ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.9 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.17 by elmex, Wed Aug 30 11:58:43 2006 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $"; 3 * "$Id: apply.C,v 1.17 2006/08/30 11:58:43 elmex Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
38/* Want this regardless of rplay. */ 38/* Want this regardless of rplay. */
39#include <sounds.h> 39#include <sounds.h>
40 40
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h> 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 43
200/** 44/**
201 * Check if op should abort moving victim because of it's race or slaying. 45 * 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. 46 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 47 */
269 * identified. IF it doesn't, then go through the player inventory. 113 * identified. IF it doesn't, then go through the player inventory.
270 */ 114 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
272 && need_identify (marked)) 116 && need_identify (marked))
273 { 117 {
274 if (operate_altar (altar, &money)) { 118 if (operate_altar (altar, &money)) {
275 identify (marked); 119 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 120 new_draw_info_format(NDI_UNIQUE, 0, pl,
277 "You have %s.", long_desc(marked, pl)); 121 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) { 122 if (marked->msg) {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
281 } 125 }
282 return money == NULL; 126 return money == NULL;
283 } 127 }
284 } 128 }
285 129
286 for (id=pl->inv; id; id=id->below) { 130 for (id=pl->inv; id; id=id->below) {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
288 need_identify(id)) { 132 need_identify(id)) {
289 if (operate_altar(altar,&money)) { 133 if (operate_altar(altar,&money)) {
290 identify(id); 134 identify(id);
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 135 new_draw_info_format(NDI_UNIQUE, 0, pl,
292 "You have %s.", long_desc(id, pl)); 136 "You have %s.", long_desc(id, pl));
293 if (id->msg) { 137 if (id->msg) {
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 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 148 break;
305 } 149 }
306 } 150 }
307 } 151 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
309 return money == NULL; 153 return money == NULL;
310} 154}
311 155
582 426
583 if (item==NULL) return 0; 427 if (item==NULL) return 0;
584 op=op->below; 428 op=op->below;
585 while(op!=NULL) { 429 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp(op->arch->name,item)==0){
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;
594 } 438 }
595 } 439 }
596 op=op->below; 440 op=op->below;
597 } 441 }
598 return count; 442 return count;
599} 443}
610 454
611 prev = op; 455 prev = op;
612 op=op->below; 456 op=op->below;
613 457
614 while(op!=NULL) { 458 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) { 459 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) { 460 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof); 461 decrease_ob_nr(op,nrof);
618 return; 462 return;
619 } else { 463 } else {
620 decrease_ob_nr(op,op->nrof); 464 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof; 465 nrof -= op->nrof;
622 } 466 }
623 op=prev; 467 op=prev;
624 } 468 }
625 prev = op; 469 prev = op;
626 op=op->below; 470 op=op->below;
627 } 471 }
628} 472}
629 473
630/** 474/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 475 * This checks to see of the player (who) is sufficient level to use a weapon
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 497 * 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 498 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 499 * using normal level - it is just a matter of play balance.
656 */ 500 */
657 if(who->type==PLAYER) { 501 if(who->type==PLAYER) {
658 object *wc_obj=NULL; 502 object *wc_obj=NULL;
659 503
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 504 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) 505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 506 level = wc_obj->level;
663 507
664 if (!level ) { 508 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level; 510 level = who->level;
667 } 511 }
668 } 512 }
669 else 513 else
670 level=who->level; 514 level=who->level;
671 515
672 return (improvs <= ((level/5)+5)); 516 return (improvs <= ((level/5)+5));
673#endif 517#endif
674} 518}
675 519
680static int check_sacrifice(object *op, const object *improver) 524static int check_sacrifice(object *op, const object *improver)
681{ 525{
682 int count=0; 526 int count=0;
683 527
684 if (improver->slaying!=NULL) { 528 if (improver->slaying!=NULL) {
685 count = check_item(op,improver->slaying); 529 count = check_item(op,improver->slaying);
686 if (count<1) { 530 if (count<1) {
687 char buf[200]; 531 char buf[200];
688 sprintf(buf,"The gods want more %ss",improver->slaying); 532 sprintf(buf,"The gods want more %ss",improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 533 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 534 return 0;
691 } 535 }
692 } 536 }
693 else 537 else
694 count=1; 538 count=1;
695 539
696 return count; 540 return count;
697} 541}
698 542
699/** 543/**
700 * Actually improves the weapon, and tells user. 544 * Actually improves the weapon, and tells user.
701 */ 545 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 546int improve_weapon_stat(object *op,object *improver,object *weapon,
703 signed char *stat,int sacrifice_count,const char *statname) 547 signed char *stat,int sacrifice_count,const char *statname)
704{ 548{
705 549
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 551 *stat += sacrifice_count;
708 weapon->last_eat++; 552 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 553 new_draw_info_format(NDI_UNIQUE,0,op,
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count); 554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver); 555 decrease_ob(improver);
712 556
713 /* So it updates the players stats and the window */ 557 /* So it updates the players stats and the window */
714 fix_player(op); 558 fix_player(op);
715 return 1; 559 return 1;
742 if (weapon->level!=0) { 586 if (weapon->level!=0) {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
744 return 0; 588 return 0;
745 } 589 }
746 for (i=0; i<NROFATTACKS; i++) 590 for (i=0; i<NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 591 if (weapon->resist[i]) break;
748 592
749 /* If we break out, i will be less than nrofattacks, preventing 593 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 594 * improvement of items that already have protections.
751 */ 595 */
752 if (i<NROFATTACKS || 596 if (i<NROFATTACKS ||
753 weapon->stats.hp || /* regeneration */ 597 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 599 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 600 weapon->stats.ac) /* AC - only taifu's I think */
757 { 601 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
759 return 0; 603 return 0;
760 } 604 }
761 sacrifice_count=check_sacrifice(op,improver); 605 sacrifice_count=check_sacrifice(op,improver);
764 weapon->level=isqrt(sacrifice_count); 608 weapon->level=isqrt(sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 610 eat_item(op, improver->slaying, sacrifice_count);
767 611
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 613 weapon->name,weapon->level);
770 614
771 sprintf(buf,"%s's %s",op->name,weapon->name); 615 sprintf(buf,"%s's %s",op->name,weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 616 FREE_AND_COPY(weapon->name, buf);
773 FREE_AND_COPY(weapon->name_pl, buf); 617 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 618 weapon->nrof=0; /* prevents preparing n weapons in the same
775 slot at once! */ 619 slot at once! */
776 decrease_ob(improver); 620 decrease_ob(improver);
777 weapon->last_eat=0; 621 weapon->last_eat=0;
778 return 1; 622 return 1;
779} 623}
780 624
793int improve_weapon(object *op,object *improver,object *weapon) 637int improve_weapon(object *op,object *improver,object *weapon)
794{ 638{
795 int sacrifice_count, sacrifice_needed=0; 639 int sacrifice_count, sacrifice_needed=0;
796 640
797 if(improver->stats.sp==IMPROVE_PREPARE) { 641 if(improver->stats.sp==IMPROVE_PREPARE) {
798 return prepare_weapon(op, improver, weapon); 642 return prepare_weapon(op, improver, weapon);
799 } 643 }
800 if (weapon->level==0) { 644 if (weapon->level==0) {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
802 return 0; 646 return 0;
803 } 647 }
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
806 return 0; 650 return 0;
807 } 651 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
809 !check_weapon_power(op, weapon->last_eat+1)) { 653 !check_weapon_power(op, weapon->last_eat+1)) {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 654 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"); 655 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."); 656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
813 return 0; 657 return 0;
814 } 658 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice 659 /* 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, 660 * 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 661 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 662 * weapon can be improved.
819 */ 663 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 664 if (improver->stats.sp==IMPROVE_DAMAGE) {
821 weapon->stats.dam += 5; 665 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 666 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op, 667 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 668 "Damage has been increased by 5 to %d", weapon->stats.dam);
825 weapon->last_eat++; 669 weapon->last_eat++;
826 670
827 weapon->item_power++; 671 weapon->item_power++;
828 decrease_ob(improver); 672 decrease_ob(improver);
829 return 1; 673 return 1;
830 } 674 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 675 if (improver->stats.sp == IMPROVE_WEIGHT) {
832 /* Reduce weight by 20% */ 676 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 677 weapon->weight = (weapon->weight * 8)/10;
834 if (weapon->weight < 1) weapon->weight = 1; 678 if (weapon->weight < 1) weapon->weight = 1;
835 new_draw_info_format(NDI_UNIQUE, 0, op, 679 new_draw_info_format(NDI_UNIQUE, 0, op,
836 "Weapon weight reduced to %6.1f kg", 680 "Weapon weight reduced to %6.1f kg",
837 (float)weapon->weight/1000.0); 681 (float)weapon->weight/1000.0);
838 weapon->last_eat++; 682 weapon->last_eat++;
839 weapon->item_power++; 683 weapon->item_power++;
840 decrease_ob(improver); 684 decrease_ob(improver);
841 return 1; 685 return 1;
842 } 686 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 687 if (improver->stats.sp == IMPROVE_ENCHANT) {
844 weapon->magic++; 688 weapon->magic++;
845 weapon->last_eat++; 689 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 690 new_draw_info_format(NDI_UNIQUE, 0, op
847 ,"Weapon magic increased to %d",weapon->magic); 691 ,"Weapon magic increased to %d",weapon->magic);
848 decrease_ob(improver); 692 decrease_ob(improver);
849 weapon->item_power++; 693 weapon->item_power++;
850 return 1; 694 return 1;
851 } 695 }
852 696
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
855 weapon->stats.Wis; 699 weapon->stats.Wis;
856 700
857 if (sacrifice_needed<1) 701 if (sacrifice_needed<1)
858 sacrifice_needed =1; 702 sacrifice_needed =1;
859 sacrifice_needed *=2; 703 sacrifice_needed *=2;
860 704
861 sacrifice_count = check_sacrifice(op,improver); 705 sacrifice_count = check_sacrifice(op,improver);
862 if (sacrifice_count < sacrifice_needed) { 706 if (sacrifice_count < sacrifice_needed) {
863 new_draw_info_format(NDI_UNIQUE, 0, op, 707 new_draw_info_format(NDI_UNIQUE, 0, op,
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 708 "You need at least %d %s", sacrifice_needed, improver->slaying);
865 return 0; 709 return 0;
866 } 710 }
867 eat_item(op,improver->slaying, sacrifice_needed); 711 eat_item(op,improver->slaying, sacrifice_needed);
868 weapon->item_power++; 712 weapon->item_power++;
869 713
870 switch (improver->stats.sp) { 714 switch (improver->stats.sp) {
871 case IMPROVE_STR: 715 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 716 return improve_weapon_stat(op,improver,weapon,
873 (signed char *) &(weapon->stats.Str), 717 (signed char *) &(weapon->stats.Str),
874 1, "strength"); 718 1, "strength");
875 case IMPROVE_DEX: 719 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 720 return improve_weapon_stat(op,improver,weapon,
877 (signed char *) &(weapon->stats.Dex), 721 (signed char *) &(weapon->stats.Dex),
878 1, "dexterity"); 722 1, "dexterity");
879 case IMPROVE_CON: 723 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 724 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con), 725 (signed char *) &(weapon->stats.Con),
882 1, "constitution"); 726 1, "constitution");
883 case IMPROVE_WIS: 727 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 728 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis), 729 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom"); 730 1, "wisdom");
887 case IMPROVE_CHA: 731 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 732 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha), 733 (signed char *) &(weapon->stats.Cha),
890 1, "charisma"); 734 1, "charisma");
891 case IMPROVE_INT: 735 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 736 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int), 737 (signed char *) &(weapon->stats.Int),
894 1, "intelligence"); 738 1, "intelligence");
895 case IMPROVE_POW: 739 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow), 741 (signed char *) &(weapon->stats.Pow),
898 1, "power"); 742 1, "power");
899 default: 743 default:
913 object *otmp; 757 object *otmp;
914 758
915 if(op->type!=PLAYER) 759 if(op->type!=PLAYER)
916 return 0; 760 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 761 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."); 762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0; 763 return 0;
920 } 764 }
921 otmp=find_marked_object(op); 765 otmp=find_marked_object(op);
922 if(!otmp) { 766 if(!otmp) {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 768 return 0;
959{ 803{
960 object *tmp; 804 object *tmp;
961 805
962 if (armour->magic >= settings.armor_max_enchant) { 806 if (armour->magic >= settings.armor_max_enchant) {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0; 808 return 0;
965 } 809 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* 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. 811 * 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 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 813 * of gnarg and what not?)
970 */ 814 */
971 if (armour->title) { 815 if (armour->title) {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 817 return 0;
974 } 818 }
975 819
976 /* Split objects if needed. Can't insert tmp until the 820 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 821 * end of this function - otherwise it will just re-merge.
978 */ 822 */
979 if(armour->nrof > 1) 823 if(armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 824 tmp = get_split_ob(armour,armour->nrof - 1);
981 else 825 else
982 tmp = NULL; 826 tmp = NULL;
983 827
984 armour->magic++; 828 armour->magic++;
985 829
986 if ( !settings.armor_speed_linear ) 830 if ( !settings.armor_speed_linear )
987 { 831 {
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 870 if(QUERY_FLAG(armour, FLAG_APPLIED))
1027 fix_player(op); 871 fix_player(op);
1028 } 872 }
1029 decrease_ob(improver); 873 decrease_ob(improver);
1030 if (tmp) { 874 if (tmp) {
1031 insert_ob_in_ob(tmp, op); 875 insert_ob_in_ob(tmp, op);
1032 esrv_send_item(op, tmp); 876 esrv_send_item(op, tmp);
1033 } 877 }
1034 return 1; 878 return 1;
1035} 879}
1036 880
1037 881
1050 * what the converter wants, this will not do anything. 894 * what the converter wants, this will not do anything.
