * This returns the sum of nrof of item (arch name). 415 * This returns the sum of nrof of item (arch name).
577 */ 416 */
417static int
578static int check_item(object *op, const char *item) 418check_item (object *op, const char *item)
579{ 419{
580 int count=0; 420 int count = 0;
581 421
582 422
583 if (item==NULL) return 0; 423 if (item == NULL)
424 return 0;
425
584 op=op->below; 426 op = op->below;
585 while(op!=NULL) { 427 while (op != NULL)
428 {
586 if (strcmp(op->arch->name,item)==0){ 429 if (strcmp (op->arch->archname, item) == 0)
430 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 433 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 435 count++;
592 else 436 else
593 count += op->nrof; 437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
594 } 442 }
595 } 443
596 op=op->below;
597 }
598 return count; 444 return count;
599} 445}
600 446
601/** 447/**
602 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 449 * op is typically the player, which is only
604 * really used to determine what space to look at. 450 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
606 */ 452 */
453static void
607static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
608{ 455{
609 object *prev; 456 object *prev;
610 457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->archname, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
611 prev = op; 477 prev = op;
612 op=op->below; 478 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 } 479 }
628} 480}
629 481
630/** 482/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 483 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here 484 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the 485 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
636 */ 488 */
489static int
637static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
638{ 491{
492
639/* Old code is below (commented out). Basically, since weapons are the only 493/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to 494 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level. 495 * require high level in some combat skill, so we just use overall level.
642 */ 496 */
643#if 1 497#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
645 else return 0; 501 return 0;
646 502
647#else 503#else
648 int level=0; 504 int level = 0;
649 505
650 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or 510 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
656 */ 512 */
657 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
658 object *wc_obj=NULL; 515 object *wc_obj = NULL;
659 516
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 519 level = wc_obj->level;
663 520
664 if (!level ) { 521 if (!level)
522 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
666 level = who->level; 528 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 529
672 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
673#endif 531#endif
674} 532}
675 533
676/** 534/**
677 * Returns how many items of type improver->slaying there are under op. 535 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 537 */
538static int
680static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
681{ 540{
682 int count=0; 541 int count = 0;
683 542
684 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
685 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
686 if (count<1) { 546 if (count < 1)
547 {
687 char buf[200]; 548 char buf[200];
549
688 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 552 return 0;
691 } 553 }
692 } 554 }
693 else 555 else
694 count=1; 556 count = 1;
695 557
696 return count; 558 return count;
697} 559}
698 560
699/** 561/**
700 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
701 */ 563 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
703 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
704{ 566{
705 567
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 569 *stat += sacrifice_count;
708 weapon->last_eat++; 570 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver); 572 decrease_ob (improver);
712 573
713 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
714 fix_player(op); 575 op->update_stats ();
715 return 1; 576 return 1;
716} 577}
717 578
718/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 584#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 586#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 589#define IMPROVE_INT 10
729#define IMPROVE_POW 11 590#define IMPROVE_POW 11
730
731 591
732/** 592/**
733 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
735 */ 595 */
736 596int
737int prepare_weapon(object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
738{ 598{
739 int sacrifice_count,i; 599 int sacrifice_count, i;
740 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
741 601
742 if (weapon->level!=0) { 602 if (weapon->level != 0)
603 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 605 return 0;
745 } 606 }
607
746 for (i=0; i<NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 609 if (weapon->resist[i])
610 break;
748 611
749 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 613 * improvement of items that already have protections.
751 */ 614 */
752 if (i<NROFATTACKS || 615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 617 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
757 { 619 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 621 return 0;
760 } 622 }
623
761 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
763 return 0; 626 return 0;
627
764 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
767 631
768 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);
769 weapon->name,weapon->level);
770 633
771 sprintf(buf,"%s's %s",op->name,weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 635 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 637 slot at once! */
776 decrease_ob(improver); 638 decrease_ob (improver);
777 weapon->last_eat=0; 639 weapon->last_eat = 0;
778 return 1; 640 return 1;
779} 641}
780 642
781 643
782/** 644/**
783 * 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.
788 * 650 *
789 * 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
790 * 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 ??
791 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
792 */ 654 */
655int
793int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
794{ 657{
795 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
796 659
797 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
798 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
799 } 663 }
800 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
801 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.");
802 return 0; 667 return 0;
803 } 668 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
805 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.");
806 return 0; 672 return 0;
807 } 673 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
810 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");
811 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");
812 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.");
813 return 0; 679 return 0;
814 } 680 }
815 /* 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
816 * 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,
817 * 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
818 * weapon can be improved. 684 * weapon can be improved.
819 */ 685 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
821 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
823 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);
824 "Damage has been increased by 5 to %d", weapon->stats.dam);
825 weapon->last_eat++; 691 weapon->last_eat++;
826 692
827 weapon->item_power++; 693 weapon->item_power++;
828 decrease_ob(improver); 694 decrease_ob (improver);
829 return 1; 695 return 1;
830 } 696 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
832 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
836 "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);
837 (float)weapon->weight/1000.0);
838 weapon->last_eat++; 704 weapon->last_eat++;
839 weapon->item_power++; 705 weapon->item_power++;
840 decrease_ob(improver); 706 decrease_ob (improver);
841 return 1; 707 return 1;
842 } 708 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
844 weapon->magic++; 711 weapon->magic++;
845 weapon->last_eat++; 712 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
847 ,"Weapon magic increased to %d",weapon->magic);
848 decrease_ob(improver); 714 decrease_ob (improver);
849 weapon->item_power++; 715 weapon->item_power++;
850 return 1; 716 return 1;
851 } 717 }
852 718
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 721
857 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 723 sacrifice_needed = 1;
859 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
860 725
861 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
864 "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);
865 return 0; 730 return 0;
866 } 731 }
867 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 733 weapon->item_power++;
869 734
870 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
871 case IMPROVE_STR: 737 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
873 (signed char *) &(weapon->stats.Str),
874 1, "strength");
875 case IMPROVE_DEX: 739 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
877 (signed char *) &(weapon->stats.Dex),
878 1, "dexterity");
879 case IMPROVE_CON: 741 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS: 743 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA: 745 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT: 747 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW: 749 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 751 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 753 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 755 return 0;
904} 756}
905 757
906/** 758/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * 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, ...),
909 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
910 */ 762 */
763int
911int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
912{ 765{
913 object *otmp; 766 object *otmp;
914 767
915 if(op->type!=PLAYER) 768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
916 return 0; 774 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 775 }
776
921 otmp=find_marked_object(op); 777 otmp = find_marked_object (op);
922 if(!otmp) { 778 if (!otmp)
779 {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 781 return 0;
925 } 782 }
783
926 if (otmp->type != WEAPON && otmp->type != BOW) { 784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
928 return 0; 787 return 0;
929 } 788 }
789
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 791 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 792 esrv_send_item (op, otmp);
933 return 1; 793 return 1;
934} 794}
935 795
936/** 796/**
937 * This code deals with the armour improvment scrolls. 797 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 798 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 813 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 814 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 815 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 816 * changing of physical area right now.
957 */ 817 */
818int
958int improve_armour(object *op, object *improver, object *armour) 819improve_armour (object *op, object *improver, object *armour)
959{ 820{
960 object *tmp; 821 object *tmp;
961 822
962 if (armour->magic >= settings.armor_max_enchant) { 823 if (armour->magic >= settings.armor_max_enchant)
824 {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
964 return 0; 826 return 0;
965 } 827 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 829 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 831 * of gnarg and what not?)
970 */ 832 */
971 if (armour->title) { 833 if (armour->title)
834 {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 836 return 0;
974 } 837 }
975 838
976 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
978 */ 841 */
979 if(armour->nrof > 1) 842 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 843 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 844 else
982 tmp = NULL; 845 tmp = NULL;
983 846
984 armour->magic++; 847 armour->magic++;
985 848
986 if ( !settings.armor_speed_linear ) 849 if (!settings.armor_speed_linear)
987 { 850 {
988 int base = 100; 851 int base = 100;
989 int pow = 0; 852 int pow = 0;
853
990 while ( pow < armour->magic ) 854 while (pow < armour->magic)
991 { 855 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 857 pow++;
994 } 858 }
995 859
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 861 }
998 else 862 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 864
1001 if ( !settings.armor_weight_linear ) 865 if (!settings.armor_weight_linear)
1002 { 866 {
1003 int base = 100; 867 int base = 100;
1004 int pow = 0; 868 int pow = 0;
869
1005 while ( pow < armour->magic ) 870 while (pow < armour->magic)
1006 { 871 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 873 pow++;
1009 } 874 }
1010 875
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
1012 } 877 }
1013 else 878 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 880
1016 if ( armour->weight <= 0 ) 881 if (armour->weight <= 0)
1017 { 882 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 884 armour->weight = 1;
1020 } 885 }
1021 886
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 888
1024 if (op->type == PLAYER) { 889 if (op->type == PLAYER)
890 {
1025 esrv_send_item(op, armour); 891 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 893 op->update_stats ();
1028 } 894 }
1029 decrease_ob(improver); 895 decrease_ob (improver);
1030 if (tmp) { 896 if (tmp)
897 {
1031 insert_ob_in_ob(tmp, op); 898 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 899 esrv_send_item (op, tmp);
1033 } 900 }
1034 return 1; 901 return 1;
1035} 902}
1036 903
1037 904
1038/* 905/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 906 * convert_item() returns 1 if anything was converted, 0 if the item was not
1047/* Takes one items and makes another. 914/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 915 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 916 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 917 * what the converter wants, this will not do anything.
1051 */ 918 */
919int
1052int convert_item(object *item, object *converter) { 920convert_item (object *item, object *converter)
921{
1053 int nr=0; 922 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 923 uint32 price_in;
1057 924
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* We make some assumptions - we assume if it takes money as it type, 925 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs 926 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 927 * 3 gp and player drops a platinum, tough luck)
1069 */ 928 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 929 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 930 {
931 int cost;
1072 932
1073 if(item->type!=MONEY) 933 if (item->type != MONEY)
1074 return 0; 934 return 0;
1075 935
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 936 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 937 if (!nr)
938 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 939 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 940 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
1081 decrease_ob_nr(item, cost); 943 decrease_ob_nr (item, cost);
1082 944
1083 price_in = cost*item->value; 945 price_in = cost * item->value;
946 }
947 else
1084 } 948 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 951 return 0;
1089 952
1090 if(CONV_NEED(converter)) { 953 if (CONV_NEED (converter))
954 {
1091 nr=item->nrof/CONV_NEED(converter); 955 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 956 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 958 }
959 else
960 {
1095 price_in = item->value; 961 price_in = item->value;
1096 remove_ob(item); 962 item->destroy ();
1097 free_object(item); 963 }
1098 }
1099 } 964 }
1100 965
1101 if (converter->inv != NULL) { 966 if (converter->inv != NULL)
967 {
1102 object *ob; 968 object *ob;
1103 int i; 969 int i;
1104 object *ob_to_copy; 970 object *ob_to_copy;
1105 971
1106 /* select random object from inventory to copy */ 972 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 973 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
1109 if (rndm(0, i) == 0) { 976 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 984 }
1112 } 985 else
1113 item = object_create_clone(ob_to_copy); 986 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 987 if (converter->other_arch == NULL)
1118 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); 988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
1119 return -1; 991 return -1;
1120 } 992 }
1121 993
1122 item = object_create_arch(converter->other_arch); 994 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 996 }
1125 997
1126 if(CONV_NR(converter)) 998 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 999 item->nrof = CONV_NR (converter);
1128 if(nr) 1000 if (nr)
1129 item->nrof*=nr; 1001 item->nrof *= nr;
1130 if(is_in_shop) 1002 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 1004 else if (price_in < item->nrof * item->value)
1005 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in, 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name); 1008
1136 /** 1009 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1139 */ 1012 */
1140 } 1013 }
1014 SET_FLAG (item, FLAG_IDENTIFIED);
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1016 return 1;
1143} 1017}
1144 1018
1145/** 1019/**
1146 * Handle apply on containers. 1020 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1021 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1022 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1023 * added the alchemical cauldron to the code -b.t.
1150 */ 1024 */
1151 1025int
1152int apply_container (object *op, object *sack) 1026apply_container (object *op, object *sack)
1153{ 1027{
1154 char buf[MAX_BUF]; 1028 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 1029 return 0; /* This might change */
1156 1030
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 1031 if (!sack || sack->type != CONTAINER)
1032 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1033 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1034 return 0;
1163 } 1035 }
1164 op->contr->last_used = NULL; 1036
1165 op->contr->last_used_id = 0; 1037 op->contr->last_used = 0;
1166 1038
1167 if (sack->env!=op) { 1039 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 1040 {
1210 1041 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1042 return 1;
1241 } 1043 }
1242 } else { 1044
1243 sprintf (buf, "You don't have the key to unlock %s.", 1045 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1046 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1047 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1048 if (op->container == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1049 {
1258 return 1; 1050 // open on ground or inv, so close
1259} 1051 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1; 1052 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1053 }
1054 else if (!sack->env)
1055 {
1056 // active, but not ours: some other player has opened it
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1058 return 1;
1059 }
1060
1061 // fall through to opening it (active in inv)
1062 }
1063 else if (sack->env)
1322 } 1064 {
1323 1065 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1066 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1067 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1068 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack);
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1070 return 1;
1371} 1071 }
1372 1072
1073 // it's locked?
1074 if (sack->slaying)
1075 {
1076 if (object *tmp = find_key (op, op, sack))
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1078 else
1079 {
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1081 return 1;
1082 }
1083 }
1084
1085 op->open_container (sack);
1086
1087 return 1;
1088}
1373 1089
1374/** 1090/**
1375 * Handles dropping things on altar. 1091 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1092 * Returns true if sacrifice was accepted.
1377 */ 1093 */
1094static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1095apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1096{
1380 /* Only players can make sacrifices on spell casting altars. */ 1097 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1098 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1099 return 0;
1383 1100
1384 if (operate_altar (altar, &sacrifice)) { 1101 if (operate_altar (altar, &sacrifice))
1102 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1103 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1104 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1105 * is up to map designers to use them properly.
1388 */ 1106 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1107 if (altar->inv && altar->inv->type == SPELL)
1108 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1109 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1391 altar->inv->name);
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1110 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1111 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1112 * old maps.