1051 */ 895 */
1052int convert_item(object *item, object *converter) { 896int convert_item(object *item, object *converter) {
1053 int nr=0; 897 int nr=0;
1054 object *tmp; 898 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 899 uint32 price_in;
1057
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 900
1066 /* We make some assumptions - we assume if it takes money as it type, 901 /* 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 902 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 903 * 3 gp and player drops a platinum, tough luck)
1069 */ 904 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 905 if (!strcmp(CONV_FROM(converter),"money")) {
1071 int cost; 906 int cost;
1072 907
1073 if(item->type!=MONEY) 908 if(item->type!=MONEY)
1074 return 0; 909 return 0;
1075 910
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 911 nr=(item->nrof*item->value)/CONV_NEED(converter);
1077 if (!nr) return 0; 912 if (!nr) return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 913 cost=nr*CONV_NEED(converter)/item->value;
1079 /* take into account rounding errors */ 914 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 915 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost); 916 decrease_ob_nr(item, cost);
1082 917
1083 price_in = cost*item->value; 918 price_in = cost*item->value;
1084 } 919 }
1085 else { 920 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1088 return 0; 923 return 0;
1089 924
1090 if(CONV_NEED(converter)) { 925 if(CONV_NEED(converter)) {
1091 nr=item->nrof/CONV_NEED(converter); 926 nr=item->nrof/CONV_NEED(converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 927 decrease_ob_nr(item,nr*CONV_NEED(converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 928 price_in = nr*CONV_NEED(converter)*item->value;
1094 } else { 929 } else {
1095 price_in = item->value; 930 price_in = item->value;
1096 remove_ob(item); 931 remove_ob(item);
1097 free_object(item); 932 free_object(item);
1098 } 933 }
1099 } 934 }
1100 935
1101 if (converter->inv != NULL) { 936 if (converter->inv != NULL) {
1102 object *ob; 937 object *ob;
1103 int i; 938 int i;
1104 object *ob_to_copy; 939 object *ob_to_copy;
1105 940
1106 /* select random object from inventory to copy */ 941 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 942 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 943 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1109 if (rndm(0, i) == 0) { 944 if (rndm(0, i) == 0) {
1110 ob_to_copy = ob; 945 ob_to_copy = ob;
1111 } 946 }
1112 } 947 }
1113 item = object_create_clone(ob_to_copy); 948 item = object_create_clone(ob_to_copy);
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE); 950 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else { 951 } else {
1117 if (converter->other_arch == NULL) { 952 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); 953 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1; 954 return -1;
1120 } 955 }
1121 956
1122 item = object_create_arch(converter->other_arch); 957 item = object_create_arch(converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1124 } 959 }
1125 960
1126 if(CONV_NR(converter)) 961 if(CONV_NR(converter))
1127 item->nrof=CONV_NR(converter); 962 item->nrof=CONV_NR(converter);
1128 if(nr) 963 if(nr)
1129 item->nrof*=nr; 964 item->nrof*=nr;
1130 if(is_in_shop) 965 if(is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 966 SET_FLAG(item,FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 967 else if(price_in < item->nrof*item->value) {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 968 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, 969 converter->name, converter->map->path, converter->x, converter->y, price_in,
1135 item->nrof*item->value, item->name); 970 item->nrof*item->value, item->name);
1136 /** 971 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 972 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 973 * propably had something in mind when doing this
1139 */ 974 */
1140 } 975 }
1153{ 988{
1154 char buf[MAX_BUF]; 989 char buf[MAX_BUF];
1155 object *tmp; 990 object *tmp;
1156 991
1157 if(op->type!=PLAYER) 992 if(op->type!=PLAYER)
1158 return 0; /* This might change */ 993 return 0; /* This might change */
1159 994
1160 if (sack==NULL || sack->type != CONTAINER) { 995 if (sack==NULL || sack->type != CONTAINER) {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1162 return 0; 997 return 0;
1163 } 998 }
1164 op->contr->last_used = NULL; 999 op->contr->last_used = NULL;
1165 op->contr->last_used_id = 0; 1000 op->contr->last_used_id = 0;
1166 1001
1167 if (sack->env!=op) { 1002 if (sack->env!=op) {
1168 if (sack->other_arch == NULL || sack->env != NULL) { 1003 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1; 1005 return 1;
1171 } 1006 }
1172 /* It's on the ground, the problems begin */ 1007 /* It's on the ground, the problems begin */
1173 if (op->container != sack) { 1008 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */ 1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1021 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) { 1022 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch); 1023 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */ 1024 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED); 1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL; 1027 tmp->map = NULL;
1193 tmp->env = sack; 1028 tmp->env = sack;
1194 if (sack->inv) 1029 if (sack->inv)
1195 sack->inv->above = tmp; 1030 sack->inv->above = tmp;
1196 tmp->below = sack->inv; 1031 tmp->below = sack->inv;
1197 tmp->above = NULL; 1032 tmp->above = NULL;
1198 sack->inv = tmp; 1033 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */ 1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else { 1035 } else {
1201 sack->move_off = 0; 1036 sack->move_off = 0;
1202 tmp = sack->inv; 1037 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) { 1038 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp); 1039 remove_ob(tmp);
1205 free_object (tmp); 1040 free_object (tmp);
1206 } 1041 }
1207 } 1042 }
1208 } 1043 }
1209 } 1044 }
1210 1045
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) { 1047 if (op->container) {
1213 if (op->container != sack) { 1048 if (op->container != sack) {
1214 tmp = op->container; 1049 tmp = op->container;
1215 apply_container (op, tmp); 1050 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp)); 1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack; 1052 op->container = sack;
1218 strcat (buf, query_name(sack)); 1053 strcat (buf, query_name(sack));
1219 strcat (buf, "."); 1054 strcat (buf, ".");
1220 } else { 1055 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED); 1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL; 1057 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack)); 1058 sprintf (buf, "You close %s.", query_name(sack));
1224 } 1059 }
1225 } else { 1060 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED); 1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack)); 1062 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED); 1063 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack; 1064 op->container = sack;
1230 } 1065 }
1231 } else { /* not applied */ 1066 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */ 1067 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack); 1068 tmp = find_key(op, op, sack);
1234 if (tmp) { 1069 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED); 1071 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */ 1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf); 1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack); 1074 apply_container (op, sack);
1240 return 1; 1075 return 1;
1241 } 1076 }
1242 } else { 1077 } else {
1243 sprintf (buf, "You don't have the key to unlock %s.", 1078 sprintf (buf, "You don't have the key to unlock %s.",
1244 query_name(sack)); 1079 query_name(sack));
1245 } 1080 }
1246 } else { 1081 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack)); 1082 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED); 1083 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */ 1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack); 1086 apply_container (op, sack);
1252 return 1; 1087 return 1;
1253 } 1088 }
1254 } 1089 }
1255 } 1090 }
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1257 if (op->contr) op->contr->socket.update_look=1; 1092 if (op->contr) op->contr->socket.update_look=1;
1258 return 1; 1093 return 1;
1259} 1094}
1274 1109
1275int esrv_apply_container (object *op, object *sack) 1110int esrv_apply_container (object *op, object *sack)
1276{ 1111{
1277 object *tmp=op->container; 1112 object *tmp=op->container;
1278 if(op->type!=PLAYER) 1113 if(op->type!=PLAYER)
1279 return 0; /* This might change */ 1114 return 0; /* This might change */
1280 1115
1281 if (sack==NULL || sack->type != CONTAINER) { 1116 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError, 1117 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0; 1119 return 0;
1285 } 1120 }
1286 1121
1287 /* If we have a currently open container, then it needs to be closed in all cases 1122 /* 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 1123 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container. 1124 * openening the new container.
1290 */ 1125 */
1291 1126
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */ 1128 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0; 1129 op->container->move_off = 0;
1295 } 1130 }
1296 /* Lauwenmark: Handle for plugin close event */ 1131
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1132 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1298 return 1; 1133 return 1;
1299 1134
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container)); 1136 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED); 1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL; 1138 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp); 1139 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1; 1140 if (tmp == sack) return 1;
1306 } 1141 }
1307 1142
1308 1143
1309 /* If the player is trying to open it (which he must be doing if we got here), 1144 /* 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. 1145 * and it is locked, check to see if player has the equipment to open it.
1311 */ 1146 */
1312 1147
1313 if (sack->slaying) { /* it's locked */ 1148 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack); 1149 tmp=find_key(op, op, sack);
1315 if (tmp) { 1150 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else { 1152 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack)); 1154 query_name(sack));
1320 return 0; 1155 return 0;
1321 } 1156 }
1322 } 1157 }
1323 1158
1324 /* By the time we get here, we have made sure any other container has been closed and 1159 /* By the time we get here, we have made sure any other container has been closed and
1325 * if this is a locked container, the player they key to open it. 1160 * if this is a locked container, the player they key to open it.
1330 * opening it, since if it was being closed, that would have been taken care of above. 1165 * opening it, since if it was being closed, that would have been taken care of above.
1331 */ 1166 */
1332 1167
1333 1168
1334 if (sack->env != op) { 1169 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone 1170 /* 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 1171 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully. 1172 * try to do it, so lets handle it gracefully.
1338 */ 1173 */
1339 if (sack->env) { 1174 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack)); 1176 query_name(sack));
1342 return 0; 1177 return 0;
1343 } 1178 }
1344 /* set these so when the player walks off, we can unapply the sack */ 1179 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */ 1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1346 1181
1347 CLEAR_FLAG (sack, FLAG_APPLIED); 1182 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED); 1184 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack; 1185 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack); 1186 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack); 1187 esrv_send_inventory (op, sack);
1353 1188
1354 } else { /* sack is in players inventory */ 1189 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED); 1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED); 1193 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack; 1194 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1195 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1196 esrv_send_inventory (op, sack);
1362 } 1197 }
1363 else { 1198 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED); 1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED); 1201 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack); 1202 esrv_update_item (UPD_FLAGS, op, sack);
1368 } 1203 }
1369 } 1204 }
1370 return 1; 1205 return 1;
1371} 1206}
1372 1207
1373 1208
1377 */ 1212 */
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1213static int apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1214{
1380 /* Only players can make sacrifices on spell casting altars. */ 1215 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1216 if (altar->inv && ( ! originator || originator->type != PLAYER))
1382 return 0; 1217 return 0;
1383 1218
1384 if (operate_altar (altar, &sacrifice)) { 1219 if (operate_altar (altar, &sacrifice)) {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1220 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1221 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1222 * is up to map designers to use them properly.
1388 */ 1223 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1224 if (altar->inv && altar->inv->type==SPELL) {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1391 altar->inv->name); 1226 altar->inv->name);
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1227 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1228 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1229 * old maps.
1395 */ 1230 */
1396/* push_button (altar);*/ 1231/* push_button (altar);*/
1397 } else { 1232 } else {
1398 altar->value = 1; /* works only once */ 1233 altar->value = 1; /* works only once */
1399 push_button (altar); 1234 push_button (altar);
1400 } 1235 }
1401 return sacrifice == NULL; 1236 return sacrifice == NULL;
1402 } else { 1237 } else {
1403 return 0; 1238 return 0;
1404 } 1239 }
1405} 1240}
1406 1241
1407 1242
1408/** 1243/**
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1245 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1246 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1247 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1248 * MSW 2001-08-29
1414 */ 1249 */
1415int apply_shop_mat (object *shop_mat, object *op) 1250int apply_shop_mat (object * shop_mat, object * op)
1416{ 1251{
1417 int rv = 0; 1252 int rv = 0;
1418 double opinion; 1253 double opinion;
1419 object *tmp, *next; 1254 object *tmp, *next;
1420 1255
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1257
1423 if (op->type != PLAYER) { 1258 if (op->type != PLAYER)
1259 {
1424 /* Remove all the unpaid objects that may be carried here. 1260 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1261 * This could be pets or monsters that are somehow in
1426 * the shop. 1262 * the shop.
1427 */ 1263 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1264 for (tmp = op->inv; tmp; tmp = next)
1265 {
1429 next = tmp->below; 1266 next = tmp->below;
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1267 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1269 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1270
1433 remove_ob(tmp); 1271 remove_ob (tmp);
1434 if (i==-1) i=0; 1272 if (i == -1)
1435 tmp->map = op->map; 1273 i = 0;
1274 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1275 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1276 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1277 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1278 }
1440 } 1279 }
1441 1280
1442 /* Don't teleport things like spell effects */ 1281 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1282 if (QUERY_FLAG (op, FLAG_NO_PICK))
1283 return 0;
1444 1284
1445 /* unpaid objects, or non living objects, can't transfer by 1285 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1286 * shop mats. Instead, put it on a nearby space.
1447 */ 1287 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 {
1449 1290
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1452 if (i != -1) { 1293 if (i != -1)
1294 {
1295 rv =
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1454 shop_mat); 1297 0, shop_mat);
1455 } 1298 }
1456 return 0; 1299 return 0;
1457 } 1300 }
1458 /* Removed code that checked for multipart objects - it appears that 1301 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine. 1302 * the teleport function should be able to handle this just fine.