1395 */ 1113 */
1114
1396/* push_button (altar);*/ 1115/* push_button (altar);*/
1397 } else { 1116 }
1117 else
1118 {
1398 altar->value = 1; /* works only once */ 1119 altar->value = 1; /* works only once */
1399 push_button (altar); 1120 push_button (altar);
1400 } 1121 }
1401 return sacrifice == NULL; 1122
1402 } else { 1123 return !sacrifice;
1124 }
1125 else
1403 return 0; 1126 return 0;
1404 }
1405} 1127}
1406
1407 1128
1408/** 1129/**
1409 * Handles 'movement' of shop mats. 1130 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1131 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1132 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1133 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1134 * MSW 2001-08-29
1414 */ 1135 */
1136int
1415int apply_shop_mat (object *shop_mat, object *op) 1137apply_shop_mat (object *shop_mat, object *op)
1416{ 1138{
1417 int rv = 0; 1139 int rv = 0;
1418 double opinion; 1140 double opinion;
1419 object *tmp, *next; 1141 object *tmp, *next;
1420 1142
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1144
1423 if (op->type != PLAYER) { 1145 if (op->type != PLAYER)
1146 {
1424 /* Remove all the unpaid objects that may be carried here. 1147 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1148 * This could be pets or monsters that are somehow in
1426 * the shop. 1149 * the shop.
1427 */ 1150 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1151 for (tmp = op->inv; tmp; tmp = next)
1152 {
1429 next = tmp->below; 1153 next = tmp->below;
1154
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1155 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1156 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1157 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1158
1433 remove_ob(tmp); 1159 tmp->remove ();
1434 if (i==-1) i=0; 1160
1435 tmp->map = op->map; 1161 if (i == -1)
1162 i = 0;
1163
1164 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1165 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1166 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1167 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1168 }
1440 } 1169 }
1441 1170
1442 /* Don't teleport things like spell effects */ 1171 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1172 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 return 0;
1444 1174
1445 /* unpaid objects, or non living objects, can't transfer by 1175 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1176 * shop mats. Instead, put it on a nearby space.
1447 */ 1177 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1178 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179 {
1449 1180
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1181 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1183
1184 if (i != -1)
1185 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1186
1187 return 0;
1188 }
1189 /* Removed code that checked for multipart objects - it appears that
1190 * the teleport function should be able to handle this just fine.
1191 */
1192 rv = teleport (shop_mat, SHOP_MAT, op);
1193 }
1194 else if (can_pay (op) && get_payment (op))
1195 {
1196 /* this is only used for players */
1197 rv = teleport (shop_mat, SHOP_MAT, op);
1198
1199 if (shop_mat->msg)
1200 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1201 /* This check below is a bit simplistic - generally it should be correct,
1202 * but there is never a guarantee that the bottom space on the map is
1203 * actually the shop floor.
1204 */
1205 else if (!rv && !is_in_shop (op))
1206 {
1207 opinion = shopkeeper_approval (op->map, op);
1208
1209 if (opinion > 0.9)
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1211 else if (opinion > 0.75)
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1213 else if (opinion > 0.5)
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215 else
1216 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 }
1218 }
1219 else
1220 {
1221 /* if we get here, a player tried to leave a shop but was not able
1222 * to afford the items he has. We try to move the player so that
1223 * they are not on the mat anymore
1224 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1225 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1226
1452 if (i != -1) { 1227 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1228 {
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1229 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1230 }
1497 remove_ob (op); 1231 else
1232 {
1233 op->remove ();
1498 op->x += freearr_x[i]; 1234 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1235 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1236 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1237 }
1502 } 1238 }
1239
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1240 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1241 return rv;
1505} 1242}
1506 1243
1507/** 1244/**
1508 * Handles applying a sign. 1245 * Handles applying a sign.
1509 */ 1246 */
1247static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1248apply_sign (object *op, object *sign, int autoapply)
1511{ 1249{
1512 readable_message_type* msgType; 1250 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1251
1514 if (sign->msg == NULL) { 1252 if (sign->msg == NULL)
1253 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264
1516 return; 1265 return;
1517 } 1266 }
1518 1267
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1268 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1269 sign->last_eat++;
1528 } 1270 }
1529 1271
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1272 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1273 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1274 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1275 * to us).
1534 */ 1276 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1277 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1278 {
1537 "You are unable to read while blind."); 1279 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1280 return;
1539 } 1281 }
1282
1283 if (op->contr)
1284 if (client *ns = op->contr->ns)
1285 {
1286 ns->play_sound (sign->sound);
1540 msgType=get_readable_message_type(sign); 1287 msgType = get_readable_message_type (sign);
1288
1289 if (ns->can_msg)
1290 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1291 else
1292 {
1293 char newbuf[HUGE_BUF];
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1294 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1295 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1296 }
1297 }
1543} 1298}
1544
1545 1299
1546/** 1300/**
1547 * 'victim' moves onto 'trap' 1301 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1302 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1303 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1304 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1305 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1306 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1307 * However, some types of traps require an originator to function.
1554 */ 1308 */
1309void
1555void move_apply (object *trap, object *victim, object *originator) 1310move_apply (object *trap, object *victim, object *originator)
1556{ 1311{
1557 static int recursion_depth = 0; 1312 static int recursion_depth = 0;
1558 1313
1559 /* Only exits affect DMs. */ 1314 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1315 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1316 return;
1562 1317
1563 /* move_apply() is the most likely candidate for causing unwanted and 1318 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1319 * possibly unlimited recursion.
1565 */ 1320 */
1567 * maps to fail. 1) it's not an error to recurse: 1322 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1323 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1324 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1325 * proper. This code was causing needless crashes.
1571 */ 1326 */
1572 if (recursion_depth >= 500) { 1327 if (recursion_depth >= 500)
1328 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1329 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1330 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1331 return;
1576 return;
1577 } 1332 }
1333
1578 recursion_depth++; 1334 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1335 if (trap->head)
1336 trap = trap->head;
1580 1337
1581 /* Lauwenmark: Handle for plugin trigger event */ 1338 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1339 goto leave;
1340
1341 switch (trap->type)
1342 {
1343 case PLAYERMOVER:
1344 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1345 {
1346 if (!trap->stats.maxsp)
1347 trap->stats.maxsp = 2;
1348
1349 /* Is this correct? From the docs, it doesn't look like it
1350 * should be divided by trap->speed
1351 */
1352 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1353
1354 /* Just put in some sanity check. I think there is a bug in the
1355 * above with some objects have zero speed, and thus the player
1356 * getting permanently paralyzed.
1357 */
1358 if (victim->speed_left < -50.f)
1359 victim->speed_left = -50.f;
1360 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1361 }
1583 goto leave; 1362 goto leave;
1584 1363
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER: 1364 case SPINNER:
1606 if(victim->direction) { 1365 if (victim->direction)
1366 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1367 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1368 update_turn_face (victim);
1609 } 1369 }
1610 goto leave; 1370 goto leave;
1611 1371
1612 case DIRECTOR: 1372 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1373 if (victim->direction && !should_director_abort (trap, victim))
1374 {
1614 victim->direction=trap->stats.sp; 1375 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1376 update_turn_face (victim);
1616 } 1377 }
1617 goto leave; 1378 goto leave;
1618 1379
1619 case BUTTON: 1380 case BUTTON:
1620 case PEDESTAL: 1381 case PEDESTAL:
1621 update_button(trap); 1382 update_button (trap);
1622 goto leave; 1383 goto leave;
1623 1384
1624 case ALTAR: 1385 case ALTAR:
1625 /* sacrifice victim on trap */ 1386 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1387 apply_altar (trap, victim, originator);
1627 goto leave; 1388 goto leave;
1628 1389
1629 case THROWN_OBJ: 1390 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1391 if (trap->inv == NULL)
1631 goto leave; 1392 goto leave;
1632 /* fallthrough */ 1393 /* fallthrough */
1633 1394
1634 case ARROW: 1395 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1396 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy. 1397 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is 1398 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless 1399 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1400 * action, we avoid hits here
1641 */ 1401 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1402 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1403 hit_with_arrow (trap, victim);
1644 goto leave; 1404 goto leave;
1645 1405
1646 case SPELL_EFFECT: 1406 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1407 apply_spell_effect (trap, victim);
1648 goto leave; 1408 goto leave;
1649 1409
1650 case TRAPDOOR: 1410 case TRAPDOOR:
1651 { 1411 {
1652 int max, sound_was_played; 1412 int max, sound_was_played;
1653 object *ab, *ab_next; 1413 object *ab, *ab_next;
1414
1654 if(!trap->value) { 1415 if (!trap->value)
1655 int tot; 1416 {
1417 int tot;
1418
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1419 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1420 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1421 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1422
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1423 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1424 goto leave;
1662 1425
1663 SET_ANIMATION(trap, trap->value); 1426 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1427 update_object (trap, UP_OBJ_FACE);
1665 } 1428 }
1666 1429
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1430 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1431 {
1668 /* need to set this up, since if we do transfer the object, 1432 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1433 * ab->above would be bogus
1670 */ 1434 */
1671 ab_next = ab->above; 1435 ab_next = ab->above;
1672 1436
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1438 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1439 if (!sound_was_played)
1676 sound_was_played = 1; 1440 {
1677 } 1441 trap->play_sound (sound_find ("fall_hole"));
1442 sound_was_played = 1;
1443 }
1444
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1445 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1446 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1680 } 1447 }
1681 } 1448 }
1682 goto leave; 1449 goto leave;
1683 } 1450 }
1684 1451
1685 1452
1686 case CONVERTER: 1453 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1454 if (convert_item (victim, trap) < 0)
1688 object *op; 1455 {
1689
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1456 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1457 get_archetype ("burnout")->insert_at (trap, trap);
1458 }
1691 1459
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave; 1460 goto leave;
1700 1461
1701 case TRIGGER_BUTTON: 1462 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1463 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1464 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1465 check_trigger (trap, victim);
1705 goto leave; 1466 goto leave;
1706 1467
1707 case DEEP_SWAMP: 1468 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1469 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1470 goto leave;
1710 1471
1711 case CHECK_INV: 1472 case CHECK_INV:
1712 check_inv (victim, trap); 1473 check_inv (victim, trap);
1713 goto leave; 1474 goto leave;
1714 1475
1715 case HOLE: 1476 case HOLE:
1716 /* Hole not open? */ 1477 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1478 if (trap->stats.wc > 0)
1718 goto leave; 1479 goto leave;
1719 1480
1720 /* Is this a multipart monster and not the head? If so, return. 1481 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1482 * Processing will happen if the head runs into the pit
1722 */ 1483 */
1723 if (victim->head) 1484 if (victim->head)
1724 goto leave; 1485 goto leave;
1725 1486
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1487 victim->play_sound (sound_find ("fall_hole"));
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1488 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1489 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1490 goto leave;
1730 1491
1731 case EXIT: 1492 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1493 if (victim->type == PLAYER && EXIT_PATH (trap))
1494 {
1733 /* Basically, don't show exits leading to random maps the 1495 /* Basically, don't show exits leading to random maps the
1734 * players output. 1496 * players output.
1735 */ 1497 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1498 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1499 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1500
1739 } 1501 victim->enter_exit (trap);
1502 }
1740 goto leave; 1503 goto leave;
1741 1504
1742 case ENCOUNTER: 1505 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1506 /* may be some leftovers on this */
1744 goto leave; 1507 goto leave;
1745 1508
1746 case SHOP_MAT: 1509 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1510 apply_shop_mat (trap, victim);
1748 goto leave; 1511 goto leave;
1749 1512
1750 /* Drop a certain amount of gold, and have one item identified */ 1513 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1514 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1515 apply_id_altar (victim, trap, originator);
1753 goto leave; 1516 goto leave;
1754 1517
1755 case SIGN: 1518 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1519 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1520 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1521
1759 apply_sign (victim, trap, 1); 1522 apply_sign (victim, trap, 1);
1760 goto leave; 1523 goto leave;
1761 1524
1762 case CONTAINER: 1525 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap); 1526 apply_container (victim, trap);
1767 goto leave; 1527 goto leave;
1768 1528
1769 case RUNE: 1529 case RUNE:
1770 case TRAP: 1530 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1531 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1532 {
1772 spring_trap(trap, victim); 1533 spring_trap (trap, victim);
1773 } 1534 }
1774 goto leave; 1535 goto leave;
1775 1536
1776 default: 1537 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1538 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778 "handled in move_apply()\n", trap->name, trap->arch->name, 1539 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1779 trap->type);
1780 goto leave; 1540 goto leave;
1781 } 1541 }
1782 1542
1783 leave: 1543leave:
1784 recursion_depth--; 1544 recursion_depth--;
1785} 1545}
1786 1546
1787/** 1547/**
1788 * Handles reading a regular (ie not containing a spell) book. 1548 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1549 */
1550static void
1790static void apply_book (object *op, object *tmp) 1551apply_book (object *op, object *tmp)
1791{ 1552{
1792 int lev_diff; 1553 int lev_diff;
1793 object *skill_ob; 1554 object *skill_ob;
1794 1555
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1556 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1557 {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1797 return; 1559 return;
1798 } 1560 }
1799 if(tmp->msg==NULL) { 1561
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 if (!tmp->msg)
1801 "You open the %s and find it empty.", tmp->name); 1563 {
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1802 return; 1565 return;
1803 } 1566 }
1804 1567
1805 /* need a literacy skill to read stuff! */ 1568 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1569 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1570 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1571 {
1572 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1573 return;
1574 }
1575
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1576 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1577 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1578 {
1814 if (lev_diff < 2) 1579 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1581 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1583 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1585 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1587 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1824 else 1589 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1590 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1826 return; 1591 return;
1827 } 1592 }
1828 1593
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1594 readable_message_type *msgType = get_readable_message_type (tmp);
1595
1596 if (player *pl = op->contr)
1597 if (client *ns = pl->ns)
1598 if (ns->can_msg)
1599 {
1600 dynbuf_text buf;
1601 buf << long_desc (tmp, op)
1602 << "\n\n"
1603 << tmp->msg
1604 << '\0';
1605 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1606 }
1607 else
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1609 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg); 1611 long_desc (tmp, op), &tmp->msg);
1835 1612
1836 /* gain xp from reading */ 1613 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1617
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1618 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1619 {
1840 /*exp_gain *= 2; because they just identified it too */ 1620 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1621 SET_FLAG (tmp, FLAG_IDENTIFIED);
1622
1842 /* If in a container, update how it looks */ 1623 /* If in a container, update how it looks */
1624 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1625 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else op->contr->socket.update_look=1; 1626 else
1627 op->contr->ns->floorbox_update ();
1845 } 1628 }
1629
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1630 change_exp (op, exp_gain, skill_ob->skill, 0);
1847 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1631 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1632 }
1849} 1633}
1850 1634
1851/** 1635/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1636 * Handles the applying of a skill scroll, calling learn_skill straight.
1853 * op is the person learning the skill, tmp is the skill scroll object 1637 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1638 */
1639static void
1855static void apply_skillscroll (object *op, object *tmp) 1640apply_skillscroll (object *op, object *tmp)
1856{ 1641{
1857 switch ((int) learn_skill (op, tmp)) { 1642 switch ((int) learn_skill (op, tmp))
1858 case 0: 1643 {
1644 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1645 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1860 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1646 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1861 return; 1647 return;
1862 1648
1863 case 1: 1649 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1865 tmp->skill);
1866 new_draw_info_format(NDI_UNIQUE, 0, op,
1867 "Type 'bind ready_skill %s",tmp->skill);
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp); 1651 decrease_ob (tmp);
1870 return; 1652 return;
1871 1653
1872 default: 1654 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1655 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1875 decrease_ob(tmp); 1656 decrease_ob (tmp);
1876 return; 1657 return;
1877 } 1658 }
1878} 1659}
1879 1660
1880/** 1661/**
1881 * Actually makes op learn spell. 1662 * Actually makes op learn spell.
1882 * Informs player of what happens. 1663 * Informs player of what happens.
1883 */ 1664 */
1665void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1666do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1667{
1886 object *tmp; 1668 object *tmp;
1887 1669
1888 if (op->type != PLAYER) { 1670 if (op->type != PLAYER)
1671 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1672 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1673 return;
1891 } 1674 }
1892 1675
1893 /* Upgrade special prayers to normal prayers */ 1676 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1677 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1678 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1679 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1680 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1681 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1682 return;
1898 } 1683 }
1899 return; 1684 return;
1900 } 1685 }
1901 1686
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1687 op->contr->play_sound (sound_find ("learn_spell"));
1903 tmp = get_object(); 1688
1904 copy_object(spell, tmp); 1689 tmp = spell->clone ();
1905 insert_ob_in_ob(tmp, op); 1690 insert_ob_in_ob (tmp, op);
1906 1691
1907 if (special_prayer) { 1692 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1693 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1694
1911 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914 esrv_add_spells(op->contr, tmp); 1695 esrv_add_spells (op->contr, tmp);
1915} 1696}
1916 1697
1917/** 1698/**
1918 * Erases spell from player's inventory. 1699 * Erases spell from player's inventory.
1919 */ 1700 */
1701void
1920void do_forget_spell (object *op, const char *spell) 1702do_forget_spell (object *op, const char *spell)
1921{ 1703{
1922 object *spob; 1704 object *spob;
1923 1705
1924 if (op->type != PLAYER) { 1706 if (op->type != PLAYER)
1707 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1708 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1709 return;
1927 } 1710 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1711 if ((spob = check_spell_known (op, spell)) == NULL)
1712 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1713 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1714 return;
1931 }
1932 1715 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1716
1934 "You lose knowledge of %s.", spell); 1717 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1718 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1719 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1720 spob->destroy ();
1938 free_object(spob);
1939} 1721}
1940 1722
1941/** 1723/**
1942 * Handles player applying a spellbook. 1724 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1725 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1726 * stuff like that. Random learning failure too.
1945 */ 1727 */
1728static void
1946static void apply_spellbook (object *op, object *tmp) 1729apply_spellbook (object *op, object *tmp)
1947{ 1730{
1948 object *skop, *spell, *spell_skill; 1731 object *skop, *spell, *spell_skill;
1949 1732
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1733 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1734 {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1952 return; 1736 return;
1953 } 1737 }
1954 1738
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1739 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1740 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1741 * legacy spellbooks
1958 */ 1742 */
1959 1743 if (tmp->slaying)
1960 if(tmp->slaying != NULL) { 1744 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1745 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1746 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1747 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1748 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1965 return; 1749 return;
1966 } 1750 }
1967 else 1751 else
1968 insert_ob_in_ob(spell, tmp); 1752 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying); 1753
1970 tmp->slaying=NULL; 1754 tmp->slaying = 0;
1971 } 1755 }
1972 1756
1973 skop = find_skill_by_name(op, tmp->skill); 1757 skop = find_skill_by_name (op, tmp->skill);
1974 1758
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1759 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1760 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1761 if (!skop)
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979 return;
1980 } 1762 {
1763 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1764 return;
1765 }
1981 1766
1982 spell = tmp->inv; 1767 spell = tmp->inv;
1768
1983 if (!spell) { 1769 if (!spell)
1770 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1771 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1985 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1986 return; 1773 return;
1987 }
1988 if (spell->level > (skop->level+10)) {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990 return;
1991 } 1774 }
1992 1775
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1776 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1994 "The spellbook contains the %s level spell %s.", 1777 {
1995 get_levelnumber(spell->level), spell->name); 1778 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1779 return;
1780 }
1996 1781
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1783
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1784 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1785 {
1998 identify(tmp); 1786 identify (tmp);
1787
1999 if (tmp->env) 1788 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1789 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1790 else
2002 op->contr->socket.update_look=1; 1791 op->contr->ns->floorbox_update ();
2003 } 1792 }
2004 1793
2005 /* I removed the check for special_prayer_mark here - it didn't make 1794 /* I removed the check for special_prayer_mark here - it didn't make
2006 * a lot of sense - special prayers are not found in spellbooks, and 1795 * a lot of sense - special prayers are not found in spellbooks, and
2007 * if the player doesn't know the spell, doesn't make a lot of sense that 1796 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1797 * they would have a special prayer mark.
2009 */ 1798 */
2010 if (check_spell_known (op, spell->name)) { 1799 if (check_spell_known (op, spell->name))
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012 return;
2013 } 1800 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1802 return;
1803 }
2014 1804
2015 if (spell->skill) { 1805 if (spell->skill)
1806 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1807 spell_skill = find_skill_by_name (op, spell->skill);
1808
2017 if (!spell_skill) { 1809 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1810 {
2019 "You lack the skill %s to use this spell", 1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
2020 spell->skill);
2021 return; 1812 return;
2022 } 1813 }
1814
2023 if (spell_skill->level < spell->level) { 1815 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1816 {
2025 "You need to be level %d in %s to learn this spell.", 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2026 spell->level, spell->skill);
2027 return; 1818 return;
2028 } 1819 }
2029 } 1820 }
2030 1821
2031 /* Logic as follows 1822 /* Logic as follows
2032 * 1823 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1824 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1825 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1826 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1827 * a spell.
2037 * 1828 *
2038 * 3 -Automatically fail to learn if you read while confused 1829 * 3 -Automatically fail to learn if you read while confused
2039 * 1830 *
2040 * Overall, chances are the same but a player will find having a high 1831 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 1832 * literacy rate very useful! -b.t.
2042 */ 1833 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1834 if (QUERY_FLAG (op, FLAG_CONFUSED))
1835 {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1836 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2045 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1837 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1838 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1839 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1840 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1841 {
2049 1842
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1843 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 1844 do_learn_spell (op, spell, 0);
2052 1845
2053 /* xp gain to literacy for spell learning */ 1846 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1847 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1848 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 1849 }
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1850 else
2058 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059 } 1851 {
1852 op->contr->play_sound (sound_find ("fumble_spell"));
1853 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1854 }
1855
2060 decrease_ob(tmp); 1856 decrease_ob (tmp);
2061} 1857}
2062 1858
2063/** 1859/**
2064 * Handles applying a spell scroll. 1860 * Handles applying a spell scroll.
2065 */ 1861 */
1862void
2066void apply_scroll (object *op, object *tmp, int dir) 1863apply_scroll (object *op, object *tmp, int dir)
2067{ 1864{
2068 object *skop; 1865 object *skop;
2069 1866
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1867 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1868 {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1869 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2072 return; 1870 return;
2073 } 1871 }
2074 1872
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 1873 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 1874 {
2077 "The scroll just doesn't make sense!"); 1875 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2078 return; 1876 return;
2079 } 1877 }
2080 1878
2081 if(op->type==PLAYER) { 1879 if (op->type == PLAYER)
1880 {
2082 /* players need a literacy skill to read stuff! */ 1881 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 1882 int exp_gain = 0;
2084 1883
2085 /* hard code literacy - tmp->skill points to where the exp 1884 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 1885 * should go for anything killed by the spell.
2087 */ 1886 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1887 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 1888
2090 if ( ! skop) { 1889 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 1890 {
2092 "You are unable to decipher the strange symbols."); 1891 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2093 return; 1892 return;
2094 } 1893 }
2095 1894
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1895 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 1896 change_exp (op, exp_gain, skop->skill, 0);
2098 } 1897 }
2099 1898
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1899 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 1900 identify (tmp);
2102 1901
2103 new_draw_info_format(NDI_BLACK, 0, op, 1902 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2104 "The scroll of %s turns to dust.", tmp->inv->name);
2105 1903
2106
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 1904 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 1905 decrease_ob (tmp);
2109} 1906}
2110 1907
2111/** 1908/**
2112 * Applies a treasure object - by default, chest. op 1909 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 1910 * is the person doing the applying, tmp is the treasure
2114 * chest. 1911 * chest.
2115 */ 1912 */
1913static void
2116static void apply_treasure (object *op, object *tmp) 1914apply_treasure (object *op, object *tmp)
2117{ 1915{
2118 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120
2121
2122 /* Nice side effect of new treasure creation method is that the treasure 1916 /* Nice side effect of new treasure creation method is that the treasure
2123 * for the chest is done when the chest is created, and put into the chest 1917 * for the chest is done when the chest is created, and put into the chest
2124 * inventory. So that when the chest burns up, the items still exist. Also 1918 * inventory. So that when the chest burns up, the items still exist. Also
2125 * prevents people fromt moving chests to more difficult maps to get better 1919 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure 1920 * treasure
2127 */ 1921 */
2128
2129 treas = tmp->inv; 1922 object *treas = tmp->inv;
2130 if(treas==NULL) { 1923
1924 if (!treas)
1925 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1926 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2132 decrease_ob(tmp);
2133 return;
2134 }
2135 while (tmp->inv) {
2136 treas = tmp->inv;
2137
2138 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas));
2141
2142 treas->x=op->x;
2143 treas->y=op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2145
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2147 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op);
2149 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed
2153 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break;
2156 }
2157
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 decrease_ob (tmp); 1927 decrease_ob (tmp);
1928 return;
1929 }
1930
1931 while (tmp->inv)
1932 {
1933 treas = tmp->inv;
1934
1935 treas->remove ();
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1937
1938 treas->x = op->x;
1939 treas->y = op->y;
1940 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1941
1942 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1943 spring_trap (treas, op);
1944
1945 /* If either player or container was destroyed, no need to do
1946 * further processing. I think this should be enclused with
1947 * spring trap above, as I don't think there is otherwise
1948 * any way for the treasure chest or player to get killed
1949 */
1950 if (op->destroyed () || tmp->destroyed ())
1951 break;
1952 }
1953
1954 if (!tmp->destroyed () && tmp->inv == NULL)
1955 decrease_ob (tmp);
2160 1956
2161} 1957}
2162 1958
2163/** 1959/**
2164 * op eats food. 1960 * op eats food.
2165 * If player, takes care of messages and dragon special food. 1961 * If player, takes care of messages and dragon special food.
2166 */ 1962 */
1963static void
2167static void apply_food (object *op, object *tmp) 1964apply_food (object *op, object *tmp)
2168{ 1965{
2169 int capacity_remaining; 1966 int capacity_remaining;
2170 1967
2171 if(op->type!=PLAYER) 1968 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 1969 op->stats.hp = op->stats.maxhp;
2173 else { 1970 else
1971 {
2174 /* check if this is a dragon (player), eating some flesh */ 1972 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1973 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 1974 ;
2177 else { 1975 else
1976 {
2178 /* usual case - no dragon meal: */ 1977 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 1978 if (op->stats.food + tmp->stats.food > 999)
1979 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 1980 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1981 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2182 else 1982 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1983 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2184 } 1984 }
2185 1985
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1986 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1987 {
2187 char buf[MAX_BUF]; 1988 char buf[MAX_BUF];
2188 1989
2189 if (!is_dragon_pl(op)) { 1990 if (!is_dragon_pl (op))
1991 {
2190 /* eating message for normal players*/ 1992 /* eating message for normal players */
2191 if(tmp->type==DRINK) 1993 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1994 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 1995 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 1996 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 1997 }
2196 } 1998 else
2197 else { 1999 {
2198 /* eating message for dragon players*/ 2000 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2001 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 2002 }
2201 2003
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2004 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 2005 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2006 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2007 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2008 op->stats.hp += capacity_remaining / 50;
2207 else 2009 else
2208 op->stats.hp+=tmp->stats.food/50; 2010 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 2011 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2012 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2013 if (op->stats.food > 999)
2212 op->stats.food = 999; 2014 op->stats.food = 999;
2213 } 2015 }
2214 2016
2215 /* special food hack -b.t. */ 2017 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2018 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2019 eat_special_food (op, tmp);
2218 } 2020 }
2219 } 2021 }
2022
2220 handle_apply_yield(tmp); 2023 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2024 decrease_ob (tmp);
2222} 2025}
2223 2026
2224/** 2027/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2028 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 2029 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2032 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2033 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2034 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2035 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2036 */
2037int
2234int dragon_eat_flesh(object *op, object *meal) { 2038dragon_eat_flesh (object *op, object *meal)
2039{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2040 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2041 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2042 object *tmp = NULL; /* tmp. object */
2238 2043
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2044 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2045 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2046 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2047 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2048 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2049 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2050 int winners = 0; /* number of winners */
2246 int i; /* index */ 2051 int i; /* index */
2247 2052
2248 /* let's make sure and doublecheck the parameters */ 2053 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2054 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2055 return 0;
2251 2056
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2057 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2058 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2059 for (tmp = op->inv; tmp; tmp = tmp->below)
2255 if (tmp->type == FORCE) { 2060 if (tmp->type == FORCE)
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2061 if (tmp->arch->archname == shstr_dragon_skin_force)
2257 skin = tmp; 2062 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2063 else if (tmp->arch->archname == shstr_dragon_ability_force)
2259 abil = tmp; 2064 abil = tmp;
2260 } 2065
2261 }
2262
2263 /* if either skin or ability are missing, this is an old player 2066 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2067 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2068 if (skin == NULL || abil == NULL)
2266 2069 return 0;
2070
2267 /* now start by filling stomache and health, according to food-value */ 2071 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2072 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2073 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2074 else
2271 op->stats.hp += meal->stats.food/50; 2075 op->stats.hp += meal->stats.food / 50;
2272 if(op->stats.hp>op->stats.maxhp) 2076 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2077 op->stats.hp = op->stats.maxhp;
2274 2078
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2079 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2080
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2081 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2082
2279 /* on to the interesting part: chances for adding resistance */ 2083 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2084 for (i = 0; i < NROFATTACKS; i++)
2085 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2086 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2087 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2088 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2089
2284 /* this bonus makes resistance increase easier at lower levels */ 2090 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2091 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2092 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2093 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2094
2289 /* monster bonus increases with level, because high-level 2095 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2096 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2097 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2098
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2099 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2100 ((double) settings.max_level)) - skin->resist[i];
2295 2101
2296 if (chance >= 0.) 2102 if (chance >= 0.)