1460 */ 1303 */
1461 rv = teleport (shop_mat, SHOP_MAT, op); 1304 rv = teleport (shop_mat, SHOP_MAT, op);
1462 } 1305 }
1463 /* immediate block below is only used for players */ 1306 /* immediate block below is only used for players */
1464 else if (can_pay(op)) { 1307 else if (can_pay (op))
1308 {
1465 get_payment (op, op->inv); 1309 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op); 1310 rv = teleport (shop_mat, SHOP_MAT, op);
1311
1467 if (shop_mat->msg) { 1312 if (shop_mat->msg)
1313 {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 } 1315 }
1470 /* This check below is a bit simplistic - generally it should be correct, 1316 /* 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 1317 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor. 1318 * actually the shop floor.
1473 */ 1319 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL 1320 else if (!rv && !is_in_shop (op))
1475 && tmp->type != SHOP_FLOOR) { 1321 {
1476 opinion = shopkeeper_approval(op->map, op); 1322 opinion = shopkeeper_approval (op->map, op);
1477 if ( opinion > 0.9) 1323 if (opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1324 new_draw_info (NDI_UNIQUE, 0, op,
1325 "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75) 1326 else if (opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5) 1328 else if (opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt.");
1333 }
1334 }
1483 else 1335 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 } 1336 {
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able 1337 /* 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 1338 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore 1339 * they are not on the mat anymore
1491 */ 1340 */
1492 1341
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) { 1343 if (i == -1)
1344 {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1345 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1346 }
1347 else
1348 {
1497 remove_ob (op); 1349 remove_ob (op);
1498 op->x += freearr_x[i]; 1350 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1351 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1352 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1353 }
1502 } 1354 }
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1355 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1356 return rv;
1505} 1357}
1506 1358
1507/** 1359/**
1508 * Handles applying a sign. 1360 * Handles applying a sign.
1509 */ 1361 */
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return; 1368 return;
1517 } 1369 }
1518 1370
1519 if (sign->stats.food) { 1371 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) { 1372 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on) 1373 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return; 1375 return;
1524 } 1376 }
1525 1377
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1378 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1527 sign->last_eat++; 1379 sign->last_eat++;
1528 } 1380 }
1529 1381
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1382 /* 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 1383 * 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 1384 * move_on is zero, it needs to be manually applied (doesn't talk
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1420 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1421 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1422 * proper. This code was causing needless crashes.
1571 */ 1423 */
1572 if (recursion_depth >= 500) { 1424 if (recursion_depth >= 500) {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1426 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1576 return; 1428 return;
1577 } 1429 }
1578 recursion_depth++; 1430 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1431 if (trap->head) trap=trap->head;
1580 1432
1581 /* Lauwenmark: Handle for plugin trigger event */ 1433 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)
1583 goto leave; 1434 goto leave;
1584 1435
1585 switch (trap->type) { 1436 switch (trap->type) {
1586 case PLAYERMOVER: 1437 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) { 1439 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1440 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590 1441
1591 /* Is this correct? From the docs, it doesn't look like it 1442 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed 1443 * should be divided by trap->speed
1593 */ 1444 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595 1446
1596 /* Just put in some sanity check. I think there is a bug in the 1447 /* 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 1448 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed. 1449 * getting permanently paralyzed.
1599 */ 1450 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 } 1453 }
1603 goto leave; 1454 goto leave;
1604 1455
1605 case SPINNER: 1456 case SPINNER:
1606 if(victim->direction) { 1457 if(victim->direction) {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1608 update_turn_face(victim); 1459 update_turn_face(victim);
1609 } 1460 }
1610 goto leave; 1461 goto leave;
1611 1462
1612 case DIRECTOR: 1463 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1464 if(victim->direction && !should_director_abort(trap, victim)) {
1614 victim->direction=trap->stats.sp; 1465 victim->direction=trap->stats.sp;
1615 update_turn_face(victim); 1466 update_turn_face(victim);
1616 } 1467 }
1617 goto leave; 1468 goto leave;
1618 1469
1619 case BUTTON: 1470 case BUTTON:
1620 case PEDESTAL: 1471 case PEDESTAL:
1621 update_button(trap); 1472 update_button(trap);
1622 goto leave; 1473 goto leave;
1623 1474
1624 case ALTAR: 1475 case ALTAR:
1625 /* sacrifice victim on trap */ 1476 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1477 apply_altar (trap, victim, originator);
1627 goto leave; 1478 goto leave;
1628 1479
1629 case THROWN_OBJ: 1480 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1481 if (trap->inv == NULL)
1631 goto leave; 1482 goto leave;
1632 /* fallthrough */ 1483 /* fallthrough */
1633 1484
1634 case ARROW: 1485 case ARROW:
1635 1486
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1487 /* 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. 1488 * 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 1489 * 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 1490 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1491 * action, we avoid hits here
1641 */ 1492 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1494 hit_with_arrow (trap, victim);
1644 goto leave; 1495 goto leave;
1645 1496
1646 case SPELL_EFFECT: 1497 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1498 apply_spell_effect(trap, victim);
1648 goto leave; 1499 goto leave;
1649 1500
1650 case TRAPDOOR: 1501 case TRAPDOOR:
1651 { 1502 {
1652 int max, sound_was_played; 1503 int max, sound_was_played;
1653 object *ab, *ab_next; 1504 object *ab, *ab_next;
1654 if(!trap->value) { 1505 if(!trap->value) {
1655 int tot; 1506 int tot;
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1510
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1511 if(!(trap->value=(tot>trap->weight)?1:0))
1661 goto leave; 1512 goto leave;
1662 1513
1663 SET_ANIMATION(trap, trap->value); 1514 SET_ANIMATION(trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1515 update_object(trap,UP_OBJ_FACE);
1665 } 1516 }
1666 1517
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1668 /* need to set this up, since if we do transfer the object, 1519 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1520 * ab->above would be bogus
1670 */ 1521 */
1671 ab_next = ab->above; 1522 ab_next = ab->above;
1672 1523
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1674 if ( ! sound_was_played) { 1525 if ( ! sound_was_played) {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1; 1527 sound_was_played = 1;
1677 } 1528 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1529 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); 1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1680 } 1531 }
1681 } 1532 }
1682 goto leave; 1533 goto leave;
1683 } 1534 }
1684 1535
1685 1536
1686 case CONVERTER: 1537 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1538 if (convert_item (victim, trap) < 0) {
1688 object *op; 1539 object *op;
1689 1540
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1691 1542
1692 op = get_archetype("burnout"); 1543 op = get_archetype("burnout");
1693 if (op != NULL) { 1544 if (op != NULL) {
1694 op->x = trap->x; 1545 op->x = trap->x;
1695 op->y = trap->y; 1546 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0); 1547 insert_ob_in_map(op, trap->map, trap, 0);
1697 } 1548 }
1698 } 1549 }
1699 goto leave; 1550 goto leave;
1700 1551
1701 case TRIGGER_BUTTON: 1552 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1553 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1554 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1555 check_trigger (trap, victim);
1705 goto leave; 1556 goto leave;
1706 1557
1707 case DEEP_SWAMP: 1558 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1559 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1560 goto leave;
1710 1561
1711 case CHECK_INV: 1562 case CHECK_INV:
1712 check_inv (victim, trap); 1563 check_inv (victim, trap);
1713 goto leave; 1564 goto leave;
1714 1565
1715 case HOLE: 1566 case HOLE:
1716 /* Hole not open? */ 1567 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1568 if(trap->stats.wc > 0)
1718 goto leave; 1569 goto leave;
1719 1570
1720 /* Is this a multipart monster and not the head? If so, return. 1571 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1572 * Processing will happen if the head runs into the pit
1722 */ 1573 */
1723 if (victim->head) 1574 if (victim->head)
1724 goto leave; 1575 goto leave;
1725 1576
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1578 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); 1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1580 goto leave;
1730 1581
1731 case EXIT: 1582 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1733 /* Basically, don't show exits leading to random maps the 1584 /* Basically, don't show exits leading to random maps the
1734 * players output. 1585 * players output.
1735 */ 1586 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1589 enter_exit (victim, trap);
1739 } 1590 }
1740 goto leave; 1591 goto leave;
1741 1592
1742 case ENCOUNTER: 1593 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1594 /* may be some leftovers on this */
1744 goto leave; 1595 goto leave;
1745 1596
1746 case SHOP_MAT: 1597 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1598 apply_shop_mat (trap, victim);
1748 goto leave; 1599 goto leave;
1749 1600
1750 /* Drop a certain amount of gold, and have one item identified */ 1601 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1602 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1603 apply_id_altar (victim, trap, originator);
1753 goto leave; 1604 goto leave;
1754 1605
1755 case SIGN: 1606 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1607 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1608 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1609
1759 apply_sign (victim, trap, 1); 1610 apply_sign (victim, trap, 1);
1760 goto leave; 1611 goto leave;
1761 1612
1762 case CONTAINER: 1613 case CONTAINER:
1763 if (victim->type==PLAYER) 1614 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap); 1615 (void) esrv_apply_container (victim, trap);
1765 else 1616 else
1766 (void) apply_container (victim, trap); 1617 (void) apply_container (victim, trap);
1767 goto leave; 1618 goto leave;
1768 1619
1769 case RUNE: 1620 case RUNE:
1770 case TRAP: 1621 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1772 spring_trap(trap, victim); 1623 spring_trap(trap, victim);
1773 } 1624 }
1774 goto leave; 1625 goto leave;
1775 1626
1776 default: 1627 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1628 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, 1629 "handled in move_apply()\n", trap->name, trap->arch->name,
1779 trap->type); 1630 trap->type);
1780 goto leave; 1631 goto leave;
1781 } 1632 }
1782 1633
1783 leave: 1634 leave:
1784 recursion_depth--; 1635 recursion_depth--;
1785} 1636}
1786 1637
1787/** 1638/**
1788 * Handles reading a regular (ie not containing a spell) book. 1639 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1640 */
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1797 return; 1648 return;
1798 } 1649 }
1799 if(tmp->msg==NULL) { 1650 if(tmp->msg==NULL) {
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1651 new_draw_info_format(NDI_UNIQUE, 0, op,
1801 "You open the %s and find it empty.", tmp->name); 1652 "You open the %s and find it empty.", tmp->name);
1802 return; 1653 return;
1803 } 1654 }
1804 1655
1805 /* need a literacy skill to read stuff! */ 1656 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1657 skill_ob = find_skill_by_name(op, tmp->skill);
1807 if ( ! skill_ob) { 1658 if ( ! skill_ob) {
1808 new_draw_info(NDI_UNIQUE, 0,op, 1659 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols."); 1660 "You are unable to decipher the strange symbols.");
1810 return; 1661 return;
1811 } 1662 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1663 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1814 if (lev_diff < 2) 1665 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1667 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1669 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1671 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1673 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824 else 1675 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826 return; 1677 return;
1827 } 1678 }
1828 1679
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1680 readable_message_type* msgType = get_readable_message_type(tmp);
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1682 msgType->message_type, msgType->message_subtype,
1833 "%s\n%s", 1684 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg); 1685 long_desc(tmp,op), tmp->msg);
1835 1686
1836 /* gain xp from reading */ 1687 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1840 /*exp_gain *= 2; because they just identified it too */ 1691 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1692 SET_FLAG(tmp,FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1693 /* If in a container, update how it looks */
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1853 * op is the person learning the skill, tmp is the skill scroll object 1704 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1705 */
1855static void apply_skillscroll (object *op, object *tmp) 1706static void apply_skillscroll (object *op, object *tmp)
1856{ 1707{
1857 switch ((int) learn_skill (op, tmp)) { 1708 switch ((int) learn_skill (op, tmp)) {
1858 case 0: 1709 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1710 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)); 1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1861 return; 1712 return;
1862 1713
1863 case 1: 1714 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1865 tmp->skill); 1716 tmp->skill);
1866 new_draw_info_format(NDI_UNIQUE, 0, op, 1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1867 "Type 'bind ready_skill %s",tmp->skill); 1718 "Type 'bind ready_skill %s",tmp->skill);
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); 1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp); 1720 decrease_ob(tmp);
1870 return; 1721 return;
1871 1722
1872 default: 1723 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1724 new_draw_info_format(NDI_UNIQUE,0,op,
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1875 decrease_ob(tmp); 1726 decrease_ob(tmp);
1876 return; 1727 return;
1877 } 1728 }
1878} 1729}
1879 1730
1880/** 1731/**
1881 * Actually makes op learn spell. 1732 * Actually makes op learn spell.