2297 chance += 1.; 2103 chance += 1.;
2298 else 2104 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2105 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2106
2301 /* chance is proportional to amount of resistance (max. 50) */ 2107 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2108 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2109
2304 /* doubled chance for resistance of ability-focus */ 2110 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2111 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2112 chance = MIN (100., chance * 2.);
2307 2113
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2114 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2115 if (rndm (10000) < (unsigned int) (chance * 100))
2116 {
2310 atnr_winner[winners] = i; 2117 atnr_winner[winners] = i;
2311 winners++; 2118 winners++;
2312 } 2119 }
2313 2120
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2121 if (chance >= 0.01)
2315 2122 totalchance *= 1 - chance / 100;
2123
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2124 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2125 }
2318 } 2126 }
2319 2127
2320 /* inverse totalchance as until now we have the failure-chance */ 2128 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2129 totalchance = 100 - totalchance * 100;
2322 /* print message according to totalchance */ 2130 /* print message according to totalchance */
2323 if (totalchance > 50.) 2131 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2132 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2133 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2134 sprintf (buf, "The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2135 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2136 sprintf (buf, "The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2137 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2138 sprintf (buf, "The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2139 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2140 sprintf (buf, "The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2141 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2142 sprintf (buf, "The %s tasted strange.", &meal->name);
2335 else 2143 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2144 sprintf (buf, "The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2338 2146
2339 /* now choose a winner if we have any */ 2147 /* now choose a winner if we have any */
2340 i = -1; 2148 i = -1;
2341 if (winners>0) 2149 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2150 i = atnr_winner[RANDOM () % winners];
2343 2151
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2152 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2153 {
2345 /* resistance increased! */ 2154 /* resistance increased! */
2346 skin->resist[i]++; 2155 skin->resist[i]++;
2347 fix_player(op); 2156 op->update_stats ();
2348 2157
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2158 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2350 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2159 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2351 } 2160 }
2352 2161
2353 /* if this flesh contains a new ability focus, we mark it 2162 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2163 into the ability_force and it will take effect on next level */
2355 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2164 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2356 && meal->last_eat != abil->last_eat) { 2165 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2166 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2167
2359 if (meal->last_eat != abil->stats.exp) { 2168 if (meal->last_eat != abil->stats.exp)
2169 {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2170 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2361 change_resist_msg[meal->last_eat]);
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2172 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2173 new_draw_info (NDI_UNIQUE, 0, op, buf);
2365 } 2174 }
2366 else { 2175 else
2176 {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2177 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2368 change_resist_msg[meal->last_eat]);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf); 2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2179 abil->last_eat = 0;
2371 } 2180 }
2372 } 2181 }
2373 return 1; 2182 return 1;
2374}
2375
2376static void apply_savebed (object *pl)
2377{
2378#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) {
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2381 return;
2382 }
2383#endif
2384 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl);
2386 remove_ob(pl);
2387 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name);
2390
2391 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y;
2395
2396 strcpy(pl->contr->killer,"left");
2397 check_score(pl); /* Always check score */
2398 (void)save_player(pl,0);
2399 pl->map->players--;
2400#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402#endif
2403 play_again(pl);
2404 pl->speed = 0;
2405 update_ob_speed(pl);
2406} 2183}
2407 2184
2408/** 2185/**
2409 * Handles applying an improve armor scroll. 2186 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2187 * Does some sanity checks, then calls improve_armour.
2411 */ 2188 */
2189static void
2412static void apply_armour_improver (object *op, object *tmp) 2190apply_armour_improver (object *op, object *tmp)
2413{ 2191{
2414 object *armor; 2192 object *armor;
2415 2193
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2194 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2418 return;
2419 } 2195 {
2420 armor=find_marked_object(op); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2421 if ( ! armor) {
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423 return; 2197 return;
2424 } 2198 }
2199
2200 armor = find_marked_object (op);
2201
2202 if (!armor)
2203 {
2204 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2205 return;
2206 }
2207
2425 if (armor->type != ARMOUR 2208 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2209 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2210 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2428 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET)
2430 { 2211 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2212 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2432 return; 2213 return;
2433 } 2214 }
2434 2215
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2216 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2217 improve_armour (op, tmp, armor);
2437} 2218}
2438 2219
2439 2220extern void
2440extern void apply_poison (object *op, object *tmp) 2221apply_poison (object *op, object *tmp)
2441{ 2222{
2442 if (op->type == PLAYER) { 2223 if (op->type == PLAYER)
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2224 {
2225 op->contr->play_sound (sound_find ("drink_poison"));
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze"); 2227 strcpy (op->contr->killer, "poisonous booze");
2446 } 2228 }
2229
2447 if (tmp->stats.hp > 0) { 2230 if (tmp->stats.hp > 0)
2231 {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2232 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2449 tmp->stats.hp);
2450 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2233 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 } 2234 }
2235
2452 op->stats.food-=op->stats.food/4; 2236 op->stats.food -= op->stats.food / 4;
2453 handle_apply_yield(tmp); 2237 handle_apply_yield (tmp);
2454 decrease_ob(tmp); 2238 decrease_ob (tmp);
2455} 2239}
2456 2240
2457/** 2241/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2242 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459 * A valid 2 way exit means: 2243 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side) 2244 * -You can come back (there is another exit at the other side)
2461 * -You are 2245 * -You are
2462 * ° the owner of the exit 2246 * ° the owner of the exit
2463 * ° or in the same party as the owner 2247 * ° or in the same party as the owner
2464 * 2248 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2249 * Note: a owner in a 2 way exit is saved as the owner's name
2466 * in the field exit->name cause the field exit->owner doesn't 2250 * in the field exit->name cause the field exit->owner doesn't
2467 * survive in the swapping (in fact the whole exit doesn't survive). 2251 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2252 */
2253int
2469int is_legal_2ways_exit (object* op, object *exit) 2254is_legal_2ways_exit (object *op, object *exit)
2470 { 2255{
2471 object * tmp; 2256 if (exit->stats.exp != 1)
2472 object * exit_owner; 2257 return 1; /*This is not a 2 way, so it is legal */
2473 player * pp; 2258
2474 mapstruct * exitmap; 2259#if 0 //TODO
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2260 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2261 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2262#endif
2478 * all the exits in destination and try to find one with same path as 2263
2479 * the current exit's position */ 2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2265
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483 if (exitmap) 2266 if (exitmap)
2484 { 2267 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2268 exitmap->load_sync ();
2486 if (!tmp) return 0; 2269
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2270 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271
2272 if (!tmp)
2273 return 0;
2274
2275 for (; tmp; tmp = tmp->above)
2488 { 2276 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2277 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2278 continue; /*Not an exit */
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2493 2279
2280 if (!EXIT_PATH (tmp))
2281 continue; /*Not a valid exit */
2282
2283 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2284 continue; /*Not in the same place */
2285
2286 if (exit->map->path != EXIT_PATH (tmp))
2287 continue; /*Not in the same map */
2288
2494 /* From here we have found the exit is valid. However we do 2289 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the 2290 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2291 * town portals to prevent strangers from visiting your appartments
2497 */ 2292 */
2293 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2294 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2295
2500 for (pp=first_player;pp;pp=pp->next) 2296 object *exit_owner = 0;
2297
2298 for_all_players (pp)
2501 { 2299 {
2502 if (!pp->ob) continue; 2300 if (!pp->ob)
2301 continue;
2302
2503 if (pp->ob->name!=exit->race) continue; 2303 if (pp->ob->name != exit->race)
2304 continue;
2305
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2306 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2307 break;
2506 } 2308 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2309
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2310 if (!exit_owner)
2311 return 0; /* No more owner */
2312
2313 if (exit_owner->contr == op->contr)
2314 return 1; /*It is your exit */
2315
2509 if ( exit_owner && /*There is a owner*/ 2316 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2317 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2318 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2512 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2319 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2320 return 0;
2321
2514 return 1; 2322 return 1;
2515 } 2323 }
2516 } 2324 }
2325
2517 return 0; 2326 return 0;
2518 } 2327}
2519
2520 2328
2521/** 2329/**
2522 * Main apply handler. 2330 * Main apply handler.
2523 * 2331 *
2524 * Checks for unpaid items before applying. 2332 * Checks for unpaid items before applying.
2532 * being applied. 2340 * being applied.
2533 * 2341 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2342 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2343 * them in this function - they are passed to apply_special
2536 */ 2344 */
2537 2345int
2538int manual_apply (object *op, object *tmp, int aflag) 2346manual_apply (object *op, object *tmp, int aflag)
2539{ 2347{
2540 if (tmp->head) tmp=tmp->head; 2348 if (tmp->head)
2349 tmp = tmp->head;
2541 2350
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2352 {
2543 if (op->type == PLAYER) { 2353 if (op->type == PLAYER)
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2354 {
2355 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2545 return 1; 2356 return 1;
2546 } else { 2357 }
2358 else
2547 return 0; /* monsters just skip unpaid items */ 2359 return 0; /* monsters just skip unpaid items */
2548 } 2360 }
2361
2362 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2363 return RESULT_INT (0);
2364
2365 switch (tmp->type)
2549 } 2366 {
2550 2367 case CF_HANDLE:
2551 2368 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2552 /* Lauwenmark: Handle for plugin apply event */ 2369 op->play_sound (sound_find ("turn_handle"));
2553 //TODO: remove 2370 tmp->value = tmp->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2371 SET_ANIMATION (tmp, tmp->value);
2372 update_object (tmp, UP_OBJ_FACE);
2373 push_button (tmp);
2555 return 1; 2374 return 1;
2556 2375
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2376 case TRIGGER:
2377 if (check_trigger (tmp, op))
2378 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2380 op->play_sound (sound_find ("turn_handle"));
2381 }
2382 else
2383 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2384
2558 return 1; 2385 return 1;
2559 2386
2560 switch (tmp->type) { 2387 case EXIT:
2561
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER) 2388 if (op->type != PLAYER)
2585 return 0; 2389 return 0;
2390
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2391 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2392 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2393 else
2589 } else { 2394 {
2590 /* Don't display messages for random maps. */ 2395 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2592 strncmp(EXIT_PATH(tmp), "/random/", 8))
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2397 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2398
2595 } 2399 op->enter_exit (tmp);
2400 }
2401
2596 return 1; 2402 return 1;
2597 2403
2598 case SIGN: 2404 case SIGN:
2599 apply_sign (op, tmp, 0); 2405 apply_sign (op, tmp, 0);
2600 return 1; 2406 return 1;
2601 2407
2602 case BOOK: 2408 case BOOK:
2603 if (op->type == PLAYER) { 2409 if (op->type == PLAYER)
2410 {
2604 apply_book (op, tmp); 2411 apply_book (op, tmp);
2605 return 1; 2412 return 1;
2606 } else { 2413 }
2607 return 0; 2414 else
2608 } 2415 return 0;
2609 2416
2610 case SKILLSCROLL: 2417 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2418 if (op->type == PLAYER)
2419 {
2612 apply_skillscroll (op, tmp); 2420 apply_skillscroll (op, tmp);
2613 return 1; 2421 return 1;
2614 } 2422 }
2423 else
2615 return 0; 2424 return 0;
2616 2425
2617 case SPELLBOOK: 2426 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2427 if (op->type == PLAYER)
2428 {
2619 apply_spellbook (op, tmp); 2429 apply_spellbook (op, tmp);
2620 return 1; 2430 return 1;
2621 } 2431 }
2432 else
2622 return 0; 2433 return 0;
2623 2434
2624 case SCROLL: 2435 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2436 apply_scroll (op, tmp, 0);
2626 return 1; 2437 return 1;
2627 2438
2628 case POTION: 2439 case POTION:
2629 (void) apply_potion(op, tmp); 2440 apply_potion (op, tmp);
2630 return 1; 2441 return 1;
2631 2442
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2443 /* Eneq(@csd.uu.se): Handle apply on containers. */
2444 //TODO: remove, as it is unsed?
2633 case CLOSE_CON: 2445 case CLOSE_CON:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env); 2446 apply_container (op, tmp->env);
2638 return 1; 2447 return 1;
2639 2448
2640 case CONTAINER: 2449 case CONTAINER:
2641 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp); 2450 apply_container (op, tmp);
2645 return 1; 2451 return 1;
2646 2452
2647 case TREASURE: 2453 case TREASURE:
2648 if (op->type == PLAYER) { 2454 if (op->type == PLAYER)
2455 {
2649 apply_treasure (op, tmp); 2456 apply_treasure (op, tmp);
2650 return 1; 2457 return 1;
2651 } else { 2458 }
2652 return 0; 2459 else
2653 } 2460 return 0;
2654 2461
2655 case WEAPON: 2462 case WEAPON:
2656 case ARMOUR: 2463 case ARMOUR:
2657 case BOOTS: 2464 case BOOTS:
2658 case GLOVES: 2465 case GLOVES:
2659 case AMULET: 2466 case AMULET:
2660 case GIRDLE: 2467 case GIRDLE:
2661 case BRACERS: 2468 case BRACERS:
2662 case SHIELD: 2469 case SHIELD:
2663 case HELMET: 2470 case HELMET:
2664 case RING: 2471 case RING:
2665 case CLOAK: 2472 case CLOAK:
2666 case WAND: 2473 case WAND:
2667 case ROD: 2474 case ROD:
2668 case HORN: 2475 case HORN:
2669 case SKILL: 2476 case SKILL:
2670 case BOW: 2477 case BOW:
2671 case LAMP: 2478 case LAMP:
2672 case BUILDER: 2479 case BUILDER:
2673 case SKILL_TOOL: 2480 case SKILL_TOOL:
2674 if (tmp->env != op) 2481 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2482 return 2; /* not in inventory */
2483
2676 (void) apply_special (op, tmp, aflag); 2484 apply_special (op, tmp, aflag);
2677 return 1; 2485 return 1;
2678 2486
2679 case DRINK: 2487 case DRINK:
2680 case FOOD: 2488 case FOOD:
2681 case FLESH: 2489 case FLESH:
2682 apply_food (op, tmp); 2490 apply_food (op, tmp);
2683 return 1; 2491 return 1;
2684 2492
2685 case POISON: 2493 case POISON:
2686 apply_poison (op, tmp); 2494 apply_poison (op, tmp);
2687 return 1; 2495 return 1;
2688 2496
2689 case SAVEBED: 2497 case SAVEBED:
2498 return 1;
2499
2500 case ARMOUR_IMPROVER:
2690 if (op->type == PLAYER) { 2501 if (op->type == PLAYER)
2691 apply_savebed (op); 2502 {
2692 return 1; 2503 apply_armour_improver (op, tmp);
2693 } else { 2504 return 1;
2694 return 0; 2505 }
2695 } 2506 else
2507 return 0;
2696 2508
2697 case ARMOUR_IMPROVER: 2509 case WEAPON_IMPROVER:
2510 check_improve_weapon (op, tmp);
2511 return 1;
2512
2513 case CLOCK:
2698 if (op->type == PLAYER) { 2514 if (op->type == PLAYER)
2699 apply_armour_improver (op, tmp); 2515 {
2700 return 1; 2516 char buf[MAX_BUF];
2701 } else { 2517 timeofday_t tod;
2702 return 0;
2703 }
2704 2518
2705 case WEAPON_IMPROVER: 2519 get_tod (&tod);
2706 (void) check_improve_weapon(op, tmp); 2520 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2707 return 1; 2521 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2522 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2523 op->play_sound (sound_find ("sound_clock"));
2524 new_draw_info (NDI_UNIQUE, 0, op, buf);
2525 return 1;
2526 }
2527 else
2528 return 0;
2708 2529
2709 case CLOCK: 2530 case MENU:
2710 if (op->type == PLAYER) { 2531 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2532 {
2712 timeofday_t tod; 2533 shop_listing (tmp, op);
2534 return 1;
2535 }
2536 else
2537 return 0;
2713 2538
2714 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1;
2722 } else {
2723 return 0;
2724 }
2725
2726 case MENU:
2727 if (op->type == PLAYER) {
2728 shop_listing (op);
2729 return 1;
2730 } else {
2731 return 0;
2732 }
2733
2734 case POWER_CRYSTAL: 2539 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2540 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2541 return 1;
2737 2542
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2543 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2544 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2545 {
2741 return 1; 2546 apply_lighter (op, tmp);
2742 } else { 2547 return 1;
2743 return 0; 2548 }
2744 } 2549 else
2550 return 0;
2745 2551
2746 case ITEM_TRANSFORMER: 2552 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2553 apply_item_transformer (op, tmp);
2748 return 1; 2554 return 1;
2749 2555
2750 default: 2556 default:
2751 return 0; 2557 return 0;
2752 } 2558 }
2753} 2559}
2754 2560
2755 2561
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2562/* quiet suppresses the "don't know how to apply" and "you must get it first"
2757 * messages as needed by player_apply_below(). But there can still be 2563 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2564 * "but you are floating high above the ground" messages.
2759 * 2565 *
2760 * Same return value as apply() function. 2566 * Same return value as apply() function.
2761 */ 2567 */
2568int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2569player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2570{
2764 int tmp; 2571 int tmp;
2765 2572
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2573 if (op->env && (pl->move_type & MOVE_FLYING))
2574 {
2767 /* player is flying and applying object not in inventory */ 2575 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2576 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2577 {
2770 "above the ground!"); 2578 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2771 return 0; 2579 return 0;
2772 } 2580 }
2773 }
2774
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied.
2777 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2581 }
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2781 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2782 "of smoke!");
2783 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op);
2785 free_object (op);
2786 return 1;
2787 }
2788 2582
2789 pl->contr->last_used = op; 2583 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2584
2792 tmp = manual_apply (pl, op, aflag); 2585 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2586 if (!quiet)
2587 {
2794 if (tmp == 0) 2588 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2796 "I don't know how to apply the %s.",
2797 query_name (op));
2798 else if (tmp == 2) 2590 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2591 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2592 }
2593
2802 return tmp; 2594 return tmp;
2803} 2595}
2804 2596
2805/** 2597/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2598 * player_apply_below attempts to apply the object 'below' the player.
2807 * If the player has an open container, we use that for below, otherwise 2599 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2600 * we use the ground.
2809 */ 2601 */
2810 2602void
2811void player_apply_below (object *pl) 2603player_apply_below (object *pl)
2812{ 2604{
2813 object *tmp, *next;
2814 int floors; 2605 int floors = 0;
2815 2606
2816 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2817 apply_transport(pl, pl->contr->transport, 0);
2818 return;
2819 }
2820
2821 /* If using a container, set the starting item to be the top 2607 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2608 * item in the container. Otherwise, use the map.
2823 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825
2826 /* This is perhaps more complicated. However, I want to make sure that 2609 * This is perhaps more complicated. However, I want to make sure that
2827 * we don't use a corrupt pointer for the next object, so we get the 2610 * we don't use a corrupt pointer for the next object, so we get the
2828 * next object in the stack before applying. This is can only be a 2611 * next object in the stack before applying. This is can only be a
2829 * problem if player_apply() has a bug in that it uses the object but does 2612 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2613 * not return a proper value.
2831 */ 2614 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2615 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2616 {
2833 next = tmp->below; 2617 next = tmp->below;
2618
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2619 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2620 floors++;
2836 else if (floors > 0) 2621 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2622 return; /* process only floor objects after first floor object */
2838 2623
2839 /* If it is visible, player can apply it. If it is applied by 2624 /* If it is visible, player can apply it. If it is applied by
2840 * person moving on it, also activate. Added code to make it 2625 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2626 * so that at least one of players movement types be that which
2842 * the item needs. 2627 * the item needs.
2843 */ 2628 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2629 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2630 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2631 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2632 return;
2847 } 2633 }
2848 if (floors >= 2) 2634 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2635 return; /* process at most two floor objects */
2850 } 2636 }
2851} 2637}
2852 2638
2853/** 2639/**
2854 * Unapplies specified item. 2640 * Unapplies specified item.
2855 * No check done on cursed/damned. 2641 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2642 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2643 * to keep the size of apply_special to a more managable size.
2858 */ 2644 */
2645static int
2859static int unapply_special (object *who, object *op, int aflags) 2646unapply_special (object *who, object *op, int aflags)
2860{ 2647{
2861 object *tmp2; 2648 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2649 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2650 return RESULT_INT (0);
2862 2651
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2652 CLEAR_FLAG (op, FLAG_APPLIED);
2653
2864 switch(op->type) { 2654 switch (op->type)
2865 case WEAPON: 2655 {
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2867
2868 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872 who->current_weapon_script = NULL;
2873 who->current_weapon = NULL;
2874 clear_skill(who);
2875 break;
2876
2877 case SKILL: /* allows objects to impart skills */
2878 case SKILL_TOOL: 2656 case SKILL_TOOL:
2879 if (op != who->chosen_skill) { 2657 // unapplying a skill tool should also unapply the skill it governs
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2658 // but this is hard, as it shouldn't do so when the skill can
2881 } 2659 // be used for other reasons
2882 if (who->type==PLAYER) { 2660 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2883 if (who->contr->shoottype == range_skill) 2661 if (tmp->skill == op->skill
2884 who->contr->shoottype = range_none; 2662 && tmp->type == SKILL
2885 if ( ! op->invisible) { 2663 && tmp->flag [FLAG_APPLIED]
2886 new_draw_info_format (NDI_UNIQUE, 0, who, 2664 && !tmp->flag [FLAG_CAN_USE_SKILL])
2887 "You stop using the %s.", query_name(op)); 2665 unapply_special (who, tmp, 0);
2888 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.",
2891 op->skill);
2892 }
2893 }
2894 (void) change_abil (who, op);
2895 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break;
2898 2666
2899 case ARMOUR: 2667 change_abil (who, op);
2900 case HELMET:
2901 case SHIELD:
2902 case RING:
2903 case BOOTS:
2904 case GLOVES:
2905 case AMULET:
2906 case GIRDLE:
2907 case BRACERS:
2908 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910 (void) change_abil (who,op);
2911 break;
2912 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch);
2916 tmp2->x = op->x;
2917 tmp2->y = op->y;
2918 tmp2->map = op->map;
2919 tmp2->below = op->below;
2920 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count);
2927 remove_ob(op);
2928 free_object(op);
2929 insert_ob_in_ob(tmp2, who);
2930 fix_player(who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932 if (who->type == PLAYER) {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935 }
2936 }
2937 if(who->type==PLAYER)
2938 esrv_send_item(who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */
2940 break;
2941 case BOW:
2942 case WAND:
2943 case ROD:
2944 case HORN:
2945 clear_skill(who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947 if(who->type==PLAYER) {
2948 who->contr->shoottype = range_none;
2949 } else {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE);
2954 }
2955 break;
2956
2957 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL;
2961 break; 2668 break;
2962 2669
2963 default: 2670 case WEAPON:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2671 if (player *pl = who->contr)
2965 break; 2672 if (op == pl->combat_ob)
2966 } 2673 {
2967 2674 pl->combat_ob = 0;
2968 fix_player(who); 2675 who->change_weapon (pl->ranged_ob);
2969
2970 if ( ! (aflags & AP_NO_MERGE)) {
2971 object *tmp;
2972
2973 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) {
2976 if (tmp) { /* it was merged */
2977 esrv_del_item (who->contr, del_tag);
2978 op = tmp;
2979 } 2676 }
2677
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2679
2680 change_abil (who, op);
2681 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2682 break;
2683
2684 case SKILL:
2685 if (who->contr)
2686 {
2687 if (!op->invisible)
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2689 else
2690 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2691 }
2692
2693 change_abil (who, op);
2694 CLEAR_FLAG (who, FLAG_READY_SKILL);
2695 break;
2696
2697 case ARMOUR:
2698 case HELMET:
2699 case SHIELD:
2700 case RING:
2701 case BOOTS:
2702 case GLOVES:
2703 case AMULET:
2704 case GIRDLE:
2705 case BRACERS:
2706 case CLOAK:
2707 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2708 change_abil (who, op);
2709 break;
2710
2711 case LAMP:
2712 {
2713 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2714
2715 object *tmp2 = arch_to_object (op->other_arch);
2716 tmp2->x = op->x;
2717 tmp2->y = op->y;
2718 tmp2->map = op->map;
2719 tmp2->below = op->below;
2720 tmp2->above = op->above;
2721 tmp2->stats.food = op->stats.food;
2722 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2723
2724 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2725 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2726
2727 if (who->contr)
2728 esrv_del_item (who->contr, op->count);
2729
2730 op->destroy ();
2731 insert_ob_in_ob (tmp2, who);
2732 who->update_stats ();
2733
2734 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2735 {
2736 if (who->contr)
2737 {
2738 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2739 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2740 }
2741 }
2742
2743 if (who->contr)
2744 esrv_send_item (who, tmp2);
2745 }
2746
2747 return 1; /* otherwise, an attempt to drop causes problems */
2748
2749 case BOW:
2750 case WAND:
2751 case ROD:
2752 case HORN:
2753 if (player *pl = who->contr)
2754 {
2755 if (op == pl->ranged_ob)
2756 {
2757 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob);
2759 }
2760
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2762 }
2763 else
2764 {
2765 who->change_skill (0);
2766
2767 if (op->type == BOW)
2768 CLEAR_FLAG (who, FLAG_READY_BOW);
2769 else
2770 CLEAR_FLAG (who, FLAG_READY_RANGE);
2771 }
2772
2773 break;
2774
2775 case BUILDER:
2776 if (who->contr)
2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2778 break;
2779
2780 default:
2781 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2782 break;
2783 }
2784
2785 who->update_stats ();
2786
2787 if (!(aflags & AP_NO_MERGE))
2788 {
2789 object *tmp = merge_ob (op, 0);
2790
2791 if (who->contr)
2792 {
2793 if (tmp)
2794 { /* it was merged */
2795 esrv_del_item (who->contr, op->count);
2796 op = tmp;
2797 }
2798
2980 esrv_send_item (who, op); 2799 esrv_send_item (who, op);
2981 } 2800 }
2982 } 2801 }
2802
2983 return 0; 2803 return 0;
2984} 2804}
2985 2805
2986/** 2806/**
2987 * Returns the object that is using location 'loc'. 2807 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 2808 * Note that 'start' is the first object to start examing - we
2989 * then go through the below of this. In this way, you can do 2809 * then go through the below of this. In this way, you can do
2990 * something like: 2810 * something like:
2991 * tmp = get_item_from_body_location(who->inv, 1); 2811 * tmp = get_next_item_from_body_location(who->inv, 1);
2992 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2812 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2993 * to find the second object that may use this location, etc. 2813 * to find the second object that may use this location, etc.
2994 * Returns NULL if no match is found. 2814 * Returns NULL if no match is found.
2995 * loc is the index into the array we are looking for a match. 2815 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 2816 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 2817 * invisible other objects that use
2998 * up body locations can be used as restrictions. 2818 * up body locations can be used as restrictions.
2999 */ 2819 */
3000object *get_item_from_body_location(object *start, int loc) 2820static object *
2821get_next_item_from_body_location (int loc, object *start)
3001{ 2822{
3002 object *tmp;
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 2823 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2824 if (tmp->flag [FLAG_APPLIED]
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2825 && tmp->slot[loc].info
2826 && (!tmp->invisible || tmp->type == SKILL))
2827 return tmp;
3009 2828
3010 return NULL; 2829 return 0;
3011} 2830}
3012
3013
3014 2831
3015/** 2832/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 2833 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 2834 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 2835 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 2838 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 2839 * if aflags is AP_PRINT, we instead print out waht to unapply
3023 * instead of doing it. This is a lot less code than having 2840 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 2841 * another function that does just that.