1903 tmp = get_object(); 1754 tmp = get_object();
1904 copy_object(spell, tmp); 1755 copy_object(spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1756 insert_ob_in_ob(tmp, op);
1906 1757
1907 if (special_prayer) { 1758 if (special_prayer) {
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1759 SET_FLAG(tmp, FLAG_STARTEQUIP);
1909 } 1760 }
1910 1761
1911 new_draw_info_format (NDI_UNIQUE, 0, op, 1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name); 1763 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1781 return;
1931 } 1782 }
1932 1783
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1934 "You lose knowledge of %s.", spell); 1785 "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1786 player_unready_range_ob(op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1787 esrv_remove_spell(op->contr, spob);
1937 remove_ob(spob); 1788 remove_ob(spob);
1938 free_object(spob); 1789 free_object(spob);
1939} 1790}
1946static void apply_spellbook (object *op, object *tmp) 1797static void apply_spellbook (object *op, object *tmp)
1947{ 1798{
1948 object *skop, *spell, *spell_skill; 1799 object *skop, *spell, *spell_skill;
1949 1800
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1952 return; 1803 return;
1953 } 1804 }
1954 1805
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1806 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1807 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1808 * legacy spellbooks
1958 */ 1809 */
1959 1810
1960 if(tmp->slaying != NULL) { 1811 if(tmp->slaying != NULL) {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1962 if (!spell) { 1813 if (!spell) {
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1814 new_draw_info_format(NDI_UNIQUE, 0, op,
1964 "The book's formula for %s is incomplete", tmp->slaying); 1815 "The book's formula for %s is incomplete", tmp->slaying);
1965 return; 1816 return;
1966 } 1817 }
1967 else 1818 else
1968 insert_ob_in_ob(spell, tmp); 1819 insert_ob_in_ob(spell, tmp);
1969 free_string(tmp->slaying); 1820 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1821 tmp->slaying=NULL;
1971 } 1822 }
1972 1823
1973 skop = find_skill_by_name(op, tmp->skill); 1824 skop = find_skill_by_name(op, tmp->skill);
1974 1825
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1826 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1827 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1828 if ( !skop) {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979 return; 1830 return;
1980 } 1831 }
1981 1832
1982 spell = tmp->inv; 1833 spell = tmp->inv;
1983 if (!spell) { 1834 if (!spell) {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1835 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."); 1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1986 return; 1837 return;
1987 } 1838 }
1988 if (spell->level > (skop->level+10)) { 1839 if (spell->level > (skop->level+10)) {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); 1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990 return; 1841 return;
1991 } 1842 }
1992 1843
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 new_draw_info_format(NDI_UNIQUE, 0, op,
1994 "The spellbook contains the %s level spell %s.", 1845 "The spellbook contains the %s level spell %s.",
1995 get_levelnumber(spell->level), spell->name); 1846 get_levelnumber(spell->level), spell->name);
1996 1847
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1998 identify(tmp); 1849 identify(tmp);
1999 if (tmp->env) 1850 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2001 else 1852 else
2002 op->contr->socket.update_look=1; 1853 op->contr->socket.update_look=1;
2003 } 1854 }
2004 1855
2005 /* I removed the check for special_prayer_mark here - it didn't make 1856 /* 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 1857 * 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 1858 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1859 * they would have a special prayer mark.
2009 */ 1860 */
2010 if (check_spell_known (op, spell->name)) { 1861 if (check_spell_known (op, spell->name)) {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012 return; 1863 return;
2013 } 1864 }
2014 1865
2015 if (spell->skill) { 1866 if (spell->skill) {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1867 spell_skill = find_skill_by_name(op, spell->skill);
2017 if (!spell_skill) { 1868 if (!spell_skill) {
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1869 new_draw_info_format(NDI_UNIQUE, 0, op,
2019 "You lack the skill %s to use this spell", 1870 "You lack the skill %s to use this spell",
2020 spell->skill); 1871 spell->skill);
2021 return; 1872 return;
2022 } 1873 }
2023 if (spell_skill->level < spell->level) { 1874 if (spell_skill->level < spell->level) {
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1875 new_draw_info_format(NDI_UNIQUE, 0, op,
2025 "You need to be level %d in %s to learn this spell.", 1876 "You need to be level %d in %s to learn this spell.",
2026 spell->level, spell->skill); 1877 spell->level, spell->skill);
2027 return; 1878 return;
2028 } 1879 }
2029 } 1880 }
2030 1881
2031 /* Logic as follows 1882 /* Logic as follows
2032 * 1883 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2039 * 1890 *
2040 * Overall, chances are the same but a player will find having a high 1891 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 1892 * literacy rate very useful! -b.t.
2042 */ 1893 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1895 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)); 1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2049 1900
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 1902 do_learn_spell (op, spell, 0);
2052 1903
2053 /* xp gain to literacy for spell learning */ 1904 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2056 } else { 1907 } else {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2058 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059 } 1910 }
2060 decrease_ob(tmp); 1911 decrease_ob(tmp);
2061} 1912}
2062 1913
2063/** 1914/**
2066void apply_scroll (object *op, object *tmp, int dir) 1917void apply_scroll (object *op, object *tmp, int dir)
2067{ 1918{
2068 object *skop; 1919 object *skop;
2069 1920
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2072 return; 1923 return;
2073 } 1924 }
2074 1925
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 1926 if (!tmp->inv || tmp->inv->type != SPELL) {
2076 new_draw_info (NDI_UNIQUE, 0, op, 1927 new_draw_info (NDI_UNIQUE, 0, op,
2077 "The scroll just doesn't make sense!"); 1928 "The scroll just doesn't make sense!");
2078 return; 1929 return;
2079 } 1930 }
2080 1931
2081 if(op->type==PLAYER) { 1932 if(op->type==PLAYER) {
2082 /* players need a literacy skill to read stuff! */ 1933 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 1934 int exp_gain=0;
2084 1935
2085 /* hard code literacy - tmp->skill points to where the exp 1936 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 1937 * should go for anything killed by the spell.
2087 */ 1938 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2089 1940
2090 if ( ! skop) { 1941 if ( ! skop) {
2091 new_draw_info(NDI_UNIQUE, 0,op, 1942 new_draw_info(NDI_UNIQUE, 0,op,
2092 "You are unable to decipher the strange symbols."); 1943 "You are unable to decipher the strange symbols.");
2093 return; 1944 return;
2094 } 1945 }
2095 1946
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1947 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 1948 change_exp(op,exp_gain, skop->skill, 0);
2098 } 1949 }
2099 1950
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 1952 identify(tmp);
2102 1953
2103 new_draw_info_format(NDI_BLACK, 0, op, 1954 new_draw_info_format(NDI_BLACK, 0, op,
2104 "The scroll of %s turns to dust.", tmp->inv->name); 1955 "The scroll of %s turns to dust.", tmp->inv->name);
2105 1956
2106 1957
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 1958 cast_spell(op,tmp,dir,tmp->inv, NULL);
2108 decrease_ob(tmp); 1959 decrease_ob(tmp);
2109} 1960}
2126 * treasure 1977 * treasure
2127 */ 1978 */
2128 1979
2129 treas = tmp->inv; 1980 treas = tmp->inv;
2130 if(treas==NULL) { 1981 if(treas==NULL) {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2132 decrease_ob(tmp); 1983 decrease_ob(tmp);
2133 return; 1984 return;
2134 } 1985 }
2135 while (tmp->inv) { 1986 while (tmp->inv) {
2136 treas = tmp->inv; 1987 treas = tmp->inv;
2137 1988
2138 remove_ob(treas); 1989 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", 1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas)); 1991 query_name(treas));
2141 1992
2142 treas->x=op->x; 1993 treas->x=op->x;
2143 treas->y=op->y; 1994 treas->y=op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2145 1996
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2147 && QUERY_FLAG (op, FLAG_ALIVE)) 1998 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op); 1999 spring_trap (treas, op);
2149 /* If either player or container was destroyed, no need to do 2000 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with 2001 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise 2002 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed 2003 * any way for the treasure chest or player to get killed
2153 */ 2004 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break; 2006 break;
2156 } 2007 }
2157 2008
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 decrease_ob (tmp); 2010 decrease_ob (tmp);
2160 2011
2171 if(op->type!=PLAYER) 2022 if(op->type!=PLAYER)
2172 op->stats.hp=op->stats.maxhp; 2023 op->stats.hp=op->stats.maxhp;
2173 else { 2024 else {
2174 /* check if this is a dragon (player), eating some flesh */ 2025 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2176 ; 2027 ;
2177 else { 2028 else {
2178 /* usual case - no dragon meal: */ 2029 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 2030 if(op->stats.food+tmp->stats.food>999) {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 2031 if(tmp->type==FOOD || tmp->type==FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2182 else 2033 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2184 } 2035 }
2185 2036
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2187 char buf[MAX_BUF]; 2038 char buf[MAX_BUF];
2188 2039
2189 if (!is_dragon_pl(op)) { 2040 if (!is_dragon_pl(op)) {
2190 /* eating message for normal players*/ 2041 /* eating message for normal players*/
2191 if(tmp->type==DRINK) 2042 if(tmp->type==DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2193 else 2044 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 2045 sprintf(buf,"The %s tasted %s",tmp->name,
2195 tmp->type==FLESH?"terrible!":"good."); 2046 tmp->type==FLESH?"terrible!":"good.");
2196 } 2047 }
2197 else { 2048 else {
2198 /* eating message for dragon players*/ 2049 /* eating message for dragon players*/
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2050 sprintf(buf,"The %s tasted terrible!",tmp->name);
2200 } 2051 }
2201 2052
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2053 new_draw_info(NDI_UNIQUE, 0,op,buf);
2203 capacity_remaining = 999 - op->stats.food; 2054 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2055 op->stats.food+=tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2056 if(capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2057 op->stats.hp += capacity_remaining / 50;
2207 else 2058 else
2208 op->stats.hp+=tmp->stats.food/50; 2059 op->stats.hp+=tmp->stats.food/50;
2209 if(op->stats.hp>op->stats.maxhp) 2060 if(op->stats.hp>op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2061 op->stats.hp=op->stats.maxhp;
2211 if (op->stats.food > 999) 2062 if (op->stats.food > 999)
2212 op->stats.food = 999; 2063 op->stats.food = 999;
2213 } 2064 }
2214 2065
2215 /* special food hack -b.t. */ 2066 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2217 eat_special_food(op,tmp); 2068 eat_special_food(op,tmp);
2218 } 2069 }
2219 } 2070 }
2220 handle_apply_yield(tmp); 2071 handle_apply_yield(tmp);
2221 decrease_ob(tmp); 2072 decrease_ob(tmp);
2222} 2073}
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2104 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2255 if (tmp->type == FORCE) { 2106 if (tmp->type == FORCE) {
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2257 skin = tmp; 2108 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2259 abil = tmp; 2110 abil = tmp;
2260 } 2111 }
2261 } 2112 }
2262 2113
2263 /* if either skin or ability are missing, this is an old player 2114 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2115 which is not to be considered a dragon -> bail out */
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2133 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2134
2284 /* this bonus makes resistance increase easier at lower levels */ 2135 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2286 if (i == abil->stats.exp) 2137 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2138 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2139
2289 /* monster bonus increases with level, because high-level 2140 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2141 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2142 mbonus = op->level * 20. / ((double)settings.max_level);
2292 2143
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2145 ((double)settings.max_level)) - skin->resist[i];
2295 2146
2296 if (chance >= 0.) 2147 if (chance >= 0.)