3025 */ 2842 */
2843
2844#define CANNOT_REMOVE_CURSED \
2845 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2846 "Praying over an altar, scrolls of remove curse/damnation, " \
2847 "priests or even other players might help.>"
2848
2849int
3026int unapply_for_ob(object *who, object *op, int aflags) 2850unapply_for_ob (object *who, object *op, int aflags)
3027{ 2851{
3028 int i; 2852 if (op->is_range ())
3029 object *tmp=NULL, *last;
3030
3031 /* If we are applying a shield or weapon, unapply any equipped shield
3032 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD) {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 2853 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2854 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2855 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2856 {
3039 if (aflags & AP_PRINT) 2857 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2858 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 2859 else
3042 unapply_special(who, tmp, aflags); 2860 unapply_special (who, tmp, aflags);
3043 } 2861 }
3044 else { 2862 else
2863 {
3045 /* In this case, we want to try and remove a cursed item. 2864 /* In this case, we want to try and remove a cursed item.
3046 * While we know it won't work, we want unapply_special to 2865 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 2866 * at least generate the message.
3048 */ 2867 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 2868 new_draw_info_format (NDI_UNIQUE, 0, who,
3050 "No matter how hard you try, you just can't\nremove %s.", 2869 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
3051 query_name(tmp)); 2870 query_name (tmp));
3052 return 1; 2871 return 1;
3053 } 2872 }
3054 2873
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2874 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2875 {
3060 /* this used up a slot that we need to free */ 2876 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 2877 if (op->slot[i].info)
3062 last = who->inv; 2878 {
2879 object *last = who->inv;
3063 2880
3064 /* We do a while loop - may need to remove several items in order 2881 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 2882 * to free up enough slots.
3066 */ 2883 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 2884 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 2885 {
3069 if (!tmp) { 2886 object *tmp = get_next_item_from_body_location (i, last);
2887
2888 if (!tmp)
2889 {
3070#if 0 2890#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2891 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2892 * equipped.
3073 */ 2893 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2894 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075 i, body_locations[i].save_name, who->name);
3076#endif 2895#endif
3077 return 1; 2896 return 1;
3078 } 2897 }
2898
3079 /* If we are just printing, we don't care about cursed status */ 2899 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2900 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2901 {
3082 if (aflags & AP_PRINT) 2902 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2903 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 2904 else
3085 unapply_special(who, tmp, aflags); 2905 unapply_special (who, tmp, aflags);
3086 } 2906 }
3087 else { 2907 else
2908 {
3088 /* Cursed item that we can't unequip - tell the player. 2909 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2910 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 2911 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2912 * one cursed ring.)
3092 */ 2913 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2914 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3094 } 2915 }
3095 last = tmp->below; 2916
3096 } 2917 last = tmp->below;
2918 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2919 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 2920 * return in the !tmp would have kicked in.
3099 */ 2921 */
3100 } /* if op is using this body location */ 2922 } /* if op is using this body location */
3101 } /* for body lcoations */ 2923 } /* for body lcoations */
2924
3102 return 0; 2925 return 0;
3103} 2926}
3104 2927
3105/** 2928/**
3106 * Checks to see if 'who' can apply object 'op'. 2929 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2930 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2931 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2932 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2933 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 2934 * is set, do we really care what the other flags may be?)
3112 * 2935 *
3113 * See include/define.h for detailed description of the meaning of 2936 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2937 * these return values.
3115 */ 2938 */
2939int
3116int can_apply_object(object *who, object *op) 2940can_apply_object (object *who, object *op)
3117{ 2941{
2942 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2943 return RESULT_INT (0);
2944
3118 int i, retval=0; 2945 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 2946 object *tmp = 0, *ws = 0;
3120 2947
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3122 * 2 weapons, but we don't want to let them do that. So if they are
3123 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way.
3125 */
3126 if (op->type == WEAPON || op->type == SHIELD) {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp;
3131 }
3132 }
3133 }
3134
3135
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2948 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 2949 {
2950 if (op->slot[i].info)
2951 {
3138 /* Item uses more slots than we have */ 2952 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 2953 if (who->slot[i].info + op->slot [i].info < 0)
2954 {
3140 /* Could return now for efficiently - rest of info below isn' 2955 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 2956 * really needed.
3142 */ 2957 */
3143 retval |= CAN_APPLY_NEVER; 2958 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2959 }
2960 else if (who->slot[i].used + op->slot[i].info < 0)
2961 {
3145 /* in this case, equipping this would use more free spots than 2962 /* in this case, equipping this would use more free spots than
3146 * we have. 2963 * we have.
3147 */ 2964 */
3148 object *tmp1;
3149 2965
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 2966 /* if we have an applied weapon/shield, and unapply it would free
3152 * enough slots to equip the new item, then just set this can 2967 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 2968 * apply unapply". We don't care about the logic below - if you have a
3154 * shield equipped and try to equip another shield, there is only 2969 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 2970 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 2971 * does take into the account cases where what is being applied
3157 * may be two handed for example. 2972 * may be two handed for example.
3158 */ 2973 */
3159 if (ws) { 2974 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2975 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 2976 {
3162 continue; 2977 retval |= CAN_APPLY_UNAPPLY;
3163 } 2978 continue;
3164 } 2979 }
3165 2980
3166 tmp1 = get_item_from_body_location(who->inv, i); 2981 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 2982 if (!tmp1)
2983 {
3168#if 0 2984#if 0
3169 /* This is sort of an error, but happens a lot when old players 2985 /* This is sort of an error, but happens a lot when old players
3170 * join in with more stuff equipped than they are now allowed. 2986 * join in with more stuff equipped than they are now allowed.
3171 */ 2987 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 2988 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 2989#endif
3175 retval |= CAN_APPLY_NEVER; 2990 retval |= CAN_APPLY_NEVER;
3176 } else { 2991 }
2992 else
2993 {
3177 /* need to unapply something. However, if this something 2994 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 2995 * is different than we had found before, it means they need
3179 * to apply multiple objects 2996 * to apply multiple objects
3180 */ 2997 */
3181 retval |= CAN_APPLY_UNAPPLY; 2998 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 2999
3183 else if (tmp != tmp1) { 3000 if (!tmp)
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3001 tmp = tmp1;
3185 } 3002 else if (tmp != tmp1)
3003 retval |= CAN_APPLY_UNAPPLY_MULT;
3004
3186 /* This object isn't using up all the slots, so there must 3005 /* This object isn't using up all the slots, so there must
3187 * be another. If so, and it the new item doesn't need all 3006 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3007 * the slots, the player then has a choice.
3189 */ 3008 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3009 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 3010 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3011 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3012
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3013 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3014 * equipped? If not, there must be something else to unapply.
3196 */ 3015 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3016 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3017 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3018 }
3200 } 3019 } /* if not enough free slots */
3201 } /* if not enough free slots */ 3020 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3021 } /* for i -> num_body_locations loop */
3204 3022
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3023 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3024 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3025 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3026 * because you can't control those just by body location - bows, shields,
3209 * and weapons all use the same slot. Similar for horn/rod/wand - they 3027 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3028 * all use the same location.
3211 */ 3029 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3030 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION;
3216
3217
3218 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 3031 retval |= CAN_APPLY_RESTRICTION;
3032
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3033 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3035
3036 if (who->type != PLAYER)
3037 {
3038 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3039 retval |= CAN_APPLY_RESTRICTION;
3040
3041 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3042 retval |= CAN_APPLY_RESTRICTION;
3043
3044 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3045 retval |= CAN_APPLY_RESTRICTION;
3046
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION;
3228 } 3049 }
3050
3229 return retval; 3051 return retval;
3230} 3052}
3231
3232
3233 3053
3234/** 3054/**
3235 * 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.
3236 * 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,
3237 * 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
3246 * AP_UNAPPLY=always unapply). 3066 * AP_UNAPPLY=always unapply).
3247 * 3067 *
3248 * Optional flags: 3068 * Optional flags:
3249 * AP_NO_MERGE: don't merge an unapplied object with other objects 3069 * AP_NO_MERGE: don't merge an unapplied object with other objects
3250 * AP_IGNORE_CURSE: unapply cursed items 3070 * AP_IGNORE_CURSE: unapply cursed items
3071 * AP_NO_READY: do not ready skills when applying skill tools
3251 * 3072 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3073 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3074 *
3254 * apply_special() doesn't check for unpaid items. 3075 * apply_special() doesn't check for unpaid items.
3255 */ 3076 */
3077
3078#define LACK_ITEM_POWER \
3079 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3080
3081int
3256int apply_special (object *who, object *op, int aflags) 3082apply_special (object *who, object *op, int aflags)
3257{ 3083{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3084 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3085 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 3086
3262 if(who==NULL) { 3087 if (who == NULL)
3088 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3089 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3090 return 1;
3265 } 3091 }
3266 3092
3267 if(op->env!=who) 3093 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3094 return 1; /* op is not in inventory */
3269 3095
3270 /* trying to unequip op */ 3096 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3097 if (QUERY_FLAG (op, FLAG_APPLIED))
3098 {
3272 /* always apply, so no reason to unapply */ 3099 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3100 if (basic_flag == AP_APPLY)
3101 return 0;
3274 3102
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3103 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3104 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3105 new_draw_info_format (NDI_UNIQUE, 0, who,
3278 "No matter how hard you try, you just can't\nremove %s.", 3106 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3279 query_name(op)); 3107 query_name (op));
3280 return 1; 3108 return 1;
3281 } 3109 }
3110
3282 return unapply_special(who, op, aflags); 3111 return unapply_special (who, op, aflags);
3283 } 3112 }
3284 3113
3285 if (basic_flag == AP_UNAPPLY) return 0; 3114 if (basic_flag == AP_UNAPPLY)
3115 return 0;
3286 3116
3287 i = can_apply_object(who, op); 3117 // if the item is combat/ranged, wield the relevant slot first
3118 // to resolve conflicts.
3119 if (player *pl = who->contr)
3120 switch (op->slottype ())
3121 {
3122 case slot_combat: who->change_weapon (pl->combat_ob); break;
3123 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3124 }
3288 3125
3126 splay (op);
3127
3289 /* Can't just apply this object. Lets see what not and what to do */ 3128 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3129 if (int i = can_apply_object (who, op))
3130 {
3291 if (i & CAN_APPLY_NEVER) { 3131 if (i & CAN_APPLY_NEVER)
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3132 {
3133 new_draw_info_format (NDI_UNIQUE, 0, who,
3134 "You don't have the body to use a %s. H<You can never apply this item.>",
3135 query_name (op));
3293 return 1; 3136 return 1;
3137 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3138 else if (i & CAN_APPLY_RESTRICTION)
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3139 {
3140 new_draw_info_format (NDI_UNIQUE, 0, who,
3141 "You have a prohibition against using a %s. "
3142 "H<Your belief, profession or class prevents you from applying this item.>",
3143 query_name (op));
3296 return 1; 3144 return 1;
3297 } 3145 }
3146
3298 if (who->type != PLAYER) { 3147 if (who->type != PLAYER)
3148 {
3299 /* Some error, so don't try to equip something more */ 3149 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3150 if (unapply_for_ob (who, op, aflags))
3301 } else { 3151 return 1;
3302 if (who->contr->unapply == unapply_never || 3152 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3153 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3154 {
3155 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3156 {
3157 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 3158 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3159 return 1;
3307 } 3160 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3161 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 3162 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 3163 return 1;
3164 }
3311 } 3165 }
3312 } 3166
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3167 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3168 {
3315 skop=find_skill_by_name(who, op->skill); 3169 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3170
3171 if (!skop)
3172 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3173 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3318 return 1; 3174 return 1;
3319 } else { 3175 }
3176 else
3320 /* While experience will be credited properly, we want to change the 3177 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3178 * skill so that the dam and wc get updated
3322 */ 3179 */
3323 change_skill(who, skop, 0); 3180 who->change_skill (skop);
3324 }
3325 } 3181 }
3326 3182
3327 if (who->type == PLAYER && op->item_power && 3183 if (who->type == PLAYER
3184 && op->item_power
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3329 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1;
3331 } 3186 {
3332 3187 new_draw_info (NDI_UNIQUE, 0, who,
3188 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3189 return 1;
3190 }
3333 3191
3334 /* Ok. We are now at the state where we can apply the new object. 3192 /* Ok. We are now at the state where we can apply the new object.
3335 * Note that we don't have the checks for can_use_... 3193 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3194 * below - that is already taken care of by can_apply_object.
3337 */ 3195 */
3338
3339
3340 if(op->nrof > 1) 3196 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3197 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3198 else
3343 tmp = NULL; 3199 tmp = 0;
3344 3200
3201 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3202 return RESULT_INT (0);
3203
3345 switch(op->type) { 3204 switch (op->type)
3205 {
3346 case WEAPON: 3206 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3207 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3208 {
3349 "That weapon is too powerful for you to use."); 3209 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3210 "It would consume your soul!." LACK_ITEM_POWER);
3351 if(tmp!=NULL) 3211
3352 (void) insert_ob_in_ob(tmp,who); 3212 if (tmp)
3353 return 1; 3213 insert_ob_in_ob (tmp, who);
3354 } 3214
3215 return 1;
3216 }
3217
3218 //TODO: this obviously fails for players using a shorter prefix
3219 // i.e. "R" can use Ragnarok's sword.
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3220 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3221 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3222 /* if the weapon does not have the name as the character, can't use it. */
3357 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3223 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3358 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3224 new_draw_info (NDI_UNIQUE, 0, who,
3359 if(tmp!=NULL) 3225 "The weapon does not recognize you as its owner. "
3360 (void) insert_ob_in_ob(tmp,who); 3226 "H<Its name indicates that it belongs to somebody else.>");
3361 return 1; 3227
3362 } 3228 if (tmp)
3229 insert_ob_in_ob (tmp, who);
3230
3231 return 1;
3232 }
3233
3234 if (!skop)
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3237 return 1;
3238 }
3239
3363 SET_FLAG(op, FLAG_APPLIED); 3240 SET_FLAG (op, FLAG_APPLIED);
3241 who->change_skill (skop);
3364 3242
3365 if (skop) change_skill(who, skop, 1); 3243 if (who->contr)
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3244 who->change_weapon (who->contr->combat_ob = op);
3367 SET_FLAG(who, FLAG_READY_WEAPON);
3368 3245
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3370 3247
3371 (void) change_abil (who,op);
3372 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3373 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3374 LOG(llevDebug, "Scripting Weapon wielded\n");
3375 if (who->current_weapon_script) free_string(who->current_weapon_script);
3376 who->current_weapon_script=add_string(query_name(op));
3377 }
3378 who->current_weapon = op;*/
3379 break;
3380
3381 case ARMOUR:
3382 case HELMET:
3383 case SHIELD:
3384 case BOOTS:
3385 case GLOVES:
3386 case GIRDLE:
3387 case BRACERS:
3388 case CLOAK:
3389 case RING:
3390 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3393 (void) change_abil (who,op);
3394 break;
3395 case LAMP:
3396 if (op->stats.food < 1) {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3398 " fuel!", op->name);
3399 return 1;
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3402 op->name);
3403 tmp2 = arch_to_object(op->other_arch);
3404 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who);
3409
3410 /* Remove the old lantern */
3411 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count);
3413 remove_ob(op);
3414 free_object(op);
3415
3416 /* insert the portion that was split off */
3417 if(tmp!=NULL) {
3418 (void) insert_ob_in_ob(tmp,who);
3419 if(who->type==PLAYER)
3420 esrv_send_item(who, tmp);
3421 }
3422 fix_player(who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3424 if (who->type == PLAYER) {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3427 }
3428 }
3429 if(who->type==PLAYER)
3430 esrv_send_item(who, tmp2);
3431 return 0;
3432 break;
3433
3434 /* this part is needed for skill-tools */
3435 case SKILL:
3436 case SKILL_TOOL:
3437 if (who->chosen_skill) {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1;
3440 }
3441 if (who->type == PLAYER) {
3442 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3446 query_name (op));
3447 new_draw_info_format (NDI_UNIQUE, 0, who,
3448 "You can now use the skill: %s.",
3449 op->skill);
3450 } else {
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3452 op->skill? op->skill:op->name);
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op);
3457 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL);
3459 break;
3460
3461 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) {
3463 new_draw_info(NDI_UNIQUE, 0, who,
3464 "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who);
3468 return 1;
3469 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3471 new_draw_info(NDI_UNIQUE, 0, who,
3472 "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who);
3475 return 1;
3476 }
3477 /*FALLTHROUGH*/
3478 case WAND:
3479 case ROD:
3480 case HORN:
3481 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3485
3486 if(who->type==PLAYER) {
3487 if (op->type == BOW) {
3488 (void)change_abil(who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.",
3491 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow;
3493 } else {
3494 who->contr->shoottype = range_misc;
3495 }
3496 } else {
3497 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW);
3499 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3248 SET_FLAG (who, FLAG_READY_WEAPON);
3501 } 3249 change_abil (who, op);
3502 break;
3503
3504 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] )
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3507 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3510 break; 3250 break;
3511 3251
3512 default: 3252 case ARMOUR:
3253 case HELMET:
3254 case SHIELD:
3255 case BOOTS:
3256 case GLOVES:
3257 case GIRDLE:
3258 case BRACERS:
3259 case CLOAK:
3260 case RING:
3261 case AMULET:
3262 SET_FLAG (op, FLAG_APPLIED);
3263 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3264 change_abil (who, op);
3265 break;
3266
3267 case LAMP:
3268 if (op->stats.food < 1)
3269 {
3270 new_draw_info_format (NDI_UNIQUE, 0, who,
3271 "Your %s is out of fuel! "
3272 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3273 return 1;
3274 }
3275
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3277 tmp2 = arch_to_object (op->other_arch);
3278 tmp2->stats.food = op->stats.food;
3279 SET_FLAG (tmp2, FLAG_APPLIED);
3280
3281 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3282 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3283
3284 insert_ob_in_ob (tmp2, who);
3285
3286 /* Remove the old lantern */
3287 if (who->type == PLAYER)
3288 esrv_del_item (who->contr, op->count);
3289
3290 op->destroy ();
3291
3292 /* insert the portion that was split off */
3293 if (tmp)
3294 {
3295 insert_ob_in_ob (tmp, who);
3296 if (who->type == PLAYER)
3297 esrv_send_item (who, tmp);
3298 }
3299
3300 who->update_stats ();
3301
3302 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3303 if (who->type == PLAYER)
3304 {
3305 new_draw_info (NDI_UNIQUE, 0, who,
3306 "Oops, it feels deadly cold! "
3307 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3308 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3309 }
3310
3311 if (who->type == PLAYER)
3312 esrv_send_item (who, tmp2);
3313
3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break;
3327
3328 case SKILL:
3329 if (player *pl = who->contr)
3330 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 new_draw_info_format (NDI_UNIQUE, 0, who,
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill);
3349 return 1;
3350
3351 found_weapon:;
3352 }
3353 else
3354 who->change_weapon (pl->combat_ob = op);
3355 }
3356 else if (IS_RANGED_SKILL (op->subtype))
3357 {
3358 if (skill_flags [op->subtype] & SF_NEED_BOW)
3359 {
3360 for (object *item = who->inv; item; item = item->below)
3361 if (item->type == BOW && item->flag [FLAG_APPLIED])
3362 {
3363 //TODO: bows should/must all have skill missile weapon right now
3364 who->change_weapon (pl->ranged_ob = item);
3365 goto found_bow;
3366 }
3367
3368 new_draw_info (NDI_UNIQUE, 0, who,
3369 "You need to apply a missile weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a missile weapon, to function.>");
3371 return 1;
3372
3373 found_bow:;
3374 }
3375 else
3376 who->change_weapon (pl->ranged_ob = op);
3377 }
3378
3379 if (!op->invisible)
3380 {
3381 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3383 }
3384 else
3385 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3386 }
3387 else
3388 {
3389 SET_FLAG (op, FLAG_APPLIED);
3390 change_abil (who, op);
3391 who->chosen_skill = op;
3392 SET_FLAG (who, FLAG_READY_SKILL);
3393 }
3394
3395 break;
3396
3397 case BOW:
3398 if (!check_weapon_power (who, op->last_eat))
3399 {
3400 new_draw_info (NDI_UNIQUE, 0, who,
3401 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3402
3403 if (tmp)
3404 insert_ob_in_ob (tmp, who);
3405
3406 return 1;
3407 }
3408
3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3410 {
3411 new_draw_info (NDI_UNIQUE, 0, who,
3412 "The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>");
3414 if (tmp)
3415 insert_ob_in_ob (tmp, who);
3416
3417 return 1;
3418 }
3419
3420 /*FALLTHROUGH*/
3421 case WAND:
3422 case ROD:
3423 case HORN:
3424 /* check for skill, alter player status */
3425
3426 if (!skop)
3427 {
3428 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3429 return 1;
3430 }
3431
3432 SET_FLAG (op, FLAG_APPLIED);
3433 who->change_skill (skop);
3434
3435 if (who->contr)
3436 {
3437 who->contr->ranged_ob = op;
3438
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3440
3441 if (op->type == BOW)
3442 {
3443 who->current_weapon = op;
3444 change_abil (who, op);
3445 new_draw_info_format (NDI_UNIQUE, 0, who,
3446 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3447 }
3448 }
3449 else
3450 {
3451 if (op->type == BOW)
3452 SET_FLAG (who, FLAG_READY_BOW);
3453 else
3454 SET_FLAG (who, FLAG_READY_RANGE);
3455 }
3456
3457 break;
3458
3459 case BUILDER:
3460 if (who->type == PLAYER)
3461 {
3462 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3463 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3464 unapply_special (who, who->contr->ranged_ob, 0);
3465
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3467
3468 who->contr->ranged_ob = op;
3469 }
3470 break;
3471
3472 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3514 } /* end of switch op->type */ 3474 } /* end of switch op->type */
3515 3475
3516 SET_FLAG(op, FLAG_APPLIED); 3476 SET_FLAG (op, FLAG_APPLIED);
3517 3477
3518 if(tmp!=NULL) 3478 if (tmp)
3519 tmp = insert_ob_in_ob(tmp,who); 3479 tmp = insert_ob_in_ob (tmp, who);
3520 3480
3521 fix_player(who); 3481 who->update_stats ();
3522 3482
3523 /* We exclude spell casting objects. The fire code will set the 3483 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3484 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3485 * you don't know anything about them.
3526 */ 3486 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3487 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3488 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3489
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3490 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3532 if (who->type == PLAYER) {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED);
3535 }
3536 }
3537 if(who->type==PLAYER) { 3491 if (who->type == PLAYER)
3492 {
3493 new_draw_info (NDI_UNIQUE, 0, who,
3494 "Oops, it feels deadly cold! "
3495 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3496 SET_FLAG (op, FLAG_KNOWN_CURSED);
3497 }
3498
3499 if (who->type == PLAYER)
3500 {
3538 /* if multiple objects were applied, update both slots */ 3501 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3502 if (tmp)
3540 esrv_send_item(who, tmp); 3503 esrv_send_item (who, tmp);
3504
3541 esrv_send_item(who, op); 3505 esrv_send_item (who, op);
3542 } 3506 }
3507
3543 return 0; 3508 return 0;
3544} 3509}
3545 3510
3546 3511int
3547int monster_apply_special (object *who, object *op, int aflags) 3512monster_apply_special (object *who, object *op, int aflags)
3548{ 3513{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3514 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3515 return 1;
3516
3551 return apply_special (who, op, aflags); 3517 return apply_special (who, op, aflags);
3552} 3518}
3553 3519
3554/** 3520/**
3555 * Map was just loaded, handle op's initialisation. 3521 * Map was just loaded, handle op's initialisation.
3556 * 3522 *
3557 * Generates shop floor's item, and treasures. 3523 * Generates shop floor's item, and treasures.
3558 */ 3524 */
3525int
3559int auto_apply (object *op) { 3526auto_apply (object *op)
3527{
3560 object *tmp = NULL, *tmp2; 3528 object *tmp = NULL, *tmp2;
3561 int i; 3529 int i;
3562 3530
3563 switch(op->type) { 3531 switch (op->type)
3532 {
3564 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3534 if (!op->has_random_items ())
3566 do { 3535 return 0;
3567 i=10; /* let's give it 10 tries */ 3536
3537 do
3538 {
3539 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3541 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3542 if (tmp == NULL)
3571 return 0; 3543 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3544 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3545 {
3574 tmp = NULL; 3546 tmp->destroy ();
3575 } 3547 tmp = NULL;
3576 } while(!tmp); 3548 }
3549 }
3550 while (!tmp);
3551
3577 tmp->x=op->x; 3552 tmp->x = op->x;
3578 tmp->y=op->y; 3553 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3554 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3555 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3556 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3557 identify (tmp);
3583 break; 3558 break;
3584 3559
3585 case TREASURE: 3560 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3561 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3562 return 0;
3563
3588 while ((op->stats.hp--)>0) 3564 while (op->stats.hp-- > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3565 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3566 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3591 op->map == NULL ? 14: op->map->difficulty,0);
3592 3567
3593 /* If we generated an object and put it in this object inventory, 3568 /* If we generated an object and put it in this object inventory,
3594 * move it to the parent object as the current object is about 3569 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3570 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3571 * that is put inside other objects.
3597 */ 3572 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3573 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3574 {
3600 remove_ob(tmp); 3575 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3576 tmp->remove ();
3602 else free_object(tmp); 3577
3578 if (op->env)
3579 insert_ob_in_ob (tmp, op->env);
3580 else
3581 tmp->destroy ();
3582 }
3583
3584 op->destroy ();
3585 break;
3603 } 3586 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3587 return tmp ? 1 : 0;
3609} 3588}
3610 3589
3611/** 3590/**
3612 * fix_auto_apply goes through the entire map (only the first time 3591 * fix_auto_apply goes through the entire map every time a map
3613 * when an original map is loaded) and performs special actions for 3592 * is loaded or swapped in and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3593 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3594 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3595 */
3596void
3597maptile::fix_auto_apply ()
3598{
3599 if (!spaces)
3600 return;
3617 3601
3618void fix_auto_apply(mapstruct *m) { 3602 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619 object *tmp,*above=NULL; 3603 for (object *tmp = ms->bot; tmp; )
3620 int x,y; 3604 {
3605 object *above = tmp->above;
3621 3606
3622 if(m==NULL) return; 3607 if (tmp->inv)
3623 3608 {
3624 for(x=0;x<MAP_WIDTH(m);x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3627 above=tmp->above;
3628
3629 if (tmp->inv) {
3630 object *invtmp, *invnext; 3609 object *invtmp, *invnext;
3631 3610
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3611 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3612 {
3613 invnext = invtmp->below;
3634 3614
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3615 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3616 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3617 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3618 {
3638 while ((invtmp->stats.hp--)>0) 3619 while ((invtmp->stats.hp--) > 0)
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3620 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3640 m->difficulty,0); 3621
3641 invtmp->randomitems = NULL; 3622 invtmp->randomitems = NULL;
3642 } 3623 }
3643 else if (invtmp && invtmp->arch && 3624 else if (invtmp && invtmp->arch
3644 invtmp->type!=TREASURE && 3625 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3645 invtmp->type != SPELL && 3626 {
3646 invtmp->type != CLASS && 3627 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647 HAS_RANDOM_ITEMS(invtmp)) {
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3628 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3629 * treasure again for this object
3652 */ 3630 */
3653 invtmp->randomitems = NULL; 3631 invtmp->randomitems = NULL;
3654 } 3632 }
3655 } 3633 }
3656 /* This is really temporary - the code at the bottom will 3634 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3635 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3636 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3637 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3638 * MSW 2004-05-13
3661 * 3639 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3640 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3641 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3642 * Ryo 2004-08-16
3665 */ 3643 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3644 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3645 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3670 3647
3671 } 3648 }
3672 3649
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3650 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3651 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3652 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3653 {
3676 while ((tmp->stats.hp--)>0) 3654 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3655 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3656 tmp->randomitems = NULL;
3680 } 3657 }
3681 else if(tmp->type==TIMED_GATE) { 3658 else if (tmp->type == TIMED_GATE)
3659 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3660 object *head = tmp->head != NULL ? tmp->head : tmp;
3661
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3662 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3663 tmp->set_speed (0);
3685 update_ob_speed(tmp); 3664 }
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when 3665 /* This function can be called everytime a map is loaded, even when
3689 * swapping back in. As such, we don't want to create the treasure 3666 * swapping back in. As such, we don't want to create the treasure
3690 * over and ove again, so after we generate the treasure, blank out 3667 * over and ove again, so after we generate the treasure, blank out
3691 * randomitems so if it is swapped in again, it won't make anything. 3668 * randomitems so if it is swapped in again, it won't make anything.
3692 * This is a problem for the above objects, because they have counters 3669 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3670 * which say how many times to make the treasure.