2297 chance += 1.; 2148 chance += 1.;
2298 else 2149 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2300 2151
2301 /* chance is proportional to amount of resistance (max. 50) */ 2152 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2303 2154
2304 /* doubled chance for resistance of ability-focus */ 2155 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2156 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2157 chance = MIN(100., chance*2.);
2307 2158
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2160 if (RANDOM()%10000 < (int)(chance*100)) {
2310 atnr_winner[winners] = i; 2161 atnr_winner[winners] = i;
2311 winners++; 2162 winners++;
2312 } 2163 }
2313 2164
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2315 2166
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2356 && meal->last_eat != abil->last_eat) { 2207 && meal->last_eat != abil->last_eat) {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2209
2359 if (meal->last_eat != abil->stats.exp) { 2210 if (meal->last_eat != abil->stats.exp) {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2211 sprintf(buf, "Your metabolism prepares to focus on %s!",
2361 change_resist_msg[meal->last_eat]); 2212 change_resist_msg[meal->last_eat]);
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2213 new_draw_info(NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2214 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2365 } 2216 }
2366 else { 2217 else {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2218 sprintf(buf, "Your metabolism will continue to focus on %s.",
2368 change_resist_msg[meal->last_eat]); 2219 change_resist_msg[meal->last_eat]);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf); 2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2221 abil->last_eat = 0;
2371 } 2222 }
2372 } 2223 }
2373 return 1; 2224 return 1;
2379 if(!pl->contr->name_changed||!pl->stats.exp) { 2230 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."); 2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2381 return; 2232 return;
2382 } 2233 }
2383#endif 2234#endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr);
2384 /* Need to call terminate_all_pets() before we remove the player ob */ 2236 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl); 2237 terminate_all_pets(pl);
2386 remove_ob(pl); 2238 remove_ob(pl);
2387 pl->direction=0; 2239 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name); 2241 "%s leaves the game.",pl->name);
2390 2242
2391 /* update respawn position */ 2243 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path); 2244 strcpy(pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x; 2245 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y; 2246 pl->contr->bed_y = pl->y;
2421 if ( ! armor) { 2273 if ( ! armor) {
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423 return; 2275 return;
2424 } 2276 }
2425 if (armor->type != ARMOUR 2277 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2278 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2279 && armor->type != BOOTS && armor->type != GLOVES
2428 && armor->type != BRACERS && armor->type != SHIELD 2280 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET) 2281 && armor->type != HELMET)
2430 { 2282 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2283 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2432 return; 2284 return;
2433 } 2285 }
2434 2286
2538int manual_apply (object *op, object *tmp, int aflag) 2390int manual_apply (object *op, object *tmp, int aflag)
2539{ 2391{
2540 if (tmp->head) tmp=tmp->head; 2392 if (tmp->head) tmp=tmp->head;
2541 2393
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2543 if (op->type == PLAYER) { 2395 if (op->type == PLAYER) {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2396 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1; 2397 return 1;
2546 } else { 2398 } else {
2547 return 0; /* monsters just skip unpaid items */ 2399 return 0; /* monsters just skip unpaid items */
2548 } 2400 }
2549 } 2401 }
2550
2551
2552 /* Lauwenmark: Handle for plugin apply event */
2553 //TODO: remove
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2555 return 1;
2556 2402
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2558 return 1; 2404 return RESULT_INT (0);
2559 2405
2560 switch (tmp->type) { 2406 switch (tmp->type) {
2561 2407
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE: 2408 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1; 2411 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value); 2412 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE); 2413 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp); 2414 push_button(tmp);
2572 return 1; 2415 return 1;
2573 2416
2574 case TRIGGER: 2417 case TRIGGER:
2575 if (check_trigger (tmp, op)) { 2418 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else { 2421 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 } 2423 }
2581 return 1; 2424 return 1;
2582 2425
2583 case EXIT: 2426 case EXIT:
2584 if (op->type != PLAYER) 2427 if (op->type != PLAYER)
2585 return 0; 2428 return 0;
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2588 query_name(tmp)); 2431 query_name(tmp));
2589 } else { 2432 } else {
2590 /* Don't display messages for random maps. */ 2433 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2592 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2437 enter_exit(op,tmp);
2595 } 2438 }
2596 return 1; 2439 return 1;
2597 2440
2598 case SIGN: 2441 case SIGN:
2599 apply_sign (op, tmp, 0); 2442 apply_sign (op, tmp, 0);
2600 return 1; 2443 return 1;
2601 2444
2602 case BOOK: 2445 case BOOK:
2603 if (op->type == PLAYER) { 2446 if (op->type == PLAYER) {
2604 apply_book (op, tmp); 2447 apply_book (op, tmp);
2605 return 1; 2448 return 1;
2606 } else { 2449 } else {
2607 return 0; 2450 return 0;
2608 } 2451 }
2609 2452
2610 case SKILLSCROLL: 2453 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2454 if (op->type == PLAYER) {
2612 apply_skillscroll (op, tmp); 2455 apply_skillscroll (op, tmp);
2613 return 1; 2456 return 1;
2614 } 2457 }
2615 return 0; 2458 return 0;
2616 2459
2617 case SPELLBOOK: 2460 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2461 if (op->type == PLAYER) {
2619 apply_spellbook (op, tmp); 2462 apply_spellbook (op, tmp);
2620 return 1; 2463 return 1;
2621 } 2464 }
2622 return 0; 2465 return 0;
2623 2466
2624 case SCROLL: 2467 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2468 apply_scroll (op, tmp, 0);
2626 return 1; 2469 return 1;
2627 2470
2628 case POTION: 2471 case POTION:
2629 (void) apply_potion(op, tmp); 2472 (void) apply_potion(op, tmp);
2630 return 1; 2473 return 1;
2631 2474
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON: 2476 case CLOSE_CON:
2634 if (op->type==PLAYER) 2477 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp->env); 2478 (void) esrv_apply_container (op, tmp->env);
2636 else 2479 else
2637 (void) apply_container (op, tmp->env); 2480 (void) apply_container (op, tmp->env);
2638 return 1; 2481 return 1;
2639 2482
2640 case CONTAINER: 2483 case CONTAINER:
2641 if (op->type==PLAYER) 2484 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp); 2485 (void) esrv_apply_container (op, tmp);
2643 else 2486 else
2644 (void) apply_container (op, tmp); 2487 (void) apply_container (op, tmp);
2645 return 1; 2488 return 1;
2646 2489
2647 case TREASURE: 2490 case TREASURE:
2648 if (op->type == PLAYER) { 2491 if (op->type == PLAYER) {
2649 apply_treasure (op, tmp); 2492 apply_treasure (op, tmp);
2650 return 1; 2493 return 1;
2651 } else { 2494 } else {
2652 return 0; 2495 return 0;
2653 } 2496 }
2654 2497
2655 case WEAPON: 2498 case WEAPON:
2656 case ARMOUR: 2499 case ARMOUR:
2657 case BOOTS: 2500 case BOOTS:
2658 case GLOVES: 2501 case GLOVES:
2659 case AMULET: 2502 case AMULET:
2660 case GIRDLE: 2503 case GIRDLE:
2661 case BRACERS: 2504 case BRACERS:
2662 case SHIELD: 2505 case SHIELD:
2663 case HELMET: 2506 case HELMET:
2664 case RING: 2507 case RING:
2665 case CLOAK: 2508 case CLOAK:
2666 case WAND: 2509 case WAND:
2667 case ROD: 2510 case ROD:
2668 case HORN: 2511 case HORN:
2669 case SKILL: 2512 case SKILL:
2670 case BOW: 2513 case BOW:
2671 case LAMP: 2514 case LAMP:
2672 case BUILDER: 2515 case BUILDER:
2673 case SKILL_TOOL: 2516 case SKILL_TOOL:
2674 if (tmp->env != op) 2517 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2518 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag); 2519 (void) apply_special (op, tmp, aflag);
2677 return 1; 2520 return 1;
2678 2521
2679 case DRINK: 2522 case DRINK:
2680 case FOOD: 2523 case FOOD:
2681 case FLESH: 2524 case FLESH:
2682 apply_food (op, tmp); 2525 apply_food (op, tmp);
2683 return 1; 2526 return 1;
2684 2527
2685 case POISON: 2528 case POISON:
2686 apply_poison (op, tmp); 2529 apply_poison (op, tmp);
2687 return 1; 2530 return 1;
2688 2531
2689 case SAVEBED: 2532 case SAVEBED:
2690 if (op->type == PLAYER) { 2533 if (op->type == PLAYER) {
2691 apply_savebed (op); 2534 apply_savebed (op);
2692 return 1; 2535 return 1;
2693 } else { 2536 } else {
2694 return 0; 2537 return 0;
2695 } 2538 }
2696 2539
2697 case ARMOUR_IMPROVER: 2540 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) { 2541 if (op->type == PLAYER) {
2699 apply_armour_improver (op, tmp); 2542 apply_armour_improver (op, tmp);
2700 return 1; 2543 return 1;
2701 } else { 2544 } else {
2702 return 0; 2545 return 0;
2703 } 2546 }
2704 2547
2705 case WEAPON_IMPROVER: 2548 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp); 2549 (void) check_improve_weapon(op, tmp);
2707 return 1; 2550 return 1;
2708 2551
2709 case CLOCK: 2552 case CLOCK:
2710 if (op->type == PLAYER) { 2553 if (op->type == PLAYER) {
2711 char buf[MAX_BUF]; 2554 char buf[MAX_BUF];
2712 timeofday_t tod; 2555 timeofday_t tod;
2713 2556
2714 get_tod(&tod); 2557 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am")); 2561 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf); 2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1; 2564 return 1;
2722 } else { 2565 } else {
2723 return 0; 2566 return 0;
2724 } 2567 }
2725 2568
2726 case MENU: 2569 case MENU:
2727 if (op->type == PLAYER) { 2570 if (op->type == PLAYER) {
2728 shop_listing (op); 2571 shop_listing (op);
2729 return 1; 2572 return 1;
2730 } else { 2573 } else {
2731 return 0; 2574 return 0;
2732 } 2575 }
2733 2576
2734 case POWER_CRYSTAL: 2577 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2736 return 1; 2579 return 1;
2737 2580
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2582 if (op->type == PLAYER) {
2740 apply_lighter(op,tmp); 2583 apply_lighter(op,tmp);
2741 return 1; 2584 return 1;
2742 } else { 2585 } else {
2743 return 0; 2586 return 0;
2744 } 2587 }
2745 2588
2746 case ITEM_TRANSFORMER: 2589 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2590 apply_item_transformer( op, tmp );
2748 return 1; 2591 return 1;
2749 2592
2750 default: 2593 default:
2751 return 0; 2594 return 0;
2752 } 2595 }
2753} 2596}
2754 2597
2755 2598
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2599/* quiet suppresses the "don't know how to apply" and "you must get it first"
2767 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2612 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2770 "above the ground!"); 2613 "above the ground!");
2771 return 0; 2614 return 0;
2772 } 2615 }
2773 } 2616 }
2774 2617
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2618 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied. 2619 * applied.
2777 */ 2620 */
2811void player_apply_below (object *pl) 2654void player_apply_below (object *pl)
2812{ 2655{
2813 object *tmp, *next; 2656 object *tmp, *next;
2814 int floors; 2657 int floors;
2815 2658
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 2659 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2660 * item in the container. Otherwise, use the map.
2823 */ 2661 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825 2663
2828 * next object in the stack before applying. This is can only be a 2666 * 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 2667 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2668 * not return a proper value.
2831 */ 2669 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2670 for (floors = 0; tmp!=NULL; tmp=next) {
2833 next = tmp->below; 2671 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2673 floors++;
2836 else if (floors > 0) 2674 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2675 return; /* process only floor objects after first floor object */
2838 2676
2839 /* If it is visible, player can apply it. If it is applied by 2677 /* 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 2678 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2679 * so that at least one of players movement types be that which
2842 * the item needs. 2680 * the item needs.
2843 */ 2681 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2683 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2684 return;
2847 } 2685 }
2848 if (floors >= 2) 2686 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2687 return; /* process at most two floor objects */
2856 * Break this out of apply_special - this is just done 2694 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2695 * to keep the size of apply_special to a more managable size.
2858 */ 2696 */
2859static int unapply_special (object *who, object *op, int aflags) 2697static int unapply_special (object *who, object *op, int aflags)
2860{ 2698{
2699 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0);
2702
2861 object *tmp2; 2703 object *tmp2;
2862 2704
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2705 CLEAR_FLAG(op, FLAG_APPLIED);
2864 switch(op->type) { 2706 switch(op->type) {
2865 case WEAPON: 2707 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2708 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2867 2709
2868 (void) change_abil (who,op); 2710 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2712 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); 2713 clear_skill(who);
2875 break; 2714 break;
2876 2715
2877 case SKILL: /* allows objects to impart skills */ 2716 case SKILL: /* allows objects to impart skills */
2878 case SKILL_TOOL: 2717 case SKILL_TOOL:
2879 if (op != who->chosen_skill) { 2718 if (op != who->chosen_skill) {
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2719 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2881 } 2720 }
2882 if (who->type==PLAYER) { 2721 if (who->type==PLAYER) {
2883 if (who->contr->shoottype == range_skill) 2722 if (who->contr->shoottype == range_skill)
2884 who->contr->shoottype = range_none; 2723 who->contr->shoottype = range_none;
2885 if ( ! op->invisible) { 2724 if ( ! op->invisible) {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, 2725 new_draw_info_format (NDI_UNIQUE, 0, who,
2887 "You stop using the %s.", query_name(op)); 2726 "You stop using the %s.", query_name(op));
2888 } else { 2727 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who, 2728 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.", 2729 "You can no longer use the skill: %s.",
2891 op->skill); 2730 op->skill);
2892 } 2731 }
2893 } 2732 }
2894 (void) change_abil (who, op); 2733 (void) change_abil (who, op);
2895 who->chosen_skill = NULL; 2734 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL); 2735 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break; 2736 break;
2898 2737
2899 case ARMOUR: 2738 case ARMOUR:
2900 case HELMET: 2739 case HELMET:
2901 case SHIELD: 2740 case SHIELD:
2902 case RING: 2741 case RING:
2903 case BOOTS: 2742 case BOOTS:
2904 case GLOVES: 2743 case GLOVES:
2905 case AMULET: 2744 case AMULET:
2906 case GIRDLE: 2745 case GIRDLE:
2907 case BRACERS: 2746 case BRACERS:
2908 case CLOAK: 2747 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910 (void) change_abil (who,op); 2749 (void) change_abil (who,op);
2911 break; 2750 break;
2912 case LAMP: 2751 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914 op->name); 2753 op->name);
2915 tmp2 = arch_to_object(op->other_arch); 2754 tmp2 = arch_to_object(op->other_arch);
2916 tmp2->x = op->x; 2755 tmp2->x = op->x;
2917 tmp2->y = op->y; 2756 tmp2->y = op->y;
2918 tmp2->map = op->map; 2757 tmp2->map = op->map;
2919 tmp2->below = op->below; 2758 tmp2->below = op->below;
2920 tmp2->above = op->above; 2759 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food; 2760 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER) 2764 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count); 2765 esrv_del_item(who->contr, (tag_t)op->count);
2927 remove_ob(op); 2766 remove_ob(op);
2928 free_object(op); 2767 free_object(op);
2929 insert_ob_in_ob(tmp2, who); 2768 insert_ob_in_ob(tmp2, who);
2930 fix_player(who); 2769 fix_player(who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932 if (who->type == PLAYER) { 2771 if (who->type == PLAYER) {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935 } 2774 }
2936 } 2775 }
2937 if(who->type==PLAYER) 2776 if(who->type==PLAYER)
2938 esrv_send_item(who, tmp2); 2777 esrv_send_item(who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */ 2778 return 1; /* otherwise, an attempt to drop causes problems */
2940 break; 2779 break;
2941 case BOW: 2780 case BOW:
2942 case WAND: 2781 case WAND:
2943 case ROD: 2782 case ROD:
2944 case HORN: 2783 case HORN:
2945 clear_skill(who); 2784 clear_skill(who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947 if(who->type==PLAYER) { 2786 if(who->type==PLAYER) {
2948 who->contr->shoottype = range_none; 2787 who->contr->shoottype = range_none;
2949 } else { 2788 } else {
2950 if (op->type == BOW) 2789 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2791 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE); 2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2954 } 2793 }
2955 break; 2794 break;
2956 2795
2957 case BUILDER: 2796 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2959 who->contr->shoottype = range_none; 2798 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL; 2799 who->contr->ranges[ range_builder ] = NULL;
2961 break; 2800 break;
2962 2801
2963 default: 2802 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2965 break; 2804 break;
2966 } 2805 }
2967 2806
2968 fix_player(who); 2807 fix_player(who);
2969 2808
2970 if ( ! (aflags & AP_NO_MERGE)) { 2809 if ( ! (aflags & AP_NO_MERGE)) {
2971 object *tmp; 2810 object *tmp;
2972 2811
2973 tag_t del_tag = op->count; 2812 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL); 2813 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) { 2814 if (who->type == PLAYER) {
2976 if (tmp) { /* it was merged */ 2815 if (tmp) { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 2816 esrv_del_item (who->contr, del_tag);
2978 op = tmp; 2817 op = tmp;
2979 } 2818 }
2980 esrv_send_item (who, op); 2819 esrv_send_item (who, op);
2981 } 2820 }
2982 } 2821 }
2983 return 0; 2822 return 0;
2984} 2823}
2985 2824
2986/** 2825/**
3002 object *tmp; 2841 object *tmp;
3003 2842
3004 if (!start) return NULL; 2843 if (!start) return NULL;
3005 2844
3006 for (tmp=start; tmp; tmp=tmp->below) 2845 for (tmp=start; tmp; tmp=tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2847 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3009 2848
3010 return NULL; 2849 return NULL;
3011} 2850}
3012 2851
3013 2852
3031 /* If we are applying a shield or weapon, unapply any equipped shield 2870 /* 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. 2871 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */ 2872 */
3034 if (op->type == WEAPON || op->type == SHIELD) { 2873 if (op->type == WEAPON || op->type == SHIELD) {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 2874 for (tmp=who->inv; tmp; tmp=tmp->below) {
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2877 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3039 if (aflags & AP_PRINT) 2878 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3041 else 2880 else
3042 unapply_special(who, tmp, aflags); 2881 unapply_special(who, tmp, aflags);
3043 } 2882 }
3044 else { 2883 else {
3045 /* In this case, we want to try and remove a cursed item. 2884 /* 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 2885 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 2886 * at least generate the message.