3694 */ 3671 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3672 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3673 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3674 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3675 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3676 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3677 tmp->randomitems = NULL;
3701 } 3678 }
3679
3680 // close all containers
3681 else if (tmp->type == CONTAINER)
3682 tmp->flag [FLAG_APPLIED] = 0;
3683
3684 tmp = above;
3702 } 3685 }
3703 3686
3704 for(x=0;x<MAP_WIDTH(m);x++) 3687 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3688 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3707 if (tmp->above &&
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3689 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3690 check_trigger (tmp, tmp->above);
3710} 3691}
3711 3692
3712/** 3693/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3694 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3695 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3696 * that doesn't work with the new spell code. Since we know what
3716 * the food changes, just grab a force and use that instead. 3697 * the food changes, just grab a force and use that instead.
3717 */ 3698 */
3718 3699void
3719void eat_special_food(object *who, object *food) { 3700eat_special_food (object *who, object *food)
3701{
3720 object *force; 3702 object *force;
3721 int i, did_one=0; 3703 int i, did_one = 0;
3722 sint8 k;
3723 3704
3724 force = get_archetype(FORCE_NAME); 3705 force = get_archetype (FORCE_NAME);
3725 3706
3726 for (i=0; i < NUM_STATS; i++) { 3707 for (i = 0; i < NUM_STATS; i++)
3727 k = get_attr_value(&food->stats, i); 3708 if (sint8 k = food->stats.stat (i))
3728 if (k) { 3709 {
3729 set_attr_value(&force->stats, i, k); 3710 force->stats.stat (i) = k;
3730 did_one = 1; 3711 did_one = 1;
3731 }
3732 } 3712 }
3733 3713
3734 /* check if we can protect the eater */ 3714 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3715 for (i = 0; i < NROFATTACKS; i++)
3716 {
3736 if (food->resist[i]>0) { 3717 if (food->resist[i] > 0)
3718 {
3737 force->resist[i] = food->resist[i] / 2; 3719 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3720 did_one = 1;
3739 } 3721 }
3740 } 3722 }
3723
3741 if (did_one) { 3724 if (did_one)
3742 force->speed = 0.1; 3725 {
3743 update_ob_speed(force); 3726 force->set_speed (0.1);
3744 /* bigger morsel of food = longer effect time */ 3727 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3728 force->duration = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3729 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3730 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3731 insert_ob_in_ob (force, who);
3750 } else {
3751 free_object(force);
3752 } 3732 }
3733 else
3734 force->destroy ();
3753 3735
3754 /* check for hp, sp change */ 3736 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3737 if (food->stats.hp != 0)
3738 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3739 if (QUERY_FLAG (food, FLAG_CURSED))
3757 strcpy(who->contr->killer,food->name); 3740 {
3741 assign (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3742 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3743 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3744 }
3745 else
3746 {
3761 if(food->stats.hp>0) 3747 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3748 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3749 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3750 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3751 who->stats.hp += food->stats.hp;
3766 } 3752 }
3767 } 3753 }
3768 if(food->stats.sp!=0) { 3754 if (food->stats.sp != 0)
3755 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3756 if (QUERY_FLAG (food, FLAG_CURSED))
3757 {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3758 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3759 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3760 if (who->stats.sp < 0)
3773 } else { 3761 who->stats.sp = 0;
3762 }
3763 else
3764 {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3765 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3766 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3767 /* place limit on max sp from food? */
3768 }
3777 } 3769 }
3778 } 3770 who->update_stats ();
3779 fix_player(who);
3780} 3771}
3781
3782 3772
3783/** 3773/**
3784 * Designed primarily to light torches/lanterns/etc. 3774 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3775 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3776 * the selected object to "burn". -b.t.
3787 */ 3777 */
3788 3778void
3789void apply_lighter(object *who, object *lighter) { 3779apply_lighter (object *who, object *lighter)
3780{
3790 object *item; 3781 object *item;
3791 int is_player_env=0; 3782 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3783
3796 item=find_marked_object(who); 3784 item = find_marked_object (who);
3797 if(item) { 3785 if (item)
3786 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3787 if (lighter->last_eat && lighter->stats.food)
3788 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3789 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3790 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3791 if (lighter->nrof > 1)
3802 object *oneLighter = get_object(); 3792 {
3803 copy_object(lighter, oneLighter); 3793 object *oneLighter = lighter->clone ();
3794
3804 lighter->nrof -= 1; 3795 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3796 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3797 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3798 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3799 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3800 esrv_send_item (who, oneLighter);
3810 } else { 3801 }
3802 else
3811 lighter->stats.food--; 3803 lighter->stats.food--;
3812 } 3804 }
3813 3805 else if (lighter->last_eat)
3814 } else if(lighter->last_eat) { /* no charges left in lighter */ 3806 { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who, 3807 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3816 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name);
3818 return; 3808 return;
3819 } 3809 }
3810
3820 /* Perhaps we should split what we are trying to light on fire? 3811 /* Perhaps we should split what we are trying to light on fire?
3821 * I can't see many times when you would want to light multiple 3812 * I can't see many times when you would want to light multiple
3822 * objects at once. 3813 * objects at once.
3823 */ 3814 */
3824 nrof=item->nrof;
3825 count=item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the
3827 * name object, so make a copy so the message we print out makes
3828 * some sense.
3829 */
3830 strcpy(item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1;
3832 3815
3816 if (who == item->in_player ())
3817 is_player_env = 1;
3818
3833 save_throw_object(item,AT_FIRE,who); 3819 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3820
3835 * may have gotten recycled 3821 if (item->destroyed ())
3836 */ 3822 {
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3823 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3838 new_draw_info_format(NDI_UNIQUE, 0,who,
3839 "You light the %s with the %s.",item_name,lighter->name);
3840 /* Need to update the player so that the players glow radius 3824 /* Need to update the player so that the players glow radius
3841 * gets changed. 3825 * gets changed.
3842 */ 3826 */
3843 if (is_player_env) fix_player(who); 3827 if (is_player_env)
3844 } else { 3828 who->update_stats ();
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3829 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3830 else
3847 } 3831 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3848 3832 }
3849 } else /* nothing to light */ 3833 else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3834 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 3835
3852} 3836}
3853 3837
3854/** 3838/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3839 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3840 * scroll_failure()- hacked directly from spell_failure
3857 */ 3841 */
3842void
3858void scroll_failure(object *op, int failure, int power) 3843scroll_failure (object *op, int failure, int power)
3859{ 3844{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3845 if (abs (failure / 4) > power)
3846 power = abs (failure / 4); /* set minimum effect */
3861 3847
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3848 if (failure <= -1 && failure > -15)
3849 { /* wonder */
3863 object *tmp; 3850 object *tmp;
3864 3851
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3866 tmp=get_archetype(SPELL_WONDER); 3853 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3854 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 3855 tmp->destroy ();
3856 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3857 else if (failure <= -15 && failure > -35)
3858 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3859 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3860 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 3861 if (op->stats.sp < 0)
3862 op->stats.sp = 0;
3863 }
3873 } else if (settings.spell_failure_effects == TRUE) { 3864 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 3865 {
3866 if (failure <= -35 && failure > -60)
3867 { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3868 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 confuse_player(op,op,power); 3869 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3870 }
3871 else if (failure <= -60 && failure > -70)
3872 { /* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3879 "you!");
3880 paralyze_player(op,op,power); 3874 paralyze_player (op, op, power);
3875 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 3876 else if (failure <= -70 && failure > -80)
3877 { /* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3878 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3883 blind_player(op,op,power); 3879 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 3880 }
3885 object *tmp; 3881 else if (failure <= -80)
3886 tmp=get_archetype(LOOSE_MANA); 3882 { /* blast the immediate area */
3883 object *tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 3884 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3885 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3889 free_object(tmp); 3886 tmp->destroy ();
3890 } 3887 }
3891 } 3888 }
3892} 3889}
3893 3890
3891void
3894void apply_changes_to_player(object *pl, object *change) { 3892apply_changes_to_player (object *pl, object *change)
3893{
3895 int excess_stat=0; /* if the stat goes over the maximum 3894 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 3895 for the race, put the excess stat some
3897 where else. */ 3896 where else. */
3898 3897
3899 switch (change->type) { 3898 switch (change->type)
3900 case CLASS: { 3899 {
3900 case CLASS:
3901 {
3901 living *stats = &(pl->contr->orig_stats); 3902 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 3903 living *ns = &(change->stats);
3903 object *walk; 3904 object *walk;
3904 int flag_change_face=1; 3905 int flag_change_face = 1;
3905 3906
3906 /* the following code assigns stats up to the stat max 3907 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 3908 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 3909 * tries to randomly reassign the excess stat
3909 */ 3910 */
3910 int i,j; 3911 int i, j;
3912
3911 for(i=0;i<NUM_STATS;i++) { 3913 for (i = 0; i < NUM_STATS; i++)
3912 sint8 stat=get_attr_value(stats,i); 3914 {
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3915 int race_bonus = pl->arch->stats.stat (i);
3914 stat += get_attr_value(ns,i); 3916 sint8 stat = stats->stat (i) + ns->stat (i);
3915 if(stat > 20 + race_bonus) {
3916 excess_stat++;
3917 stat = 20+race_bonus;
3918 }
3919 set_attr_value(stats,i,stat);
3920 }
3921 3917
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3918 if (stat > 20 + race_bonus)
3923 int i = rndm(0, 6); 3919 {
3924 int stat=get_attr_value(stats,i); 3920 excess_stat++;
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3921 stat = 20 + race_bonus;
3926 if(i==CHA) continue; /* exclude cha from this */ 3922 }
3927 if( stat < 20 + race_bonus) { 3923
3924 stats->stat (i) = stat;
3925 }
3926
3927 for (j = 0; excess_stat > 0 && j < 100; j++)
3928 { /* try 100 times to assign excess stats */
3929 int i = rndm (0, 6);
3930
3931 if (i == CHA)
3932 continue; /* exclude cha from this */
3933
3934 int stat = stats->stat (i);
3935 int race_bonus = pl->arch->stats.stat (i);
3936 if (stat < 20 + race_bonus)
3937 {
3928 change_attr_value(stats,i,1); 3938 change_attr_value (stats, i, 1);
3929 excess_stat--; 3939 excess_stat--;
3930 } 3940 }
3931 } 3941 }
3932 3942
3933 /* insert the randomitems from the change's treasurelist into 3943 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 3944 * the player ref: player.c
3935 */ 3945 */
3936 if(change->randomitems!=NULL) 3946 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 3947 give_initial_items (pl, change->randomitems);
3938 3948
3939
3940 /* set up the face, for some races. */ 3949 /* set up the face, for some races. */
3941 3950
3942 /* first, look for the force object banning 3951 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 3952 * changing the face. Certain races never change face with class.
3944 */ 3953 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3954 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3955 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3956 flag_change_face = 0;
3947 3957
3948 if(flag_change_face) { 3958 if (flag_change_face)
3959 {
3949 pl->animation_id = GET_ANIM_ID(change); 3960 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 3961 pl->face = change->face;
3951 3962
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3963 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 3964 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 3965 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 3966 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 3967 }
3957 3968
3958 /* check the special case of can't use weapons */ 3969 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3970 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3960 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3971 if (!strcmp (change->name, "monk"))
3972 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 3973
3962 break; 3974 break;
3963 } 3975 }
3964 } 3976 }
3965} 3977}
3966 3978
3967/** 3979/**
3968 * This handles items of type 'transformer'. 3980 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 3984 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3985 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 3986 * This way an item can be transformed in many things, and/or many objects.
3975 * The 'slaying' field for transformer is used as verb for the action. 3987 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 3988 */
3989void
3977void apply_item_transformer( object* pl, object* transformer ) 3990apply_item_transformer (object *pl, object *transformer)
3978 { 3991{
3979 object* marked; 3992 object *marked;
3980 object* new_item; 3993 object *new_item;
3981 char* find; 3994 char *find;
3982 char* separator; 3995 char *separator;
3983 int yield; 3996 int yield;
3984 char got[ MAX_BUF ]; 3997 char got[MAX_BUF];
3985 int len; 3998 int len;
3986 3999
3987 if ( !pl || !transformer ) 4000 if (!pl || !transformer)
3988 return; 4001 return;
4002
3989 marked = find_marked_object( pl ); 4003 marked = find_marked_object (pl);
4004
3990 if ( !marked ) 4005 if (!marked)
3991 { 4006 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4007 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3993 return; 4008 return;
3994 } 4009 }
4010
3995 if ( !marked->slaying ) 4011 if (!marked->slaying)
3996 { 4012 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4013 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3998 return; 4014 return;
3999 } 4015 }
4016
4000 /* check whether they are compatible or not */ 4017 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 4018 find = strstr (marked->slaying, transformer->arch->archname);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4019 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4003 { 4020 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4021 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4005 return; 4022 return;
4006 } 4023 }
4024
4007 find += strlen( transformer->arch->name ) + 1; 4025 find += strlen (transformer->arch->archname) + 1;
4008 /* Item can be used, now find how many and what it yields */ 4026 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 4027 if (isdigit (*(find)))
4010 { 4028 {
4011 yield = atoi( find ); 4029 yield = atoi (find);
4012 if ( yield < 1 ) 4030 if (yield < 1)
4013 { 4031 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4032 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 4033 yield = 1;
4016 } 4034 }
4017 } 4035 }
4018 else 4036 else
4019 yield = 1; 4037 yield = 1;
4020 4038
4021 while ( isdigit( *find ) ) 4039 while (isdigit (*find))
4022 find++; 4040 find++;
4023 while ( *find == ' ' ) 4041 while (*find == ' ')
4024 find++; 4042 find++;
4043
4025 memset( got, 0, MAX_BUF ); 4044 memset (got, 0, MAX_BUF);
4045
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4046 if ((separator = strchr (find, ';')) != NULL)
4027 {
4028 len = separator - find; 4047 len = separator - find;
4029 }
4030 else 4048 else
4031 {
4032 len = strlen(find); 4049 len = strlen (find);
4033 } 4050
4034 if ( len > MAX_BUF-1) 4051 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4052 len = MAX_BUF - 1;
4053
4036 strcpy( got, find ); 4054 strcpy (got, find);
4037 got[len] = '\0'; 4055 got[len] = '\0';
4038 4056
4039 /* Now create new item, remove used ones when required. */ 4057 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4058 new_item = get_archetype (got);
4041 if ( !new_item ) 4059 if (!new_item)
4042 { 4060 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4044 return; 4062 return;
4045 } 4063 }
4064
4046 new_item->nrof = yield; 4065 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4066 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4048 insert_ob_in_ob( new_item, pl ); 4067 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4068 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4069 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4070 decrease_ob_nr (marked, 1);
4071
4052 /* Eat one transformer if needed */ 4072 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4073 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4074 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4075 decrease_ob_nr (transformer, 1);
4056 } 4076}

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