3048 */ 2887 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 2888 new_draw_info_format(NDI_UNIQUE, 0, who,
3050 "No matter how hard you try, you just can't\nremove %s.", 2889 "No matter how hard you try, you just can't\nremove %s.",
3051 query_name(tmp)); 2890 query_name(tmp));
3052 return 1; 2891 return 1;
3053 } 2892 }
3054 2893
3055 } 2894 }
3056 } 2895 }
3057 } 2896 }
3058 2897
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3060 /* this used up a slot that we need to free */ 2899 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 2900 if (op->body_info[i]) {
3062 last = who->inv; 2901 last = who->inv;
3063 2902
3064 /* We do a while loop - may need to remove several items in order 2903 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 2904 * to free up enough slots.
3066 */ 2905 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 2906 while ((who->body_used[i] + op->body_info[i]) < 0) {
3068 tmp = get_item_from_body_location(last, i); 2907 tmp = get_item_from_body_location(last, i);
3069 if (!tmp) { 2908 if (!tmp) {
3070#if 0 2909#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2910 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2911 * equipped.
3073 */ 2912 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2913 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3075 i, body_locations[i].save_name, who->name); 2914 i, body_locations[i].save_name, who->name);
3076#endif 2915#endif
3077 return 1; 2916 return 1;
3078 } 2917 }
3079 /* If we are just printing, we don't care about cursed status */ 2918 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2919 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3082 if (aflags & AP_PRINT) 2921 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3084 else 2923 else
3085 unapply_special(who, tmp, aflags); 2924 unapply_special(who, tmp, aflags);
3086 } 2925 }
3087 else { 2926 else {
3088 /* Cursed item that we can't unequip - tell the player. 2927 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2928 * 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 2929 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2930 * one cursed ring.)
3092 */ 2931 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2932 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3094 } 2933 }
3095 last = tmp->below; 2934 last = tmp->below;
3096 } 2935 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2936 /* 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. 2937 * return in the !tmp would have kicked in.
3099 */ 2938 */
3100 } /* if op is using this body location */ 2939 } /* if op is using this body location */
3101 } /* for body lcoations */ 2940 } /* for body lcoations */
3102 return 0; 2941 return 0;
3103} 2942}
3104 2943
3105/** 2944/**
3113 * See include/define.h for detailed description of the meaning of 2952 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2953 * these return values.
3115 */ 2954 */
3116int can_apply_object(object *who, object *op) 2955int can_apply_object(object *who, object *op)
3117{ 2956{
2957 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0);
2960
3118 int i, retval=0; 2961 int i, retval=0;
3119 object *tmp=NULL, *ws=NULL; 2962 object *tmp=NULL, *ws=NULL;
3120 2963
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2964 /* 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 2965 * 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 2966 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way. 2967 * in place and store that way.
3125 */ 2968 */
3126 if (op->type == WEAPON || op->type == SHIELD) { 2969 if (op->type == WEAPON || op->type == SHIELD) {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129 retval = CAN_APPLY_UNAPPLY; 2972 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp; 2973 ws = tmp;
2974 }
2975 }
3131 } 2976 }
3132 } 2977
3133 }
3134
3135 2978
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3137 if (op->body_info[i]) { 2980 if (op->body_info[i]) {
3138 /* Item uses more slots than we have */ 2981 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 2982 if (FABS(op->body_info[i]) > who->body_info[i]) {
3140 /* Could return now for efficiently - rest of info below isn' 2983 /* Could return now for efficiently - rest of info below isn'
3141 * really needed. 2984 * really needed.
3142 */ 2985 */
3143 retval |= CAN_APPLY_NEVER; 2986 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3145 /* in this case, equipping this would use more free spots than 2988 /* in this case, equipping this would use more free spots than
3146 * we have. 2989 * we have.
3147 */ 2990 */
3148 object *tmp1; 2991 object *tmp1;
3149 2992
3150 2993
3151 /* if we have an applied weapon/shield, and unapply it would free 2994 /* 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 2995 * enough slots to equip the new item, then just set this can
3153 * continue. We don't care about the logic below - if you have 2996 * continue. We don't care about the logic below - if you have
3154 * shield equipped and try to equip another shield, there is only 2997 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 2998 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 2999 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3000 * may be two handed for example.
3158 */ 3001 */
3159 if (ws) { 3002 if (ws) {
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3003 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3161 retval |= CAN_APPLY_UNAPPLY; 3004 retval |= CAN_APPLY_UNAPPLY;
3162 continue; 3005 continue;
3163 } 3006 }
3164 } 3007 }
3165 3008
3166 tmp1 = get_item_from_body_location(who->inv, i); 3009 tmp1 = get_item_from_body_location(who->inv, i);
3167 if (!tmp1) { 3010 if (!tmp1) {
3168#if 0 3011#if 0
3169 /* This is sort of an error, but happens a lot when old players 3012 /* 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. 3013 * join in with more stuff equipped than they are now allowed.
3171 */ 3014 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 3015 LOG(llevError,"Can't find object using location %d on %s\n",
3173 i, who->name); 3016 i, who->name);
3174#endif 3017#endif
3175 retval |= CAN_APPLY_NEVER; 3018 retval |= CAN_APPLY_NEVER;
3176 } else { 3019 } else {
3177 /* need to unapply something. However, if this something 3020 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3021 * is different than we had found before, it means they need
3179 * to apply multiple objects 3022 * to apply multiple objects
3180 */ 3023 */
3181 retval |= CAN_APPLY_UNAPPLY; 3024 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3025 if (!tmp) tmp = tmp1;
3183 else if (tmp != tmp1) { 3026 else if (tmp != tmp1) {
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3185 } 3028 }
3186 /* This object isn't using up all the slots, so there must 3029 /* 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 3030 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3189 */ 3032 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3033 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3191 (FABS(op->body_info[i]) < who->body_info[i])) 3034 (FABS(op->body_info[i]) < who->body_info[i]))
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3036
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3196 */ 3039 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3040 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3042
3200 } 3043 }
3201 } /* if not enough free slots */ 3044 } /* if not enough free slots */
3202 } /* if this object uses location i */ 3045 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3046 } /* for i -> num_body_locations loop */
3204 3047
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3048 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3049 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3050 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3051 * 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 3052 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3053 * all use the same location.
3211 */ 3054 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3055 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION; 3056 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3216 3059
3217 3060
3218 if (who->type != PLAYER) { 3061 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD) 3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE)) 3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3225 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3227 retval |= CAN_APPLY_RESTRICTION; 3070 retval |= CAN_APPLY_RESTRICTION;
3228 } 3071 }
3229 return retval; 3072 return retval;
3230} 3073}
3231 3074
3232 3075
3233 3076
3234/** 3077/**
3235 * who is the object using the object. It can be a monster. 3078 * 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, 3079 * 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 3080 * eg, one which you put on and keep on for a while, and not something
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3101 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3102 object *tmp, *tmp2, *skop=NULL;
3260 int i; 3103 int i;
3261 3104
3262 if(who==NULL) { 3105 if(who==NULL) {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3106 LOG(llevError,"apply_special() from object without environment.\n");
3264 return 1; 3107 return 1;
3265 } 3108 }
3266 3109
3267 if(op->env!=who) 3110 if(op->env!=who)
3268 return 1; /* op is not in inventory */ 3111 return 1; /* op is not in inventory */
3269 3112
3270 /* trying to unequip op */ 3113 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3114 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3272 /* always apply, so no reason to unapply */ 3115 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3116 if (basic_flag == AP_APPLY) return 0;
3274 3117
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3118 if ( ! (aflags & AP_IGNORE_CURSE)
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3119 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3120 new_draw_info_format(NDI_UNIQUE, 0, who,
3278 "No matter how hard you try, you just can't\nremove %s.", 3121 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op)); 3122 query_name(op));
3280 return 1; 3123 return 1;
3281 } 3124 }
3282 return unapply_special(who, op, aflags); 3125 return unapply_special(who, op, aflags);
3283 } 3126 }
3284 3127
3285 if (basic_flag == AP_UNAPPLY) return 0; 3128 if (basic_flag == AP_UNAPPLY) return 0;
3286 3129
3287 i = can_apply_object(who, op); 3130 i = can_apply_object(who, op);
3288 3131
3289 /* Can't just apply this object. Lets see what not and what to do */ 3132 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3133 if (i) {
3291 if (i & CAN_APPLY_NEVER) { 3134 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)); 3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3293 return 1; 3136 return 1;
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3137 } 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)); 3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3296 return 1; 3139 return 1;
3297 } 3140 }
3298 if (who->type != PLAYER) { 3141 if (who->type != PLAYER) {
3299 /* Some error, so don't try to equip something more */ 3142 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3143 if (unapply_for_ob(who, op, aflags)) return 1;
3301 } else { 3144 } else {
3302 if (who->contr->unapply == unapply_never || 3145 if (who->contr->unapply == unapply_never ||
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3146 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3147 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3305 unapply_for_ob(who, op, AP_PRINT); 3148 unapply_for_ob(who, op, AP_PRINT);
3306 return 1; 3149 return 1;
3307 } 3150 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3309 i = unapply_for_ob(who, op, aflags); 3152 i = unapply_for_ob(who, op, aflags);
3310 if (i) return 1; 3153 if (i) return 1;
3311 } 3154 }
3312 } 3155 }
3313 } 3156 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3315 skop=find_skill_by_name(who, op->skill); 3158 skop=find_skill_by_name(who, op->skill);
3316 if (!skop) { 3159 if (!skop) {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3160 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3318 return 1; 3161 return 1;
3319 } else { 3162 } else {
3320 /* While experience will be credited properly, we want to change the 3163 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3164 * skill so that the dam and wc get updated
3322 */ 3165 */
3323 change_skill(who, skop, 0); 3166 change_skill(who, skop, 0);
3324 } 3167 }
3325 } 3168 }
3326 3169
3327 if (who->type == PLAYER && op->item_power && 3170 if (who->type == PLAYER && op->item_power &&
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3171 (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!"); 3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1; 3173 return 1;
3331 } 3174 }
3332 3175
3333 3176
3334 /* Ok. We are now at the state where we can apply the new object. 3177 /* 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_... 3178 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3179 * below - that is already taken care of by can_apply_object.
3337 */ 3180 */
3338 3181
3339 3182
3340 if(op->nrof > 1) 3183 if(op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3184 tmp = get_split_ob(op,op->nrof - 1);
3342 else 3185 else
3343 tmp = NULL; 3186 tmp = NULL;
3187
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3344 3191
3345 switch(op->type) { 3192 switch(op->type) {
3346 case WEAPON: 3193 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3194 if (!check_weapon_power(who, op->last_eat)) {
3348 new_draw_info(NDI_UNIQUE, 0,who, 3195 new_draw_info(NDI_UNIQUE, 0,who,
3349 "That weapon is too powerful for you to use."); 3196 "That weapon is too powerful for you to use.");
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL) 3198 if(tmp!=NULL)
3352 (void) insert_ob_in_ob(tmp,who); 3199 (void) insert_ob_in_ob(tmp,who);
3353 return 1; 3200 return 1;
3354 } 3201 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3203 /* 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) */ 3204 /* (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."); 3205 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3359 if(tmp!=NULL) 3206 if(tmp!=NULL)
3360 (void) insert_ob_in_ob(tmp,who); 3207 (void) insert_ob_in_ob(tmp,who);
3361 return 1; 3208 return 1;
3362 } 3209 }
3363 SET_FLAG(op, FLAG_APPLIED); 3210 SET_FLAG(op, FLAG_APPLIED);
3364 3211
3365 if (skop) change_skill(who, skop, 1); 3212 if (skop) change_skill(who, skop, 1);
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3214 SET_FLAG(who, FLAG_READY_WEAPON);
3368 3215
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3216 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3370 3217
3371 (void) change_abil (who,op); 3218 (void) change_abil (who,op);
3372 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */ 3219 break;
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 3220
3381 case ARMOUR: 3221 case ARMOUR:
3382 case HELMET: 3222 case HELMET:
3383 case SHIELD: 3223 case SHIELD:
3384 case BOOTS: 3224 case BOOTS:
3385 case GLOVES: 3225 case GLOVES:
3386 case GIRDLE: 3226 case GIRDLE:
3387 case BRACERS: 3227 case BRACERS:
3388 case CLOAK: 3228 case CLOAK:
3389 case RING: 3229 case RING:
3390 case AMULET: 3230 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED); 3231 SET_FLAG(op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3393 (void) change_abil (who,op); 3233 (void) change_abil (who,op);
3394 break; 3234 break;
3395 case LAMP: 3235 case LAMP:
3396 if (op->stats.food < 1) { 3236 if (op->stats.food < 1) {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3237 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3398 " fuel!", op->name); 3238 " fuel!", op->name);
3399 return 1; 3239 return 1;
3400 } 3240 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3241 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3402 op->name); 3242 op->name);
3403 tmp2 = arch_to_object(op->other_arch); 3243 tmp2 = arch_to_object(op->other_arch);
3404 tmp2->stats.food = op->stats.food; 3244 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED); 3245 SET_FLAG(tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3247 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3248 insert_ob_in_ob(tmp2, who);
3409 3249
3410 /* Remove the old lantern */ 3250 /* Remove the old lantern */
3411 if (who->type == PLAYER) 3251 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count); 3252 esrv_del_item(who->contr, (tag_t)op->count);
3413 remove_ob(op); 3253 remove_ob(op);
3414 free_object(op); 3254 free_object(op);
3415 3255
3416 /* insert the portion that was split off */ 3256 /* insert the portion that was split off */
3417 if(tmp!=NULL) { 3257 if(tmp!=NULL) {
3418 (void) insert_ob_in_ob(tmp,who); 3258 (void) insert_ob_in_ob(tmp,who);
3419 if(who->type==PLAYER) 3259 if(who->type==PLAYER)
3420 esrv_send_item(who, tmp); 3260 esrv_send_item(who, tmp);
3421 } 3261 }
3422 fix_player(who); 3262 fix_player(who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3424 if (who->type == PLAYER) { 3264 if (who->type == PLAYER) {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3265 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3427 } 3267 }
3428 } 3268 }
3429 if(who->type==PLAYER) 3269 if(who->type==PLAYER)
3430 esrv_send_item(who, tmp2); 3270 esrv_send_item(who, tmp2);
3431 return 0; 3271 return 0;
3432 break; 3272 break;
3433 3273
3434 /* this part is needed for skill-tools */ 3274 /* this part is needed for skill-tools */
3435 case SKILL: 3275 case SKILL:
3436 case SKILL_TOOL: 3276 case SKILL_TOOL:
3437 if (who->chosen_skill) { 3277 if (who->chosen_skill) {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1; 3279 return 1;
3440 } 3280 }
3441 if (who->type == PLAYER) { 3281 if (who->type == PLAYER) {
3442 who->contr->shoottype = range_skill; 3282 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op; 3283 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) { 3284 if ( ! op->invisible) {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3446 query_name (op)); 3286 query_name (op));
3447 new_draw_info_format (NDI_UNIQUE, 0, who, 3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3448 "You can now use the skill: %s.", 3288 "You can now use the skill: %s.",
3449 op->skill); 3289 op->skill);
3450 } else { 3290 } else {
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3452 op->skill? op->skill:op->name); 3292 op->skill? op->skill:op->name);
3453 } 3293 }
3454 } 3294 }
3455 SET_FLAG (op, FLAG_APPLIED); 3295 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3296 (void) change_abil (who, op);
3457 who->chosen_skill = op; 3297 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL); 3298 SET_FLAG (who, FLAG_READY_SKILL);
3459 break; 3299 break;
3460 3300
3461 case BOW: 3301 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) { 3302 if (!check_weapon_power(who, op->last_eat)) {
3463 new_draw_info(NDI_UNIQUE, 0, who, 3303 new_draw_info(NDI_UNIQUE, 0, who,
3464 "That item is too powerful for you to use."); 3304 "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL) 3306 if(tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who); 3307 (void)insert_ob_in_ob(tmp,who);
3468 return 1; 3308 return 1;
3469 } 3309 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3471 new_draw_info(NDI_UNIQUE, 0, who, 3311 new_draw_info(NDI_UNIQUE, 0, who,
3472 "The weapon does not recognize you as its owner."); 3312 "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL) 3313 if(tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who); 3314 (void)insert_ob_in_ob(tmp,who);
3475 return 1; 3315 return 1;
3476 } 3316 }
3477 /*FALLTHROUGH*/ 3317 /*FALLTHROUGH*/
3478 case WAND: 3318 case WAND:
3479 case ROD: 3319 case ROD:
3480 case HORN: 3320 case HORN:
3481 /* check for skill, alter player status */ 3321 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED); 3322 SET_FLAG(op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0); 3323 if (skop) change_skill(who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3324 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3485 3325
3486 if(who->type==PLAYER) { 3326 if(who->type==PLAYER) {
3487 if (op->type == BOW) { 3327 if (op->type == BOW) {
3488 (void)change_abil(who, op); 3328 (void)change_abil(who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3329 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.", 3330 "You will now fire %s with %s.",
3491 op->race ? op->race : "nothing", query_name(op)); 3331 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow; 3332 who->contr->shoottype = range_bow;
3493 } else { 3333 } else {
3494 who->contr->shoottype = range_misc; 3334 who->contr->shoottype = range_misc;
3495 } 3335 }
3496 } else { 3336 } else {
3497 if (op->type == BOW) 3337 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW); 3338 SET_FLAG (who, FLAG_READY_BOW);
3499 else 3339 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3340 SET_FLAG (who, FLAG_READY_RANGE);
3501 } 3341 }
3502 break; 3342 break;
3503 3343
3504 case BUILDER: 3344 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] ) 3345 if ( who->contr->ranges[ range_builder ] )
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3507 who->contr->shoottype = range_builder; 3347 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op; 3348 who->contr->ranges[ range_builder ] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3349 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3510 break; 3350 break;
3511 3351
3512 default: 3352 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3353 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3514 } /* end of switch op->type */ 3354 } /* end of switch op->type */
3515 3355
3516 SET_FLAG(op, FLAG_APPLIED); 3356 SET_FLAG(op, FLAG_APPLIED);
3517 3357
3518 if(tmp!=NULL) 3358 if(tmp!=NULL)
3519 tmp = insert_ob_in_ob(tmp,who); 3359 tmp = insert_ob_in_ob(tmp,who);
3520 3360
3521 fix_player(who); 3361 fix_player(who);
3522 3362
3523 /* We exclude spell casting objects. The fire code will set the 3363 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3364 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3365 * you don't know anything about them.
3526 */ 3366 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3528 op->type!=ROD) 3368 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3369 SET_FLAG(op,FLAG_BEEN_APPLIED);
3530 3370
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3532 if (who->type == PLAYER) { 3372 if (who->type == PLAYER) {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3373 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3374 SET_FLAG(op,FLAG_KNOWN_CURSED);
3535 } 3375 }
3536 } 3376 }
3537 if(who->type==PLAYER) { 3377 if(who->type==PLAYER) {
3538 /* if multiple objects were applied, update both slots */ 3378 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3379 if (tmp)
3380 esrv_send_item(who, tmp);
3540 esrv_send_item(who, tmp); 3381 esrv_send_item(who, op);
3541 esrv_send_item(who, op);
3542 } 3382 }
3543 return 0; 3383 return 0;
3544} 3384}
3545 3385
3546 3386
3559int auto_apply (object *op) { 3399int auto_apply (object *op) {
3560 object *tmp = NULL, *tmp2; 3400 object *tmp = NULL, *tmp2;
3561 int i; 3401 int i;
3562 3402
3563 switch(op->type) { 3403 switch(op->type) {
3564 case SHOP_FLOOR: 3404 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3405 if (!HAS_RANDOM_ITEMS(op)) return 0;
3566 do { 3406 do {
3567 i=10; /* let's give it 10 tries */ 3407 i=10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3408 while((tmp=generate_treasure(op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3409 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3570 if(tmp==NULL) 3410 if(tmp==NULL)
3571 return 0; 3411 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3573 free_object(tmp); 3413 free_object(tmp);
3574 tmp = NULL; 3414 tmp = NULL;
3575 } 3415 }
3576 } while(!tmp); 3416 } while(!tmp);
3577 tmp->x=op->x; 3417 tmp->x=op->x;
3578 tmp->y=op->y; 3418 tmp->y=op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3419 SET_FLAG(tmp,FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3420 insert_ob_in_map(tmp,op->map,NULL,0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3582 identify(tmp); 3422 identify(tmp);
3583 break; 3423 break;
3584 3424
3585 case TREASURE: 3425 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3587 return 0; 3427 return 0;
3588 while ((op->stats.hp--)>0) 3428 while ((op->stats.hp--)>0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3590 op->stats.exp ? (int)op->stats.exp : 3430 op->stats.exp ? (int)op->stats.exp :
3591 op->map == NULL ? 14: op->map->difficulty,0); 3431 op->map == NULL ? 14: op->map->difficulty,0);
3592 3432
3593 /* If we generated an object and put it in this object inventory, 3433 /* 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 3434 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3435 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3436 * that is put inside other objects.
3597 */ 3437 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3438 for (tmp=op->inv; tmp; tmp=tmp2) {
3599 tmp2 = tmp->below; 3439 tmp2 = tmp->below;
3600 remove_ob(tmp); 3440 remove_ob(tmp);
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3441 if (op->env) insert_ob_in_ob(tmp, op->env);
3602 else free_object(tmp); 3442 else free_object(tmp);
3603 } 3443 }
3604 remove_ob(op); 3444 remove_ob(op);
3605 free_object(op); 3445 free_object(op);
3606 break; 3446 break;
3607 } 3447 }
3608 return tmp ? 1 : 0; 3448 return tmp ? 1 : 0;
3609} 3449}
3610 3450
3611/** 3451/**
3620 int x,y; 3460 int x,y;
3621 3461
3622 if(m==NULL) return; 3462 if(m==NULL) return;
3623 3463
3624 for(x=0;x<MAP_WIDTH(m);x++) 3464 for(x=0;x<MAP_WIDTH(m);x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++) 3465 for(y=0;y<MAP_HEIGHT(m);y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3466 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3627 above=tmp->above; 3467 above=tmp->above;
3628 3468
3629 if (tmp->inv) { 3469 if (tmp->inv) {
3630 object *invtmp, *invnext; 3470 object *invtmp, *invnext;
3631 3471
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3633 invnext = invtmp->below; 3473 invnext = invtmp->below;
3634 3474
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3476 auto_apply(invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3638 while ((invtmp->stats.hp--)>0) 3478 while ((invtmp->stats.hp--)>0)
3639 create_treasure(invtmp->randomitems, invtmp, 0,
3640 m->difficulty,0);
3641 invtmp->randomitems = NULL;
3642 }
3643 else if (invtmp && invtmp->arch &&
3644 invtmp->type!=TREASURE &&
3645 invtmp->type != SPELL &&
3646 invtmp->type != CLASS &&
3647 HAS_RANDOM_ITEMS(invtmp)) {
3648 create_treasure(invtmp->randomitems, invtmp, 0, 3479 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0); 3480 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3481 invtmp->randomitems = NULL;
3651 * treasure again for this object 3482 }
3652 */ 3483 else if (invtmp && invtmp->arch &&
3653 invtmp->randomitems = NULL; 3484 invtmp->type!=TREASURE &&
3654 } 3485 invtmp->type != SPELL &&
3655 } 3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 }
3656 /* This is really temporary - the code at the bottom will 3496 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3497 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3498 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3499 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3500 * MSW 2004-05-13
3661 * 3501 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3502 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3503 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3504 * Ryo 2004-08-16
3665 */ 3505 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3668 tmp->type == ALTAR || tmp->type == SPELLBOOK) 3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL; 3509 tmp->randomitems = NULL;
3670 3510
3671 } 3511 }
3672 3512
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3514 auto_apply(tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3676 while ((tmp->stats.hp--)>0) 3516 while ((tmp->stats.hp--)>0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3517 create_treasure(tmp->randomitems, tmp, 0,
3678 m->difficulty,0); 3518 m->difficulty,0);
3679 tmp->randomitems = NULL; 3519 tmp->randomitems = NULL;
3680 } 3520 }
3681 else if(tmp->type==TIMED_GATE) { 3521 else if(tmp->type==TIMED_GATE) {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3684 tmp->speed = 0; 3524 tmp->speed = 0;
3685 update_ob_speed(tmp); 3525 update_ob_speed(tmp);
3686 } 3526 }
3687 } 3527 }
3688 /* This function can be called everytime a map is loaded, even when 3528 /* 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 3529 * 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 3530 * 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. 3531 * 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 3532 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3533 * which say how many times to make the treasure.
3694 */ 3534 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3536 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3697 HAS_RANDOM_ITEMS(tmp)) { 3537 HAS_RANDOM_ITEMS(tmp)) {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3538 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3699 m->difficulty,0); 3539 m->difficulty,0);
3700 tmp->randomitems = NULL; 3540 tmp->randomitems = NULL;
3701 } 3541 }
3702 } 3542 }
3703 3543
3704 for(x=0;x<MAP_WIDTH(m);x++) 3544 for(x=0;x<MAP_WIDTH(m);x++)
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3545 for(y=0;y<MAP_HEIGHT(m);y++)
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3546 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3707 if (tmp->above && 3547 if (tmp->above &&
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3549 check_trigger (tmp, tmp->above);
3710} 3550}
3711 3551
3712/** 3552/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3553 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3554 * This used to call cast_change_attr(), but
3722 sint8 k; 3562 sint8 k;
3723 3563
3724 force = get_archetype(FORCE_NAME); 3564 force = get_archetype(FORCE_NAME);
3725 3565
3726 for (i=0; i < NUM_STATS; i++) { 3566 for (i=0; i < NUM_STATS; i++) {
3727 k = get_attr_value(&food->stats, i); 3567 k = get_attr_value(&food->stats, i);
3728 if (k) { 3568 if (k) {
3729 set_attr_value(&force->stats, i, k); 3569 set_attr_value(&force->stats, i, k);
3730 did_one = 1; 3570 did_one = 1;
3731 } 3571 }
3732 } 3572 }
3733 3573
3734 /* check if we can protect the eater */ 3574 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3575 for (i=0; i<NROFATTACKS; i++) {
3736 if (food->resist[i]>0) { 3576 if (food->resist[i]>0) {
3737 force->resist[i] = food->resist[i] / 2; 3577 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3578 did_one = 1;
3739 } 3579 }
3740 } 3580 }
3741 if (did_one) { 3581 if (did_one) {
3742 force->speed = 0.1; 3582 force->speed = 0.1;
3743 update_ob_speed(force); 3583 update_ob_speed(force);
3744 /* bigger morsel of food = longer effect time */ 3584 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3585 force->stats.food = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP); 3586 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3587 SET_FLAG(force, FLAG_APPLIED);
3748 change_abil(who, force); 3588 change_abil(who, force);
3749 insert_ob_in_ob(force, who); 3589 insert_ob_in_ob(force, who);
3750 } else { 3590 } else {
3751 free_object(force); 3591 free_object(force);
3752 } 3592 }
3753 3593
3754 /* check for hp, sp change */ 3594 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3595 if(food->stats.hp!=0) {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3596 if(QUERY_FLAG(food, FLAG_CURSED)) {
3757 strcpy(who->contr->killer,food->name); 3597 strcpy(who->contr->killer,food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3598 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3760 } else { 3600 } else {
3761 if(food->stats.hp>0) 3601 if(food->stats.hp>0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3763 else 3603 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3605 who->stats.hp += food->stats.hp;
3766 } 3606 }
3767 } 3607 }
3768 if(food->stats.sp!=0) { 3608 if(food->stats.sp!=0) {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3609 if(QUERY_FLAG(food, FLAG_CURSED)) {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3610 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3611 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3612 if(who->stats.sp<0) who->stats.sp=0;
3773 } else { 3613 } else {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3614 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3615 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3616 /* place limit on max sp from food? */
3777 } 3617 }
3778 } 3618 }
3779 fix_player(who); 3619 fix_player(who);
3780} 3620}
3781 3621
3782 3622
3795 3635
3796 item=find_marked_object(who); 3636 item=find_marked_object(who);
3797 if(item) { 3637 if(item) {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3639 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3640 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3641 if(lighter->nrof > 1) {
3802 object *oneLighter = get_object(); 3642 object *oneLighter = get_object();
3803 copy_object(lighter, oneLighter); 3643 copy_object(lighter, oneLighter);
3804 lighter->nrof -= 1; 3644 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3645 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3646 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3647 esrv_send_item(who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3648 oneLighter=insert_ob_in_ob(oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3649 esrv_send_item(who, oneLighter);
3810 } else { 3650 } else {
3811 lighter->stats.food--; 3651 lighter->stats.food--;
3812 } 3652 }
3813 3653
3814 } else if(lighter->last_eat) { /* no charges left in lighter */ 3654 } else if(lighter->last_eat) { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who, 3655 new_draw_info_format(NDI_UNIQUE, 0,who,
3816 "You attempt to light the %s with a used up %s.", 3656 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name); 3657 item->name, lighter->name);
3818 return; 3658 return;
3819 } 3659 }
3820 /* Perhaps we should split what we are trying to light on fire? 3660 /* 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 3661 * I can't see many times when you would want to light multiple
3822 * objects at once. 3662 * objects at once.
3823 */ 3663 */
3824 nrof=item->nrof; 3664 nrof=item->nrof;
3825 count=item->count; 3665 count=item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the 3666 /* 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 3667 * name object, so make a copy so the message we print out makes
3828 * some sense. 3668 * some sense.
3829 */ 3669 */
3830 strcpy(item_name, item->name); 3670 strcpy(item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1; 3671 if (who == is_player_inv(item)) is_player_env=1;
3832 3672
3833 save_throw_object(item,AT_FIRE,who); 3673 save_throw_object(item,AT_FIRE,who);
3834 /* Change to check count and not freed, since the object pointer 3674 /* Change to check count and not freed, since the object pointer
3835 * may have gotten recycled 3675 * may have gotten recycled
3836 */ 3676 */
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3677 if ((nrof != item->nrof ) || (count != item->count)) {
3838 new_draw_info_format(NDI_UNIQUE, 0,who, 3678 new_draw_info_format(NDI_UNIQUE, 0,who,
3839 "You light the %s with the %s.",item_name,lighter->name); 3679 "You light the %s with the %s.",item_name,lighter->name);
3840 /* Need to update the player so that the players glow radius 3680 /* Need to update the player so that the players glow radius
3841 * gets changed. 3681 * gets changed.
3842 */ 3682 */
3843 if (is_player_env) fix_player(who); 3683 if (is_player_env) fix_player(who);
3844 } else { 3684 } else {
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3685 new_draw_info_format(NDI_UNIQUE, 0,who,
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3686 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3847 } 3687 }
3848 3688
3849 } else /* nothing to light */ 3689 } else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3690 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3851 3691
3852} 3692}
3853 3693
3854/** 3694/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3695 * op made some mistake with a scroll, this takes care of punishment.
3858void scroll_failure(object *op, int failure, int power) 3698void scroll_failure(object *op, int failure, int power)
3859{ 3699{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3700 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3861 3701
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3702 if(failure<= -1&&failure > -15) {/* wonder */
3863 object *tmp; 3703 object *tmp;
3864 3704
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 3706 tmp=get_archetype(SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3707 cast_wonder(op, op, 0, tmp);
3868 free_object(tmp); 3708 free_object(tmp);
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3709 } else if (failure <= -15&&failure > -35) {/* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 3712 if(op->stats.sp<0) op->stats.sp = 0;
3873 } else if (settings.spell_failure_effects == TRUE) { 3713 } else if (settings.spell_failure_effects == TRUE) {
3874 if (failure <= -35&&failure > -60) { /* confusion */ 3714 if (failure <= -35&&failure > -60) { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3715 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3876 confuse_player(op,op,power); 3716 confuse_player(op,op,power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3717 } else if (failure <= -60&&failure> -70) {/* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3718 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3879 "you!"); 3719 "you!");
3880 paralyze_player(op,op,power); 3720 paralyze_player(op,op,power);
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 3721 } else if (failure <= -70&&failure> -80) {/* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3722 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3883 blind_player(op,op,power); 3723 blind_player(op,op,power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 3724 } else if (failure <= -80) {/* blast the immediate area */
3885 object *tmp; 3725 object *tmp;
3886 tmp=get_archetype(LOOSE_MANA); 3726 tmp=get_archetype(LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 3727 cast_magic_storm(op,tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3889 free_object(tmp); 3729 free_object(tmp);
3890 } 3730 }
3891 } 3731 }
3892} 3732}
3893 3733
3894void apply_changes_to_player(object *pl, object *change) { 3734void apply_changes_to_player(object *pl, object *change) {
3895 int excess_stat=0; /* if the stat goes over the maximum 3735 int excess_stat=0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 3736 for the race, put the excess stat some
3897 where else. */ 3737 where else. */
3898 3738
3899 switch (change->type) { 3739 switch (change->type) {
3900 case CLASS: { 3740 case CLASS: {
3901 living *stats = &(pl->contr->orig_stats); 3741 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 3742 living *ns = &(change->stats);
3903 object *walk; 3743 object *walk;
3904 int flag_change_face=1; 3744 int flag_change_face=1;
3905 3745
3906 /* the following code assigns stats up to the stat max 3746 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 3747 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 3748 * tries to randomly reassign the excess stat
3909 */ 3749 */
3910 int i,j; 3750 int i,j;
3911 for(i=0;i<NUM_STATS;i++) { 3751 for(i=0;i<NUM_STATS;i++) {
3912 sint8 stat=get_attr_value(stats,i); 3752 sint8 stat=get_attr_value(stats,i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3914 stat += get_attr_value(ns,i); 3754 stat += get_attr_value(ns,i);
3915 if(stat > 20 + race_bonus) { 3755 if(stat > 20 + race_bonus) {
3916 excess_stat++; 3756 excess_stat++;
3917 stat = 20+race_bonus; 3757 stat = 20+race_bonus;
3918 } 3758 }
3919 set_attr_value(stats,i,stat); 3759 set_attr_value(stats,i,stat);
3920 } 3760 }
3921 3761
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3762 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3923 int i = rndm(0, 6); 3763 int i = rndm(0, 6);
3924 int stat=get_attr_value(stats,i); 3764 int stat=get_attr_value(stats,i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3765 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3926 if(i==CHA) continue; /* exclude cha from this */ 3766 if(i==CHA) continue; /* exclude cha from this */
3927 if( stat < 20 + race_bonus) { 3767 if( stat < 20 + race_bonus) {
3928 change_attr_value(stats,i,1); 3768 change_attr_value(stats,i,1);
3929 excess_stat--; 3769 excess_stat--;
3930 } 3770 }
3931 } 3771 }
3932 3772
3933 /* insert the randomitems from the change's treasurelist into 3773 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 3774 * the player ref: player.c
3935 */ 3775 */
3936 if(change->randomitems!=NULL) 3776 if(change->randomitems!=NULL)
3937 give_initial_items(pl,change->randomitems); 3777 give_initial_items(pl,change->randomitems);
3938 3778
3939 3779
3940 /* set up the face, for some races. */ 3780 /* set up the face, for some races. */
3941 3781
3942 /* first, look for the force object banning 3782 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 3783 * changing the face. Certain races never change face with class.
3944 */ 3784 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3785 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3947 3787
3948 if(flag_change_face) { 3788 if(flag_change_face) {
3949 pl->animation_id = GET_ANIM_ID(change); 3789 pl->animation_id = GET_ANIM_ID(change);
3950 pl->face = change->face; 3790 pl->face = change->face;
3951 3791
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3792 if(QUERY_FLAG(change,FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 3793 SET_FLAG(pl,FLAG_ANIMATE);
3954 else 3794 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 3795 CLEAR_FLAG(pl,FLAG_ANIMATE);
3956 } 3796 }
3957 3797
3958 /* check the special case of can't use weapons */ 3798 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3799 /*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); 3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3961 3801
3962 break; 3802 break;
3963 } 3803 }
3964 } 3804 }
3965} 3805}
3966 3806
3967/** 3807/**
3968 * This handles items of type 'transformer'. 3808 * This handles items of type 'transformer'.
4023 while ( *find == ' ' ) 3863 while ( *find == ' ' )
4024 find++; 3864 find++;
4025 memset( got, 0, MAX_BUF ); 3865 memset( got, 0, MAX_BUF );
4026 if ( (separator = strchr( find, ';' ))!=NULL) 3866 if ( (separator = strchr( find, ';' ))!=NULL)
4027 { 3867 {
4028 len = separator - find; 3868 len = separator - find;
4029 } 3869 }
4030 else 3870 else
4031 { 3871 {
4032 len = strlen(find); 3872 len = strlen(find);
4033 } 3873 }
4034 if ( len > MAX_BUF-1) 3874 if ( len > MAX_BUF-1)
4035 len = MAX_BUF-1; 3875 len = MAX_BUF-1;
4036 strcpy( got, find ); 3876 strcpy( got, find );
4037 got[len] = '\0'; 3877 got[len] = '\0';
4038 3878
4039 /* Now create new item, remove used ones when required. */ 3879 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 3880 new_item = get_archetype( got );

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines