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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.9 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.25 by root, Mon Sep 11 23:33:30 2006 UTC

1
1/* 2/*
2 * static char *rcsid_apply_c = 3 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $"; 4 * "$Id: apply.C,v 1.25 2006/09/11 23:33:30 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32#include <tod.h> 34#include <tod.h>
33 35
34#ifndef __CEXTRACT__ 36#ifndef __CEXTRACT__
35#include <sproto.h> 37# include <sproto.h>
36#endif 38#endif
37 39
38/* Want this regardless of rplay. */ 40/* Want this regardless of rplay. */
39#include <sounds.h> 41#include <sounds.h>
40 42
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h> 44#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 45
200/** 46/**
201 * Check if op should abort moving victim because of it's race or slaying. 47 * 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. 48 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 49 */
50int
204int should_director_abort(object *op, object *victim) 51should_director_abort (object *op, object *victim)
205{ 52{
206 int arch_flag, name_flag, race_flag; 53 int arch_flag, name_flag, race_flag;
54
207 /* Get flags to determine what of arch, name, and race should be checked. 55 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 56 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 57 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 58 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 59 * it. Examples:
212 * subtype 1: only arch 60 * subtype 1: only arch
213 * subtype 3: arch or name 61 * subtype 3: arch or name
214 * subtype 5: arch or race 62 * subtype 5: arch or race
215 * subtype 7: all three 63 * subtype 7: all three
216 */ 64 */
217 if (op->subtype) 65 if (op->subtype)
218 { 66 {
219 arch_flag = (op->subtype & 1); 67 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 68 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 69 race_flag = (op->subtype & 4);
222 } else { 70 }
71 else
72 {
223 arch_flag = 1; 73 arch_flag = 1;
224 name_flag = 1; 74 name_flag = 1;
225 race_flag = 1; 75 race_flag = 1;
226 } 76 }
227 /* If the director has race set, only affect objects with a arch, 77 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 78 * name or race that matches.
229 */ 79 */
230 if ( (op->race) && 80 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
84 {
234 return 1; 85 return 1;
235 } 86 }
236 /* If the director has slaying set, only affect objects where none 87 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 88 * of arch, name, or race match.
238 */ 89 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
93 {
243 return 1; 94 return 1;
244 } 95 }
245 return 0; 96 return 0;
246} 97}
247 98
248/** 99/**
249 * This handles a player dropping money on an altar to identify stuff. 100 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money. 101 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 102 * Return value: 1 if money was destroyed, 0 if not.
252 */ 103 */
104static int
253static int apply_id_altar (object *money, object *altar, object *pl) 105apply_id_altar (object *money, object *altar, object *pl)
254{ 106{
255 object *id, *marked; 107 object *id, *marked;
256 int success=0; 108 int success = 0;
257 109
258 if (pl == NULL || pl->type != PLAYER) 110 if (pl == NULL || pl->type != PLAYER)
259 return 0; 111 return 0;
260 112
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 113 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 114 * identifying' from being printed out more than it needs to be.
263 */ 115 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 117 return 0;
266 118
267 marked = find_marked_object (pl); 119 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 120 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 121 * identified. IF it doesn't, then go through the player inventory.
270 */ 122 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
272 && need_identify (marked))
273 { 124 {
274 if (operate_altar (altar, &money)) { 125 if (operate_altar (altar, &money))
126 {
275 identify (marked); 127 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
277 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) { 129 if (marked->msg)
130 {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
133 }
134 return money == NULL;
135 }
281 } 136 }
282 return money == NULL;
283 }
284 }
285 137
286 for (id=pl->inv; id; id=id->below) { 138 for (id = pl->inv; id; id = id->below)
139 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 141 {
289 if (operate_altar(altar,&money)) { 142 if (operate_altar (altar, &money))
290 identify(id); 143 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 144 identify (id);
292 "You have %s.", long_desc(id, pl)); 145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
293 if (id->msg) { 146 if (id->msg)
147 {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
296 } 150 }
297 success=1; 151 success = 1;
298 /* If no more money, might as well quit now */ 152 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 153 if (money == NULL || !check_altar_sacrifice (altar, money))
300 break; 154 break;
301 } 155 }
302 else { 156 else
157 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 158 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 159 break;
305 } 160 }
306 } 161 }
307 } 162 }
163 if (!success)
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
309 return money == NULL; 165 return money == NULL;
310} 166}
311 167
312/** 168/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 169 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 170 * matching item.
315 **/ 171 **/
172static void
316static void handle_apply_yield(object* tmp) 173handle_apply_yield (object *tmp)
317{ 174{
318 const char* yield; 175 const char *yield;
319 176
320 yield = get_ob_key_value(tmp,"on_use_yield"); 177 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 178 if (yield != NULL)
322 { 179 {
323 object* drop = get_archetype(yield); 180 object *drop = get_archetype (yield);
181
324 if (tmp->env) 182 if (tmp->env)
325 { 183 {
326 drop = insert_ob_in_ob(drop,tmp->env); 184 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 185 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 186 esrv_send_item (tmp->env, drop);
329 } 187 }
330 else 188 else
331 { 189 {
332 drop->x = tmp->x; 190 drop->x = tmp->x;
333 drop->y = tmp->y; 191 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 193 }
336 } 194 }
337} 195}
338 196
339/** 197/**
340 * Handles applying a potion. 198 * Handles applying a potion.
341 */ 199 */
200int
342int apply_potion (object * op, object * tmp) 201apply_potion (object *op, object *tmp)
343{ 202{
344 int got_one = 0, i; 203 int got_one = 0, i;
345 object *force = 0, *floor = 0; 204 object *force = 0, *floor = 0;
346 205
347 floor = get_map_ob (op->map, op->x, op->y); 206 floor = get_map_ob (op->map, op->x, op->y);
348 207
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 209 {
351 if (op->type == PLAYER) 210 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
354 );
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 212 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 213 return 0;
357 } 214 }
358 215
359 if (op->type == PLAYER) 216 if (op->type == PLAYER)
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 308 {
452 if (got_one) 309 if (got_one)
453 { 310 {
454 fix_player (op); 311 fix_player (op);
455 new_draw_info (NDI_UNIQUE, 0, op, 312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
456 "The Gods smile upon you and remake you"); 313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
457 new_draw_info (NDI_UNIQUE, 0, op, 314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
458 "a little more in their image.");
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect.");
461 } 315 }
462 else 316 else
463 new_draw_info (NDI_UNIQUE, 0, op, 317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
464 "The potion had no effect - you are already perfect");
465 } 318 }
466 else 319 else
467 { /* cursed potion */ 320 { /* cursed potion */
468 if (got_one) 321 if (got_one)
469 { 322 {
470 fix_player (op); 323 fix_player (op);
471 new_draw_info (NDI_UNIQUE, 0, op, 324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
472 "The Gods are angry and punish you.");
473 } 325 }
474 else 326 else
475 new_draw_info (NDI_UNIQUE, 0, op, 327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
476 "You are fortunate that you are so pathetic.");
477 } 328 }
478 decrease_ob (tmp); 329 decrease_ob (tmp);
479 return 1; 330 return 1;
480 } 331 }
481 332
492 object *fball; 343 object *fball;
493 344
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */ 346 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 347 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 350 fball->x = op->x;
502 fball->y = op->y; 351 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 352 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 353 }
505 else 354 else
546 } 395 }
547 396
548 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 398 if (op->type == PLAYER)
550 { /* only for players */ 399 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 402 else
555 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 404 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
573 ****************************************************************************/ 421 ****************************************************************************/
574 422
575/** 423/**
576 * This returns the sum of nrof of item (arch name). 424 * This returns the sum of nrof of item (arch name).
577 */ 425 */
426static int
578static int check_item(object *op, const char *item) 427check_item (object *op, const char *item)
579{ 428{
580 int count=0; 429 int count = 0;
581 430
582 431
583 if (item==NULL) return 0; 432 if (item == NULL)
433 return 0;
584 op=op->below; 434 op = op->below;
585 while(op!=NULL) { 435 while (op != NULL)
436 {
586 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->name, item) == 0)
438 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 441 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 443 count++;
592 else 444 else
593 count += op->nrof; 445 count += op->nrof;
446 }
447 }
448 op = op->below;
594 } 449 }
595 }
596 op=op->below;
597 }
598 return count; 450 return count;
599} 451}
600 452
601/** 453/**
602 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 455 * op is typically the player, which is only
604 * really used to determine what space to look at. 456 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
606 */ 458 */
459static void
607static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
608{ 461{
609 object *prev; 462 object *prev;
610 463
464 prev = op;
465 op = op->below;
466
467 while (op != NULL)
468 {
469 if (strcmp (op->arch->name, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481 op = prev;
482 }
611 prev = op; 483 prev = op;
612 op=op->below; 484 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 } 485 }
628} 486}
629 487
630/** 488/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 489 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here 490 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the 491 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 492 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 493 * we return 1 (true) if the player can use the weapon.
636 */ 494 */
495static int
637static int check_weapon_power(const object *who, int improvs) 496check_weapon_power (const object *who, int improvs)
638{ 497{
498
639/* Old code is below (commented out). Basically, since weapons are the only 499/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to 500 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level. 501 * require high level in some combat skill, so we just use overall level.
642 */ 502 */
643#if 1 503#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
645 else return 0; 507 return 0;
646 508
647#else 509#else
648 int level=0; 510 int level = 0;
649 511
650 /* The skill system hands out wc and dam bonuses to fighters 512 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 513 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 514 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 515 * 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 516 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 517 * using normal level - it is just a matter of play balance.
656 */ 518 */
657 if(who->type==PLAYER) { 519 if (who->type == PLAYER)
520 {
658 object *wc_obj=NULL; 521 object *wc_obj = NULL;
659 522
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 523 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) 524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 525 level = wc_obj->level;
663 526
664 if (!level ) { 527 if (!level)
528 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
530 level = who->level;
531 }
532 }
533 else
666 level = who->level; 534 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 535
672 return (improvs <= ((level/5)+5)); 536 return (improvs <= ((level / 5) + 5));
673#endif 537#endif
674} 538}
675 539
676/** 540/**
677 * Returns how many items of type improver->slaying there are under op. 541 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 542 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 543 */
544static int
680static int check_sacrifice(object *op, const object *improver) 545check_sacrifice (object *op, const object *improver)
681{ 546{
682 int count=0; 547 int count = 0;
683 548
684 if (improver->slaying!=NULL) { 549 if (improver->slaying != NULL)
550 {
685 count = check_item(op,improver->slaying); 551 count = check_item (op, improver->slaying);
686 if (count<1) { 552 if (count < 1)
553 {
687 char buf[200]; 554 char buf[200];
555
688 sprintf(buf,"The gods want more %ss",improver->slaying); 556 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 557 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 558 return 0;
691 } 559 }
692 } 560 }
693 else 561 else
694 count=1; 562 count = 1;
695 563
696 return count; 564 return count;
697} 565}
698 566
699/** 567/**
700 * Actually improves the weapon, and tells user. 568 * Actually improves the weapon, and tells user.
701 */ 569 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 570int
703 signed char *stat,int sacrifice_count,const char *statname) 571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
704{ 572{
705 573
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 575 *stat += sacrifice_count;
708 weapon->last_eat++; 576 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver); 578 decrease_ob (improver);
712 579
713 /* So it updates the players stats and the window */ 580 /* So it updates the players stats and the window */
714 fix_player(op); 581 fix_player (op);
715 return 1; 582 return 1;
716} 583}
717 584
718/* Types of improvements, hidden in the sp field. */ 585/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 586#define IMPROVE_PREPARE 1
732/** 599/**
733 * This does the prepare weapon scroll. 600 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 601 * Checks for sacrifice, and so on.
735 */ 602 */
736 603
604int
737int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
738{ 606{
739 int sacrifice_count,i; 607 int sacrifice_count, i;
740 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
741 609
742 if (weapon->level!=0) { 610 if (weapon->level != 0)
611 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 613 return 0;
745 } 614 }
746 for (i=0; i<NROFATTACKS; i++) 615 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 616 if (weapon->resist[i])
617 break;
748 618
749 /* If we break out, i will be less than nrofattacks, preventing 619 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 620 * improvement of items that already have protections.
751 */ 621 */
752 if (i<NROFATTACKS || 622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 624 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 625 weapon->stats.ac) /* AC - only taifu's I think */
757 { 626 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 628 return 0;
760 } 629 }
761 sacrifice_count=check_sacrifice(op,improver); 630 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 631 if (sacrifice_count <= 0)
763 return 0; 632 return 0;
764 weapon->level=isqrt(sacrifice_count); 633 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 635 eat_item (op, improver->slaying, sacrifice_count);
767 636
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
769 weapon->name,weapon->level);
770 638
771 sprintf(buf,"%s's %s",op->name,weapon->name); 639 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 640 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 641 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 642 slot at once! */
776 decrease_ob(improver); 643 decrease_ob (improver);
777 weapon->last_eat=0; 644 weapon->last_eat = 0;
778 return 1; 645 return 1;
779} 646}
780 647
781 648
782/** 649/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 650 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
788 * 655 *
789 * We are hiding extra information about the weapon in the level and 656 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 657 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 658 * level == max improve last_eat == current improve
792 */ 659 */
660int
793int improve_weapon(object *op,object *improver,object *weapon) 661improve_weapon (object *op, object *improver, object *weapon)
794{ 662{
795 int sacrifice_count, sacrifice_needed=0; 663 int sacrifice_count, sacrifice_needed = 0;
796 664
797 if(improver->stats.sp==IMPROVE_PREPARE) { 665 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
798 return prepare_weapon(op, improver, weapon); 667 return prepare_weapon (op, improver, weapon);
799 } 668 }
800 if (weapon->level==0) { 669 if (weapon->level == 0)
670 {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
802 return 0; 672 return 0;
803 } 673 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
675 {
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
806 return 0; 677 return 0;
807 } 678 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 680 {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 681 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"); 682 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."); 683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
813 return 0; 684 return 0;
814 } 685 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice 686 /* 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, 687 * 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 688 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 689 * weapon can be improved.
819 */ 690 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 691 if (improver->stats.sp == IMPROVE_DAMAGE)
692 {
821 weapon->stats.dam += 5; 693 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 694 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op, 695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
824 "Damage has been increased by 5 to %d", weapon->stats.dam);
825 weapon->last_eat++; 696 weapon->last_eat++;
826 697
827 weapon->item_power++; 698 weapon->item_power++;
828 decrease_ob(improver); 699 decrease_ob (improver);
829 return 1; 700 return 1;
830 } 701 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 702 if (improver->stats.sp == IMPROVE_WEIGHT)
703 {
832 /* Reduce weight by 20% */ 704 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 705 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 706 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 707 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
837 (float)weapon->weight/1000.0);
838 weapon->last_eat++; 709 weapon->last_eat++;
839 weapon->item_power++; 710 weapon->item_power++;
840 decrease_ob(improver); 711 decrease_ob (improver);
841 return 1; 712 return 1;
842 } 713 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 714 if (improver->stats.sp == IMPROVE_ENCHANT)
715 {
844 weapon->magic++; 716 weapon->magic++;
845 weapon->last_eat++; 717 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
847 ,"Weapon magic increased to %d",weapon->magic);
848 decrease_ob(improver); 719 decrease_ob (improver);
849 weapon->item_power++; 720 weapon->item_power++;
850 return 1; 721 return 1;
851 } 722 }
852 723
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 725 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 726
857 if (sacrifice_needed<1) 727 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 728 sacrifice_needed = 1;
859 sacrifice_needed *=2; 729 sacrifice_needed *= 2;
860 730
861 sacrifice_count = check_sacrifice(op,improver); 731 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 732 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 733 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
865 return 0; 735 return 0;
866 } 736 }
867 eat_item(op,improver->slaying, sacrifice_needed); 737 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 738 weapon->item_power++;
869 739
870 switch (improver->stats.sp) { 740 switch (improver->stats.sp)
741 {
871 case IMPROVE_STR: 742 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
873 (signed char *) &(weapon->stats.Str),
874 1, "strength");
875 case IMPROVE_DEX: 744 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
877 (signed char *) &(weapon->stats.Dex),
878 1, "dexterity");
879 case IMPROVE_CON: 746 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS: 748 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA: 750 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT: 752 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW: 754 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 756 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 758 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 759 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 760 return 0;
904} 761}
905 762
906/** 763/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 764 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 765 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 766 * then calls improve_weapon to do the dirty work.
910 */ 767 */
768int
911int check_improve_weapon (object *op, object *tmp) 769check_improve_weapon (object *op, object *tmp)
912{ 770{
913 object *otmp; 771 object *otmp;
914 772
915 if(op->type!=PLAYER) 773 if (op->type != PLAYER)
774 return 0;
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
916 return 0; 778 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 779 }
921 otmp=find_marked_object(op); 780 otmp = find_marked_object (op);
922 if(!otmp) { 781 if (!otmp)
782 {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 784 return 0;
925 } 785 }
926 if (otmp->type != WEAPON && otmp->type != BOW) { 786 if (otmp->type != WEAPON && otmp->type != BOW)
787 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
928 return 0; 789 return 0;
929 } 790 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 792 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 793 esrv_send_item (op, otmp);
933 return 1; 794 return 1;
934} 795}
935 796
936/** 797/**
937 * This code deals with the armour improvment scrolls. 798 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 799 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 814 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 815 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 816 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 817 * changing of physical area right now.
957 */ 818 */
819int
958int improve_armour(object *op, object *improver, object *armour) 820improve_armour (object *op, object *improver, object *armour)
959{ 821{
960 object *tmp; 822 object *tmp;
961 823
962 if (armour->magic >= settings.armor_max_enchant) { 824 if (armour->magic >= settings.armor_max_enchant)
825 {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
964 return 0; 827 return 0;
965 } 828 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 829 /* 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. 830 * 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 831 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 832 * of gnarg and what not?)
970 */ 833 */
971 if (armour->title) { 834 if (armour->title)
835 {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 837 return 0;
974 } 838 }
975 839
976 /* Split objects if needed. Can't insert tmp until the 840 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 841 * end of this function - otherwise it will just re-merge.
978 */ 842 */
979 if(armour->nrof > 1) 843 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 844 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 845 else
982 tmp = NULL; 846 tmp = NULL;
983 847
984 armour->magic++; 848 armour->magic++;
985 849
986 if ( !settings.armor_speed_linear ) 850 if (!settings.armor_speed_linear)
987 { 851 {
988 int base = 100; 852 int base = 100;
989 int pow = 0; 853 int pow = 0;
854
990 while ( pow < armour->magic ) 855 while (pow < armour->magic)
991 { 856 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 857 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 858 pow++;
994 } 859 }
995 860
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
997 } 862 }
998 else 863 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 865
1001 if ( !settings.armor_weight_linear ) 866 if (!settings.armor_weight_linear)
1002 { 867 {
1003 int base = 100; 868 int base = 100;
1004 int pow = 0; 869 int pow = 0;
870
1005 while ( pow < armour->magic ) 871 while (pow < armour->magic)
1006 { 872 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 873 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 874 pow++;
1009 } 875 }
1010 876
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 877 armour->weight = (armour->arch->clone.weight * base) / 100;
1012 } 878 }
1013 else 879 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 881
1016 if ( armour->weight <= 0 ) 882 if (armour->weight <= 0)
1017 { 883 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 885 armour->weight = 1;
1020 } 886 }
1021 887
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
1023 889
1024 if (op->type == PLAYER) { 890 if (op->type == PLAYER)
891 {
1025 esrv_send_item(op, armour); 892 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 893 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 894 fix_player (op);
1028 } 895 }
1029 decrease_ob(improver); 896 decrease_ob (improver);
1030 if (tmp) { 897 if (tmp)
898 {
1031 insert_ob_in_ob(tmp, op); 899 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 900 esrv_send_item (op, tmp);
1033 } 901 }
1034 return 1; 902 return 1;
1035} 903}
1036 904
1037 905
1038/* 906/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 907 * convert_item() returns 1 if anything was converted, 0 if the item was not
1047/* Takes one items and makes another. 915/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 916 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 917 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 918 * what the converter wants, this will not do anything.
1051 */ 919 */
920int
1052int convert_item(object *item, object *converter) { 921convert_item (object *item, object *converter)
922{
1053 int nr=0; 923 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 924 uint32 price_in;
1057 925
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* We make some assumptions - we assume if it takes money as it type, 926 /* 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 927 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 928 * 3 gp and player drops a platinum, tough luck)
1069 */ 929 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 930 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 931 {
932 int cost;
1072 933
1073 if(item->type!=MONEY) 934 if (item->type != MONEY)
1074 return 0; 935 return 0;
1075 936
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 937 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 938 if (!nr)
939 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 940 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 941 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 942 if (nr * CONV_NEED (converter) % item->value)
943 cost++;
1081 decrease_ob_nr(item, cost); 944 decrease_ob_nr (item, cost);
1082 945
1083 price_in = cost*item->value; 946 price_in = cost * item->value;
947 }
948 else
1084 } 949 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 952 return 0;
1089 953
1090 if(CONV_NEED(converter)) { 954 if (CONV_NEED (converter))
955 {
1091 nr=item->nrof/CONV_NEED(converter); 956 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 957 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 958 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 959 }
960 else
961 {
1095 price_in = item->value; 962 price_in = item->value;
1096 remove_ob(item); 963 remove_ob (item);
1097 free_object(item); 964 free_object (item);
1098 } 965 }
1099 } 966 }
1100 967
1101 if (converter->inv != NULL) { 968 if (converter->inv != NULL)
969 {
1102 object *ob; 970 object *ob;
1103 int i; 971 int i;
1104 object *ob_to_copy; 972 object *ob_to_copy;
1105 973
1106 /* select random object from inventory to copy */ 974 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 975 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
977 {
1109 if (rndm(0, i) == 0) { 978 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 979 {
980 ob_to_copy = ob;
981 }
982 }
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 986 }
1112 } 987 else
1113 item = object_create_clone(ob_to_copy); 988 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 989 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); 990 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y);
1119 return -1; 993 return -1;
1120 } 994 }
1121 995
1122 item = object_create_arch(converter->other_arch); 996 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 998 }
1125 999
1126 if(CONV_NR(converter)) 1000 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 1001 item->nrof = CONV_NR (converter);
1128 if(nr) 1002 if (nr)
1129 item->nrof*=nr; 1003 item->nrof *= nr;
1130 if(is_in_shop) 1004 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 1005 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 1006 else if (price_in < item->nrof * item->value)
1007 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1008 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, 1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name); 1010
1136 /** 1011 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1012 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1013 * propably had something in mind when doing this
1139 */ 1014 */
1140 } 1015 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1017 return 1;
1143} 1018}
1144 1019
1145/** 1020/**
1146 * Handle apply on containers. 1021 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1022 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1024 * added the alchemical cauldron to the code -b.t.
1150 */ 1025 */
1151 1026
1027int
1152int apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1153{ 1029{
1154 char buf[MAX_BUF]; 1030 char buf[MAX_BUF];
1155 object *tmp; 1031 object *tmp;
1156 1032
1157 if(op->type!=PLAYER) 1033 if (op->type != PLAYER)
1158 return 0; /* This might change */ 1034 return 0; /* This might change */
1159 1035
1160 if (sack==NULL || sack->type != CONTAINER) { 1036 if (sack == NULL || sack->type != CONTAINER)
1037 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
1162 return 0; 1039 return 0;
1163 } 1040 }
1164 op->contr->last_used = NULL; 1041 op->contr->last_used = NULL;
1165 op->contr->last_used_id = 0; 1042 op->contr->last_used_id = 0;
1166 1043
1167 if (sack->env!=op) { 1044 if (sack->env != op)
1045 {
1168 if (sack->other_arch == NULL || sack->env != NULL) { 1046 if (sack->other_arch == NULL || sack->env != NULL)
1047 {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1170 return 1; 1049 return 1;
1171 } 1050 }
1172 /* It's on the ground, the problems begin */ 1051 /* It's on the ground, the problems begin */
1173 if (op->container != sack) { 1052 if (op->container != sack)
1053 {
1174 /* it's closed OR some player has opened it */ 1054 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1056 {
1177 tmp && tmp->container != sack; tmp=tmp->above); 1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1178 if (tmp) { 1058 if (tmp)
1059 {
1179 /* some other player have opened it */ 1060 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op, 1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1181 "%s is already occupied.", query_name(sack)); 1062 return 1;
1182 return 1; 1063 }
1183 } 1064 }
1184 } 1065 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 }
1210
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1066 if (QUERY_FLAG (sack, FLAG_APPLIED))
1212 if (op->container) { 1067 {
1213 if (op->container != sack) { 1068 if (op->container == NULL)
1214 tmp = op->container; 1069 {
1215 apply_container (op, tmp); 1070 tmp = arch_to_object (sack->other_arch);
1216 sprintf (buf, "You close %s and open ", query_name(tmp)); 1071 /* not good, but insert_ob_in_ob() is too smart */
1217 op->container = sack; 1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1218 strcat (buf, query_name(sack)); 1073 tmp->x = tmp->y = 0;
1219 strcat (buf, "."); 1074 tmp->map = NULL;
1220 } else { 1075 tmp->env = sack;
1221 CLEAR_FLAG (sack, FLAG_APPLIED); 1076 if (sack->inv)
1222 op->container = NULL; 1077 sack->inv->above = tmp;
1223 sprintf (buf, "You close %s.", query_name(sack)); 1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1224 } 1094 }
1225 } else { 1095
1096 if (QUERY_FLAG (sack, FLAG_APPLIED))
1097 {
1098 if (op->container)
1099 {
1100 if (op->container != sack)
1101 {
1102 tmp = op->container;
1103 apply_container (op, tmp);
1104 sprintf (buf, "You close %s and open ", query_name (tmp));
1105 op->container = sack;
1106 strcat (buf, query_name (sack));
1107 strcat (buf, ".");
1108 }
1109 else
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else
1117 {
1226 CLEAR_FLAG (sack, FLAG_APPLIED); 1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack)); 1119 sprintf (buf, "You open %s.", query_name (sack));
1228 SET_FLAG (sack, FLAG_APPLIED); 1120 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack; 1121 op->container = sack;
1230 } 1122 }
1231 } else { /* not applied */ 1123 }
1232 if (sack->slaying) { /* it's locked */ 1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1233 tmp = find_key(op, op, sack); 1128 tmp = find_key (op, op, sack);
1234 if (tmp) { 1129 if (tmp)
1130 {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1236 SET_FLAG (sack, FLAG_APPLIED); 1132 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */ 1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf); 1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1239 apply_container (op, sack); 1136 apply_container (op, sack);
1240 return 1; 1137 return 1;
1241 } 1138 }
1242 } else { 1139 }
1140 else
1141 {
1243 sprintf (buf, "You don't have the key to unlock %s.", 1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1244 query_name(sack)); 1143 }
1245 } 1144 }
1246 } else { 1145 else
1146 {
1247 sprintf (buf, "You readied %s.", query_name(sack)); 1147 sprintf (buf, "You readied %s.", query_name (sack));
1248 SET_FLAG (sack, FLAG_APPLIED); 1148 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */ 1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack); 1152 apply_container (op, sack);
1252 return 1; 1153 return 1;
1154 }
1155 }
1253 } 1156 }
1254 }
1255 }
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1157 new_draw_info (NDI_UNIQUE, 0, op, buf);
1158 if (op->contr)
1257 if (op->contr) op->contr->socket.update_look=1; 1159 op->contr->socket.update_look = 1;
1258 return 1; 1160 return 1;
1259} 1161}
1260 1162
1261/** 1163/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc. 1165 * the player has in their inventory, eg, sacks, luggages, etc.
1270 * Reminder - there are three states for any container - closed (non applied), 1172 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open 1173 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container) 1174 * (applied flag set, and op->container points to the open container)
1273 */ 1175 */
1274 1176
1177int
1275int esrv_apply_container (object *op, object *sack) 1178esrv_apply_container (object *op, object *sack)
1276{ 1179{
1277 object *tmp=op->container; 1180 object *tmp = op->container;
1181
1278 if(op->type!=PLAYER) 1182 if (op->type != PLAYER)
1279 return 0; /* This might change */ 1183 return 0; /* This might change */
1280 1184
1281 if (sack==NULL || sack->type != CONTAINER) { 1185 if (sack == NULL || sack->type != CONTAINER)
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 } 1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1286 1190
1287 /* If we have a currently open container, then it needs to be closed in all cases 1191 /* 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 1192 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container. 1193 * openening the new container.
1290 */ 1194 */
1291 1195
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1293 if (op->container->env != op) { /* if container is on the ground */ 1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1294 op->container->move_off = 0; 1200 op->container->move_off = 0;
1295 } 1201 }
1296 /* Lauwenmark: Handle for plugin close event */ 1202
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1298 return 1; 1204 return 1;
1299 1205
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED); 1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1303 op->container=NULL; 1208 op->container = NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp); 1209 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1; 1210 if (tmp == sack)
1211 return 1;
1306 } 1212 }
1307 1213
1308 1214
1309 /* If the player is trying to open it (which he must be doing if we got here), 1215 /* 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. 1216 * and it is locked, check to see if player has the equipment to open it.
1311 */ 1217 */
1312 1218
1313 if (sack->slaying) { /* it's locked */ 1219 if (sack->slaying)
1220 { /* it's locked */
1314 tmp=find_key(op, op, sack); 1221 tmp = find_key (op, op, sack);
1315 if (tmp) { 1222 if (tmp)
1223 {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1322 } 1231 }
1323 1232
1324 /* By the time we get here, we have made sure any other container has been closed and 1233 /* 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. 1234 * if this is a locked container, the player they key to open it.
1326 */ 1235 */
1327 1236
1328 /* There are really two cases - the sack is either on the ground, or the sack is 1237 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is 1238 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above. 1239 * opening it, since if it was being closed, that would have been taken care of above.
1331 */ 1240 */
1332 1241
1333 1242
1334 if (sack->env != op) { 1243 if (sack->env != op)
1244 {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone 1245 /* 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 1246 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully. 1247 * try to do it, so lets handle it gracefully.
1338 */ 1248 */
1339 if (sack->env) { 1249 if (sack->env)
1250 {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1341 query_name(sack));
1342 return 0; 1252 return 0;
1343 } 1253 }
1344 /* set these so when the player walks off, we can unapply the sack */ 1254 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */ 1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1346 1256
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED); 1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1358 SET_FLAG (sack, FLAG_APPLIED); 1259 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack; 1260 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1261 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1262 esrv_send_inventory (op, sack);
1362 } 1263
1363 else { 1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1364 CLEAR_FLAG (sack, FLAG_APPLIED); 1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1366 SET_FLAG (sack, FLAG_APPLIED); 1280 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack); 1281 esrv_update_item (UPD_FLAGS, op, sack);
1368 } 1282 }
1369 } 1283 }
1370 return 1; 1284 return 1;
1371} 1285}
1372 1286
1373 1287
1374/** 1288/**
1375 * Handles dropping things on altar. 1289 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1290 * Returns true if sacrifice was accepted.
1377 */ 1291 */
1292static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1293apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1294{
1380 /* Only players can make sacrifices on spell casting altars. */ 1295 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1296 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1297 return 0;
1383 1298
1384 if (operate_altar (altar, &sacrifice)) { 1299 if (operate_altar (altar, &sacrifice))
1300 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1301 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1302 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1303 * is up to map designers to use them properly.
1388 */ 1304 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1305 if (altar->inv && altar->inv->type == SPELL)
1306 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1391 altar->inv->name);
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1308 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1309 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1310 * old maps.
1395 */ 1311 */
1312
1396/* push_button (altar);*/ 1313/* push_button (altar);*/
1397 } else { 1314 }
1315 else
1316 {
1398 altar->value = 1; /* works only once */ 1317 altar->value = 1; /* works only once */
1399 push_button (altar); 1318 push_button (altar);
1400 } 1319 }
1401 return sacrifice == NULL; 1320 return sacrifice == NULL;
1402 } else { 1321 }
1403 return 0; 1322 else
1404 } 1323 {
1324 return 0;
1325 }
1405} 1326}
1406
1407 1327
1408/** 1328/**
1409 * Handles 'movement' of shop mats. 1329 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1330 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1331 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1332 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1333 * MSW 2001-08-29
1414 */ 1334 */
1335int
1415int apply_shop_mat (object *shop_mat, object *op) 1336apply_shop_mat (object *shop_mat, object *op)
1416{ 1337{
1417 int rv = 0; 1338 int rv = 0;
1418 double opinion; 1339 double opinion;
1419 object *tmp, *next; 1340 object *tmp, *next;
1420 1341
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1342 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1343
1423 if (op->type != PLAYER) { 1344 if (op->type != PLAYER)
1345 {
1424 /* Remove all the unpaid objects that may be carried here. 1346 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1347 * This could be pets or monsters that are somehow in
1426 * the shop. 1348 * the shop.
1427 */ 1349 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1350 for (tmp = op->inv; tmp; tmp = next)
1351 {
1429 next = tmp->below; 1352 next = tmp->below;
1353
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1354 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1357
1433 remove_ob(tmp); 1358 remove_ob (tmp);
1434 if (i==-1) i=0; 1359
1435 tmp->map = op->map; 1360 if (i == -1)
1361 i = 0;
1362
1363 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1364 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1365 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1366 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1367 }
1440 } 1368 }
1441 1369
1442 /* Don't teleport things like spell effects */ 1370 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1371 if (QUERY_FLAG (op, FLAG_NO_PICK))
1372 return 0;
1444 1373
1445 /* unpaid objects, or non living objects, can't transfer by 1374 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1375 * shop mats. Instead, put it on a nearby space.
1447 */ 1376 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1377 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1378 {
1449 1379
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1380 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1381 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1382
1383 if (i != -1)
1384 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1385
1386 return 0;
1387 }
1388 /* Removed code that checked for multipart objects - it appears that
1389 * the teleport function should be able to handle this just fine.
1390 */
1391 rv = teleport (shop_mat, SHOP_MAT, op);
1392 }
1393 else if (can_pay (op) && get_payment (op))
1394 {
1395 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op);
1397
1398 if (shop_mat->msg)
1399 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1400 /* This check below is a bit simplistic - generally it should be correct,
1401 * but there is never a guarantee that the bottom space on the map is
1402 * actually the shop floor.
1403 */
1404 else if (!rv && !is_in_shop (op))
1405 {
1406 opinion = shopkeeper_approval (op->map, op);
1407
1408 if (opinion > 0.9)
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1410 else if (opinion > 0.75)
1411 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1412 else if (opinion > 0.5)
1413 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1414 else
1415 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1416 }
1417 }
1418 else
1419 {
1420 /* if we get here, a player tried to leave a shop but was not able
1421 * to afford the items he has. We try to move the player so that
1422 * they are not on the mat anymore
1423 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1424 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1425
1452 if (i != -1) { 1426 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1427 {
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1428 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1429 }
1430 else
1431 {
1497 remove_ob (op); 1432 remove_ob (op);
1498 op->x += freearr_x[i]; 1433 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1434 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1435 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1436 }
1502 } 1437 }
1438
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1439 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1440 return rv;
1505} 1441}
1506 1442
1507/** 1443/**
1508 * Handles applying a sign. 1444 * Handles applying a sign.
1509 */ 1445 */
1446static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1447apply_sign (object *op, object *sign, int autoapply)
1511{ 1448{
1512 readable_message_type* msgType; 1449 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1450 char newbuf[HUGE_BUF];
1451
1514 if (sign->msg == NULL) { 1452 if (sign->msg == NULL)
1453 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1455 return;
1456 }
1457
1458 if (sign->stats.food)
1459 {
1460 if (sign->last_eat >= sign->stats.food)
1461 {
1462 if (!sign->move_on)
1463 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1464 return;
1517 } 1465 }
1518 1466
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1467 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1468 sign->last_eat++;
1528 } 1469 }
1529 1470
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1471 /* 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 1472 * 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 1473 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1474 * to us).
1534 */ 1475 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1476 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1477 {
1537 "You are unable to read while blind."); 1478 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1479 return;
1539 } 1480 }
1540 msgType=get_readable_message_type(sign); 1481 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1482 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1483 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1543} 1484}
1544
1545 1485
1546/** 1486/**
1547 * 'victim' moves onto 'trap' 1487 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1488 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1489 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1490 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1491 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1492 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1493 * However, some types of traps require an originator to function.
1554 */ 1494 */
1495void
1555void move_apply (object *trap, object *victim, object *originator) 1496move_apply (object *trap, object *victim, object *originator)
1556{ 1497{
1557 static int recursion_depth = 0; 1498 static int recursion_depth = 0;
1558 1499
1559 /* Only exits affect DMs. */ 1500 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1501 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1502 return;
1562 1503
1563 /* move_apply() is the most likely candidate for causing unwanted and 1504 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1505 * possibly unlimited recursion.
1565 */ 1506 */
1567 * maps to fail. 1) it's not an error to recurse: 1508 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1509 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1510 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1511 * proper. This code was causing needless crashes.
1571 */ 1512 */
1572 if (recursion_depth >= 500) { 1513 if (recursion_depth >= 500)
1514 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1515 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1516 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1517 return;
1576 return;
1577 } 1518 }
1578 recursion_depth++; 1519 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1520 if (trap->head)
1521 trap = trap->head;
1580 1522
1581 /* Lauwenmark: Handle for plugin trigger event */ 1523 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) 1524 goto leave;
1525
1526 switch (trap->type)
1527 {
1528 case PLAYERMOVER:
1529 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1530 {
1531 if (!trap->stats.maxsp)
1532 trap->stats.maxsp = 2;
1533
1534 /* Is this correct? From the docs, it doesn't look like it
1535 * should be divided by trap->speed
1536 */
1537 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1538
1539 /* Just put in some sanity check. I think there is a bug in the
1540 * above with some objects have zero speed, and thus the player
1541 * getting permanently paralyzed.
1542 */
1543 if (victim->speed_left < -50.0)
1544 victim->speed_left = -50.0;
1545 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1546 }
1583 goto leave; 1547 goto leave;
1584 1548
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER: 1549 case SPINNER:
1606 if(victim->direction) { 1550 if (victim->direction)
1551 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1552 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1553 update_turn_face (victim);
1609 } 1554 }
1610 goto leave; 1555 goto leave;
1611 1556
1612 case DIRECTOR: 1557 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1558 if (victim->direction && !should_director_abort (trap, victim))
1559 {
1614 victim->direction=trap->stats.sp; 1560 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1561 update_turn_face (victim);
1616 } 1562 }
1617 goto leave; 1563 goto leave;
1618 1564
1619 case BUTTON: 1565 case BUTTON:
1620 case PEDESTAL: 1566 case PEDESTAL:
1621 update_button(trap); 1567 update_button (trap);
1622 goto leave; 1568 goto leave;
1623 1569
1624 case ALTAR: 1570 case ALTAR:
1625 /* sacrifice victim on trap */ 1571 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1572 apply_altar (trap, victim, originator);
1627 goto leave; 1573 goto leave;
1628 1574
1629 case THROWN_OBJ: 1575 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1576 if (trap->inv == NULL)
1631 goto leave; 1577 goto leave;
1632 /* fallthrough */ 1578 /* fallthrough */
1633 1579
1634 case ARROW: 1580 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1581 /* 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. 1582 * 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 1583 * 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 1584 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1585 * action, we avoid hits here
1641 */ 1586 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1588 hit_with_arrow (trap, victim);
1644 goto leave; 1589 goto leave;
1645 1590
1646 case SPELL_EFFECT: 1591 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1592 apply_spell_effect (trap, victim);
1648 goto leave; 1593 goto leave;
1649 1594
1650 case TRAPDOOR: 1595 case TRAPDOOR:
1651 { 1596 {
1652 int max, sound_was_played; 1597 int max, sound_was_played;
1653 object *ab, *ab_next; 1598 object *ab, *ab_next;
1599
1654 if(!trap->value) { 1600 if (!trap->value)
1655 int tot; 1601 {
1602 int tot;
1603
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1604 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1605 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1606 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1607
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1608 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1609 goto leave;
1662 1610
1663 SET_ANIMATION(trap, trap->value); 1611 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1612 update_object (trap, UP_OBJ_FACE);
1665 } 1613 }
1666 1614
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1615 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1616 {
1668 /* need to set this up, since if we do transfer the object, 1617 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1618 * ab->above would be bogus
1670 */ 1619 */
1671 ab_next = ab->above; 1620 ab_next = ab->above;
1672 1621
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1622 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1623 {
1624 if (!sound_was_played)
1625 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1626 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1; 1627 sound_was_played = 1;
1677 } 1628 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1629 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); 1630 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1680 } 1631 }
1681 } 1632 }
1682 goto leave; 1633 goto leave;
1683 } 1634 }
1684 1635
1685 1636
1686 case CONVERTER: 1637 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1638 if (convert_item (victim, trap) < 0)
1688 object *op; 1639 {
1640 object *op;
1689 1641
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1642 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1691 1643
1692 op = get_archetype("burnout"); 1644 op = get_archetype ("burnout");
1693 if (op != NULL) { 1645 if (op != NULL)
1694 op->x = trap->x; 1646 {
1695 op->y = trap->y; 1647 op->x = trap->x;
1648 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0); 1649 insert_ob_in_map (op, trap->map, trap, 0);
1697 } 1650 }
1698 } 1651 }
1699 goto leave; 1652 goto leave;
1700 1653
1701 case TRIGGER_BUTTON: 1654 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1655 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1656 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1657 check_trigger (trap, victim);
1705 goto leave; 1658 goto leave;
1706 1659
1707 case DEEP_SWAMP: 1660 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1661 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1662 goto leave;
1710 1663
1711 case CHECK_INV: 1664 case CHECK_INV:
1712 check_inv (victim, trap); 1665 check_inv (victim, trap);
1713 goto leave; 1666 goto leave;
1714 1667
1715 case HOLE: 1668 case HOLE:
1716 /* Hole not open? */ 1669 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1670 if (trap->stats.wc > 0)
1718 goto leave; 1671 goto leave;
1719 1672
1720 /* Is this a multipart monster and not the head? If so, return. 1673 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1674 * Processing will happen if the head runs into the pit
1722 */ 1675 */
1723 if (victim->head) 1676 if (victim->head)
1724 goto leave; 1677 goto leave;
1725 1678
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1679 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"); 1680 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); 1681 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1682 goto leave;
1730 1683
1731 case EXIT: 1684 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1685 if (victim->type == PLAYER && EXIT_PATH (trap))
1686 {
1733 /* Basically, don't show exits leading to random maps the 1687 /* Basically, don't show exits leading to random maps the
1734 * players output. 1688 * players output.
1735 */ 1689 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1690 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1691 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1692 enter_exit (victim, trap);
1739 } 1693 }
1740 goto leave; 1694 goto leave;
1741 1695
1742 case ENCOUNTER: 1696 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1697 /* may be some leftovers on this */
1744 goto leave; 1698 goto leave;
1745 1699
1746 case SHOP_MAT: 1700 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1701 apply_shop_mat (trap, victim);
1748 goto leave; 1702 goto leave;
1749 1703
1750 /* Drop a certain amount of gold, and have one item identified */ 1704 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1705 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1706 apply_id_altar (victim, trap, originator);
1753 goto leave; 1707 goto leave;
1754 1708
1755 case SIGN: 1709 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1710 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1711 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1712
1759 apply_sign (victim, trap, 1); 1713 apply_sign (victim, trap, 1);
1760 goto leave; 1714 goto leave;
1761 1715
1762 case CONTAINER: 1716 case CONTAINER:
1763 if (victim->type==PLAYER) 1717 if (victim->type == PLAYER)
1764 (void) esrv_apply_container (victim, trap); 1718 (void) esrv_apply_container (victim, trap);
1765 else 1719 else
1766 (void) apply_container (victim, trap); 1720 (void) apply_container (victim, trap);
1767 goto leave; 1721 goto leave;
1768 1722
1769 case RUNE: 1723 case RUNE:
1770 case TRAP: 1724 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1725 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1726 {
1772 spring_trap(trap, victim); 1727 spring_trap (trap, victim);
1773 } 1728 }
1774 goto leave; 1729 goto leave;
1775 1730
1776 default: 1731 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1732 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, 1733 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1779 trap->type);
1780 goto leave; 1734 goto leave;
1781 } 1735 }
1782 1736
1783 leave: 1737leave:
1784 recursion_depth--; 1738 recursion_depth--;
1785} 1739}
1786 1740
1787/** 1741/**
1788 * Handles reading a regular (ie not containing a spell) book. 1742 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1743 */
1744static void
1790static void apply_book (object *op, object *tmp) 1745apply_book (object *op, object *tmp)
1791{ 1746{
1792 int lev_diff; 1747 int lev_diff;
1793 object *skill_ob; 1748 object *skill_ob;
1794 1749
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751 {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1752 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1797 return; 1753 return;
1798 } 1754 }
1799 if(tmp->msg==NULL) { 1755 if (tmp->msg == NULL)
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1756 {
1801 "You open the %s and find it empty.", tmp->name); 1757 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1802 return; 1758 return;
1803 } 1759 }
1804 1760
1805 /* need a literacy skill to read stuff! */ 1761 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1762 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1763 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1764 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1766 return;
1767 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1768 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1769 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1770 {
1814 if (lev_diff < 2) 1771 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1773 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1775 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1777 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1778 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1779 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1780 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1824 else 1781 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1782 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1826 return; 1783 return;
1827 } 1784 }
1828 1785
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1786 readable_message_type *msgType = get_readable_message_type (tmp);
1787
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1788 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1789 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1790 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg);
1835 1791
1836 /* gain xp from reading */ 1792 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1793 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1794 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1795 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1796
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1798 {
1840 /*exp_gain *= 2; because they just identified it too */ 1799 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1800 SET_FLAG (tmp, FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1801 /* If in a container, update how it looks */
1802 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1803 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1804 else
1844 else op->contr->socket.update_look=1; 1805 op->contr->socket.update_look = 1;
1845 } 1806 }
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1807 change_exp (op, exp_gain, skill_ob->skill, 0);
1847 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1808 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1809 }
1849} 1810}
1850 1811
1851/** 1812/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1813 * Handles the applying of a skill scroll, calling learn_skill straight.
1853 * op is the person learning the skill, tmp is the skill scroll object 1814 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1815 */
1816static void
1855static void apply_skillscroll (object *op, object *tmp) 1817apply_skillscroll (object *op, object *tmp)
1856{ 1818{
1857 switch ((int) learn_skill (op, tmp)) { 1819 switch ((int) learn_skill (op, tmp))
1858 case 0: 1820 {
1821 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1822 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)); 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1861 return; 1824 return;
1862 1825
1863 case 1: 1826 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1865 tmp->skill);
1866 new_draw_info_format(NDI_UNIQUE, 0, op,
1867 "Type 'bind ready_skill %s",tmp->skill);
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp); 1828 decrease_ob (tmp);
1870 return; 1829 return;
1871 1830
1872 default: 1831 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1832 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1875 decrease_ob(tmp); 1833 decrease_ob (tmp);
1876 return; 1834 return;
1877 } 1835 }
1878} 1836}
1879 1837
1880/** 1838/**
1881 * Actually makes op learn spell. 1839 * Actually makes op learn spell.
1882 * Informs player of what happens. 1840 * Informs player of what happens.
1883 */ 1841 */
1842void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1843do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1844{
1886 object *tmp; 1845 object *tmp;
1887 1846
1888 if (op->type != PLAYER) { 1847 if (op->type != PLAYER)
1848 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1849 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1850 return;
1891 } 1851 }
1892 1852
1893 /* Upgrade special prayers to normal prayers */ 1853 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1854 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1855 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1856 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1857 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1858 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1859 return;
1898 } 1860 }
1899 return; 1861 return;
1900 } 1862 }
1901 1863
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1864 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object(); 1865 tmp = get_object ();
1904 copy_object(spell, tmp); 1866 copy_object (spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1867 insert_ob_in_ob (tmp, op);
1906 1868
1907 if (special_prayer) { 1869 if (special_prayer)
1870 {
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1871 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 } 1872 }
1910 1873
1911 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914 esrv_add_spells(op->contr, tmp); 1874 esrv_add_spells (op->contr, tmp);
1915} 1875}
1916 1876
1917/** 1877/**
1918 * Erases spell from player's inventory. 1878 * Erases spell from player's inventory.
1919 */ 1879 */
1880void
1920void do_forget_spell (object *op, const char *spell) 1881do_forget_spell (object *op, const char *spell)
1921{ 1882{
1922 object *spob; 1883 object *spob;
1923 1884
1924 if (op->type != PLAYER) { 1885 if (op->type != PLAYER)
1886 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1887 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1888 return;
1927 } 1889 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1890 if ((spob = check_spell_known (op, spell)) == NULL)
1891 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1892 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1893 return;
1931 }
1932 1894 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1895
1934 "You lose knowledge of %s.", spell); 1896 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1897 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1898 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1899 remove_ob (spob);
1938 free_object(spob); 1900 free_object (spob);
1939} 1901}
1940 1902
1941/** 1903/**
1942 * Handles player applying a spellbook. 1904 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1905 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1906 * stuff like that. Random learning failure too.
1945 */ 1907 */
1908static void
1946static void apply_spellbook (object *op, object *tmp) 1909apply_spellbook (object *op, object *tmp)
1947{ 1910{
1948 object *skop, *spell, *spell_skill; 1911 object *skop, *spell, *spell_skill;
1949 1912
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1913 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1914 {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1915 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1952 return; 1916 return;
1953 } 1917 }
1954 1918
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1919 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1920 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1921 * legacy spellbooks
1958 */ 1922 */
1959 1923
1960 if(tmp->slaying != NULL) { 1924 if (tmp->slaying != NULL)
1925 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1926 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1927 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1928 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1965 return; 1930 return;
1966 } 1931 }
1967 else 1932 else
1968 insert_ob_in_ob(spell, tmp); 1933 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1934 tmp->slaying = NULL;
1971 } 1935 }
1972 1936
1973 skop = find_skill_by_name(op, tmp->skill); 1937 skop = find_skill_by_name (op, tmp->skill);
1974 1938
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1939 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1940 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1941 if (!skop)
1942 {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1943 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1979 return; 1944 return;
1980 } 1945 }
1981 1946
1982 spell = tmp->inv; 1947 spell = tmp->inv;
1983 if (!spell) { 1948 if (!spell)
1949 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1950 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."); 1951 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1986 return; 1952 return;
1987 } 1953 }
1988 if (spell->level > (skop->level+10)) { 1954 if (spell->level > (skop->level + 10))
1955 {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); 1956 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1990 return; 1957 return;
1991 } 1958 }
1992 1959
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1994 "The spellbook contains the %s level spell %s.",
1995 get_levelnumber(spell->level), spell->name);
1996 1961
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1962 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1963 {
1998 identify(tmp); 1964 identify (tmp);
1999 if (tmp->env) 1965 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1966 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1967 else
2002 op->contr->socket.update_look=1; 1968 op->contr->socket.update_look = 1;
2003 } 1969 }
2004 1970
2005 /* I removed the check for special_prayer_mark here - it didn't make 1971 /* 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 1972 * 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 1973 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1974 * they would have a special prayer mark.
2009 */ 1975 */
2010 if (check_spell_known (op, spell->name)) { 1976 if (check_spell_known (op, spell->name))
1977 {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
2012 return; 1979 return;
2013 } 1980 }
2014 1981
2015 if (spell->skill) { 1982 if (spell->skill)
1983 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1984 spell_skill = find_skill_by_name (op, spell->skill);
1985
2017 if (!spell_skill) { 1986 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1987 {
2019 "You lack the skill %s to use this spell", 1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
2020 spell->skill);
2021 return; 1989 return;
2022 } 1990 }
1991
2023 if (spell_skill->level < spell->level) { 1992 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1993 {
2025 "You need to be level %d in %s to learn this spell.", 1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2026 spell->level, spell->skill);
2027 return; 1995 return;
2028 } 1996 }
2029 } 1997 }
2030 1998
2031 /* Logic as follows 1999 /* Logic as follows
2032 * 2000 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 2001 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 2002 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 2003 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 2004 * a spell.
2037 * 2005 *
2038 * 3 -Automatically fail to learn if you read while confused 2006 * 3 -Automatically fail to learn if you read while confused
2039 * 2007 *
2040 * Overall, chances are the same but a player will find having a high 2008 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 2009 * literacy rate very useful! -b.t.
2042 */ 2010 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2011 if (QUERY_FLAG (op, FLAG_CONFUSED))
2012 {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2013 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)); 2014 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2015 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2016 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2017 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2018 {
2049 2019
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2020 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 2021 do_learn_spell (op, spell, 0);
2052 2022
2053 /* xp gain to literacy for spell learning */ 2023 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2024 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2025 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 2026 }
2027 else
2028 {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2029 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"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2059 } 2031 }
2060 decrease_ob(tmp); 2032 decrease_ob (tmp);
2061} 2033}
2062 2034
2063/** 2035/**
2064 * Handles applying a spell scroll. 2036 * Handles applying a spell scroll.
2065 */ 2037 */
2038void
2066void apply_scroll (object *op, object *tmp, int dir) 2039apply_scroll (object *op, object *tmp, int dir)
2067{ 2040{
2068 object *skop; 2041 object *skop;
2069 2042
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2043 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2044 {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2045 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2072 return; 2046 return;
2073 } 2047 }
2074 2048
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 2049 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 2050 {
2077 "The scroll just doesn't make sense!"); 2051 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2078 return; 2052 return;
2079 } 2053 }
2080 2054
2081 if(op->type==PLAYER) { 2055 if (op->type == PLAYER)
2056 {
2082 /* players need a literacy skill to read stuff! */ 2057 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 2058 int exp_gain = 0;
2084 2059
2085 /* hard code literacy - tmp->skill points to where the exp 2060 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 2061 * should go for anything killed by the spell.
2087 */ 2062 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2063 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 2064
2090 if ( ! skop) { 2065 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 2066 {
2092 "You are unable to decipher the strange symbols."); 2067 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2093 return; 2068 return;
2094 } 2069 }
2095 2070
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2071 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 2072 change_exp (op, exp_gain, skop->skill, 0);
2098 } 2073 }
2099 2074
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 2076 identify (tmp);
2102 2077
2103 new_draw_info_format(NDI_BLACK, 0, op, 2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2104 "The scroll of %s turns to dust.", tmp->inv->name);
2105 2079
2106 2080
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 2081 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 2082 decrease_ob (tmp);
2109} 2083}
2110 2084
2111/** 2085/**
2112 * Applies a treasure object - by default, chest. op 2086 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 2087 * is the person doing the applying, tmp is the treasure
2114 * chest. 2088 * chest.
2115 */ 2089 */
2090static void
2116static void apply_treasure (object *op, object *tmp) 2091apply_treasure (object *op, object *tmp)
2117{ 2092{
2118 object *treas; 2093 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count; 2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120 2095
2121 2096
2122 /* Nice side effect of new treasure creation method is that the treasure 2097 /* Nice side effect of new treasure creation method is that the treasure
2123 * for the chest is done when the chest is created, and put into the chest 2098 * for the chest is done when the chest is created, and put into the chest
2124 * inventory. So that when the chest burns up, the items still exist. Also 2099 * inventory. So that when the chest burns up, the items still exist. Also
2125 * prevents people fromt moving chests to more difficult maps to get better 2100 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure 2101 * treasure
2127 */ 2102 */
2128 2103
2129 treas = tmp->inv; 2104 treas = tmp->inv;
2130 if(treas==NULL) { 2105 if (treas == NULL)
2106 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2132 decrease_ob(tmp);
2133 return;
2134 }
2135 while (tmp->inv) {
2136 treas = tmp->inv;
2137
2138 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas));
2141
2142 treas->x=op->x;
2143 treas->y=op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2145
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2147 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op);
2149 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed
2153 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break;
2156 }
2157
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 decrease_ob (tmp); 2108 decrease_ob (tmp);
2109 return;
2110 }
2111 while (tmp->inv)
2112 {
2113 treas = tmp->inv;
2114
2115 remove_ob (treas);
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117
2118 treas->x = op->x;
2119 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op);
2124 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed
2128 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2130 break;
2131 }
2132
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2134 decrease_ob (tmp);
2160 2135
2161} 2136}
2162 2137
2163/** 2138/**
2164 * op eats food. 2139 * op eats food.
2165 * If player, takes care of messages and dragon special food. 2140 * If player, takes care of messages and dragon special food.
2166 */ 2141 */
2142static void
2167static void apply_food (object *op, object *tmp) 2143apply_food (object *op, object *tmp)
2168{ 2144{
2169 int capacity_remaining; 2145 int capacity_remaining;
2170 2146
2171 if(op->type!=PLAYER) 2147 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 2148 op->stats.hp = op->stats.maxhp;
2173 else { 2149 else
2150 {
2174 /* check if this is a dragon (player), eating some flesh */ 2151 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2152 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 2153 ;
2177 else { 2154 else
2155 {
2178 /* usual case - no dragon meal: */ 2156 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 2157 if (op->stats.food + tmp->stats.food > 999)
2158 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 2159 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2160 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2182 else 2161 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2162 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2184 } 2163 }
2185 2164
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2165 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2166 {
2187 char buf[MAX_BUF]; 2167 char buf[MAX_BUF];
2188 2168
2189 if (!is_dragon_pl(op)) { 2169 if (!is_dragon_pl (op))
2170 {
2190 /* eating message for normal players*/ 2171 /* eating message for normal players */
2191 if(tmp->type==DRINK) 2172 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2173 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 2174 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 2175 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 2176 }
2196 } 2177 else
2197 else { 2178 {
2198 /* eating message for dragon players*/ 2179 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2180 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 2181 }
2201 2182
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2183 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 2184 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2185 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2186 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2187 op->stats.hp += capacity_remaining / 50;
2207 else 2188 else
2208 op->stats.hp+=tmp->stats.food/50; 2189 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 2190 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2191 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2192 if (op->stats.food > 999)
2212 op->stats.food = 999; 2193 op->stats.food = 999;
2213 } 2194 }
2214 2195
2215 /* special food hack -b.t. */ 2196 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2197 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2198 eat_special_food (op, tmp);
2218 } 2199 }
2219 } 2200 }
2220 handle_apply_yield(tmp); 2201 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2202 decrease_ob (tmp);
2222} 2203}
2223 2204
2224/** 2205/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2206 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 2207 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2210 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2211 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2212 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2213 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2214 */
2215int
2234int dragon_eat_flesh(object *op, object *meal) { 2216dragon_eat_flesh (object *op, object *meal)
2217{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2218 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2219 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2220 object *tmp = NULL; /* tmp. object */
2238 2221
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2222 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2223 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2224 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2225 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2226 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2227 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2228 int winners = 0; /* number of winners */
2246 int i; /* index */ 2229 int i; /* index */
2247 2230
2248 /* let's make sure and doublecheck the parameters */ 2231 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2232 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2233 return 0;
2251 2234
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2236 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2238 {
2255 if (tmp->type == FORCE) { 2239 if (tmp->type == FORCE)
2240 {
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2257 skin = tmp; 2242 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2259 abil = tmp; 2244 abil = tmp;
2260 } 2245 }
2261 } 2246 }
2262 2247
2263 /* if either skin or ability are missing, this is an old player 2248 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2249 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2250 if (skin == NULL || abil == NULL)
2266 2251 return 0;
2252
2267 /* now start by filling stomache and health, according to food-value */ 2253 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2254 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2255 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2256 else
2271 op->stats.hp += meal->stats.food/50; 2257 op->stats.hp += meal->stats.food / 50;
2272 if(op->stats.hp>op->stats.maxhp) 2258 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2259 op->stats.hp = op->stats.maxhp;
2274 2260
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2261 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2262
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2263 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2264
2279 /* on to the interesting part: chances for adding resistance */ 2265 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2266 for (i = 0; i < NROFATTACKS; i++)
2267 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2268 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2269 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2270 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2271
2284 /* this bonus makes resistance increase easier at lower levels */ 2272 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2273 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2274 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2275 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2276
2289 /* monster bonus increases with level, because high-level 2277 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2278 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2279 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2280
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2281 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2282 ((double) settings.max_level)) - skin->resist[i];
2295 2283
2296 if (chance >= 0.) 2284 if (chance >= 0.)
2297 chance += 1.; 2285 chance += 1.;
2298 else 2286 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2287 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2288
2301 /* chance is proportional to amount of resistance (max. 50) */ 2289 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2290 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2291
2304 /* doubled chance for resistance of ability-focus */ 2292 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2293 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2294 chance = MIN (100., chance * 2.);
2307 2295
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2297 if (RANDOM () % 10000 < (int) (chance * 100))
2298 {
2310 atnr_winner[winners] = i; 2299 atnr_winner[winners] = i;
2311 winners++; 2300 winners++;
2312 } 2301 }
2313 2302
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2303 if (chance >= 0.01)
2315 2304 totalchance *= 1 - chance / 100;
2305
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2306 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2307 }
2318 } 2308 }
2319 2309
2320 /* inverse totalchance as until now we have the failure-chance */ 2310 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2311 totalchance = 100 - totalchance * 100;
2322 /* print message according to totalchance */ 2312 /* print message according to totalchance */
2323 if (totalchance > 50.) 2313 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2314 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2315 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2316 sprintf (buf, "The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2317 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2318 sprintf (buf, "The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2319 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2320 sprintf (buf, "The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2321 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2322 sprintf (buf, "The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2323 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2324 sprintf (buf, "The %s tasted strange.", &meal->name);
2335 else 2325 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2326 sprintf (buf, "The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2327 new_draw_info (NDI_UNIQUE, 0, op, buf);
2338 2328
2339 /* now choose a winner if we have any */ 2329 /* now choose a winner if we have any */
2340 i = -1; 2330 i = -1;
2341 if (winners>0) 2331 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2332 i = atnr_winner[RANDOM () % winners];
2343 2333
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 {
2345 /* resistance increased! */ 2336 /* resistance increased! */
2346 skin->resist[i]++; 2337 skin->resist[i]++;
2347 fix_player(op); 2338 fix_player (op);
2348 2339
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2350 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2351 } 2342 }
2352 2343
2353 /* if this flesh contains a new ability focus, we mark it 2344 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2345 into the ability_force and it will take effect on next level */
2355 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2346 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2356 && meal->last_eat != abil->last_eat) { 2347 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2348 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2349
2359 if (meal->last_eat != abil->stats.exp) { 2350 if (meal->last_eat != abil->stats.exp)
2351 {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2352 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2361 change_resist_msg[meal->last_eat]);
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2354 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2365 } 2356 }
2366 else { 2357 else
2358 {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2359 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2368 change_resist_msg[meal->last_eat]);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf); 2360 new_draw_info (NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2361 abil->last_eat = 0;
2371 } 2362 }
2372 } 2363 }
2373 return 1; 2364 return 1;
2374} 2365}
2375 2366
2367static void
2376static void apply_savebed (object *pl) 2368apply_savebed (object *pl)
2377{ 2369{
2378#ifndef COZY_SERVER 2370#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) { 2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2381 return; 2374 return;
2382 } 2375 }
2383#endif 2376#endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2384 /* Need to call terminate_all_pets() before we remove the player ob */ 2378 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl); 2379 terminate_all_pets (pl);
2386 remove_ob(pl); 2380 remove_ob (pl);
2387 pl->direction=0; 2381 pl->direction = 0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2389 "%s leaves the game.",pl->name); 2383
2390
2391 /* update respawn position */ 2384 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path); 2385 strcpy (pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x; 2386 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y; 2387 pl->contr->bed_y = pl->y;
2395 2388
2396 strcpy(pl->contr->killer,"left"); 2389 strcpy (pl->contr->killer, "left");
2397 check_score(pl); /* Always check score */ 2390 check_score (pl); /* Always check score */
2398 (void)save_player(pl,0); 2391 (void) save_player (pl, 0);
2399 pl->map->players--; 2392 pl->map->players--;
2400#if MAP_MAXTIMEOUT 2393#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2402#endif 2395#endif
2403 play_again(pl); 2396 play_again (pl);
2404 pl->speed = 0; 2397 pl->speed = 0;
2405 update_ob_speed(pl); 2398 update_ob_speed (pl);
2406} 2399}
2407 2400
2408/** 2401/**
2409 * Handles applying an improve armor scroll. 2402 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2403 * Does some sanity checks, then calls improve_armour.
2411 */ 2404 */
2405static void
2412static void apply_armour_improver (object *op, object *tmp) 2406apply_armour_improver (object *op, object *tmp)
2413{ 2407{
2414 object *armor; 2408 object *armor;
2415 2409
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2411 {
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2418 return;
2419 }
2420 armor=find_marked_object(op);
2421 if ( ! armor) {
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423 return; 2413 return;
2424 } 2414 }
2415 armor = find_marked_object (op);
2416 if (!armor)
2417 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2419 return;
2420 }
2425 if (armor->type != ARMOUR 2421 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2422 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2428 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET)
2430 { 2424 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2432 return; 2426 return;
2433 } 2427 }
2434 2428
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2430 improve_armour (op, tmp, armor);
2437} 2431}
2438 2432
2439 2433
2434extern void
2440extern void apply_poison (object *op, object *tmp) 2435apply_poison (object *op, object *tmp)
2441{ 2436{
2442 if (op->type == PLAYER) { 2437 if (op->type == PLAYER)
2438 {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2439 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2440 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze"); 2441 strcpy (op->contr->killer, "poisonous booze");
2446 } 2442 }
2447 if (tmp->stats.hp > 0) { 2443 if (tmp->stats.hp > 0)
2444 {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2445 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2449 tmp->stats.hp);
2450 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2446 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 } 2447 }
2452 op->stats.food-=op->stats.food/4; 2448 op->stats.food -= op->stats.food / 4;
2453 handle_apply_yield(tmp); 2449 handle_apply_yield (tmp);
2454 decrease_ob(tmp); 2450 decrease_ob (tmp);
2455} 2451}
2456 2452
2457/** 2453/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459 * A valid 2 way exit means: 2455 * A valid 2 way exit means:
2464 * 2460 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2461 * Note: a owner in a 2 way exit is saved as the owner's name
2466 * in the field exit->name cause the field exit->owner doesn't 2462 * in the field exit->name cause the field exit->owner doesn't
2467 * survive in the swapping (in fact the whole exit doesn't survive). 2463 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2464 */
2465int
2469int is_legal_2ways_exit (object* op, object *exit) 2466is_legal_2ways_exit (object *op, object *exit)
2470 { 2467{
2471 object * tmp; 2468 object *tmp;
2472 object * exit_owner; 2469 object *exit_owner;
2473 player * pp; 2470 player *pp;
2474 mapstruct * exitmap; 2471 mapstruct *exitmap;
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2472
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2473 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2477 /* To know if an exit has a correspondant, we look at
2478 * all the exits in destination and try to find one with same path as 2478 * all the exits in destination and try to find one with same path as
2479 * the current exit's position */ 2479 * the current exit's position */
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap) 2484 if (exitmap)
2484 { 2485 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2486 if (!tmp) return 0; 2487 if (!tmp)
2488 return 0;
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2488 { 2490 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2491 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2492 continue; /*Not an exit */
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2493 if (!EXIT_PATH (tmp))
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2494 continue; /*Not a valid exit */
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2498 continue; /*Not in the same map */
2493 2499
2494 /* From here we have found the exit is valid. However we do 2500 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the 2501 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2502 * town portals to prevent strangers from visiting your appartments
2497 */ 2503 */
2504 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2505 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2506 exit_owner = NULL;
2500 for (pp=first_player;pp;pp=pp->next) 2507 for (pp = first_player; pp; pp = pp->next)
2501 { 2508 {
2502 if (!pp->ob) continue; 2509 if (!pp->ob)
2510 continue;
2503 if (pp->ob->name!=exit->race) continue; 2511 if (pp->ob->name != exit->race)
2512 continue;
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2514 break;
2506 } 2515 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2516 if (!exit_owner)
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2517 return 0; /* No more owner */
2518 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */
2509 if ( exit_owner && /*There is a owner*/ 2520 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2521 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2512 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2524 return 0;
2514 return 1; 2525 return 1;
2515 } 2526 }
2516 } 2527 }
2517 return 0; 2528 return 0;
2518 } 2529}
2519 2530
2520 2531
2521/** 2532/**
2522 * Main apply handler. 2533 * Main apply handler.
2523 * 2534 *
2533 * 2544 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2545 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2546 * them in this function - they are passed to apply_special
2536 */ 2547 */
2537 2548
2549int
2538int manual_apply (object *op, object *tmp, int aflag) 2550manual_apply (object *op, object *tmp, int aflag)
2539{ 2551{
2540 if (tmp->head) tmp=tmp->head; 2552 if (tmp->head)
2553 tmp = tmp->head;
2541 2554
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2555 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2556 {
2543 if (op->type == PLAYER) { 2557 if (op->type == PLAYER)
2558 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1; 2560 return 1;
2546 } else { 2561 }
2562 else
2563 {
2547 return 0; /* monsters just skip unpaid items */ 2564 return 0; /* monsters just skip unpaid items */
2548 } 2565 }
2566 }
2567
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2569 return RESULT_INT (0);
2570
2571 switch (tmp->type)
2549 } 2572 {
2550 2573
2551 2574 case CF_HANDLE:
2552 /* Lauwenmark: Handle for plugin apply event */ 2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2553 //TODO: remove 2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2577 tmp->value = tmp->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value);
2579 update_object (tmp, UP_OBJ_FACE);
2580 push_button (tmp);
2555 return 1; 2581 return 1;
2556 2582
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2583 case TRIGGER:
2584 if (check_trigger (tmp, op))
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2588 }
2589 else
2590 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2592 }
2558 return 1; 2593 return 1;
2559 2594
2560 switch (tmp->type) { 2595 case EXIT:
2561
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER) 2596 if (op->type != PLAYER)
2585 return 0; 2597 return 0;
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2601 }
2589 } else { 2602 else
2603 {
2590 /* Don't display messages for random maps. */ 2604 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2592 strncmp(EXIT_PATH(tmp), "/random/", 8))
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2607 enter_exit (op, tmp);
2595 } 2608 }
2596 return 1; 2609 return 1;
2597 2610
2598 case SIGN: 2611 case SIGN:
2599 apply_sign (op, tmp, 0); 2612 apply_sign (op, tmp, 0);
2600 return 1; 2613 return 1;
2601 2614
2602 case BOOK: 2615 case BOOK:
2603 if (op->type == PLAYER) { 2616 if (op->type == PLAYER)
2617 {
2604 apply_book (op, tmp); 2618 apply_book (op, tmp);
2605 return 1; 2619 return 1;
2606 } else { 2620 }
2607 return 0; 2621 else
2608 } 2622 {
2623 return 0;
2624 }
2609 2625
2610 case SKILLSCROLL: 2626 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2627 if (op->type == PLAYER)
2628 {
2612 apply_skillscroll (op, tmp); 2629 apply_skillscroll (op, tmp);
2613 return 1; 2630 return 1;
2614 } 2631 }
2615 return 0; 2632 return 0;
2616 2633
2617 case SPELLBOOK: 2634 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2635 if (op->type == PLAYER)
2636 {
2619 apply_spellbook (op, tmp); 2637 apply_spellbook (op, tmp);
2620 return 1; 2638 return 1;
2621 } 2639 }
2622 return 0; 2640 return 0;
2623 2641
2624 case SCROLL: 2642 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2643 apply_scroll (op, tmp, 0);
2626 return 1; 2644 return 1;
2627 2645
2628 case POTION: 2646 case POTION:
2629 (void) apply_potion(op, tmp); 2647 (void) apply_potion (op, tmp);
2630 return 1; 2648 return 1;
2631 2649
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2650 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON: 2651 case CLOSE_CON:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env);
2638 return 1;
2639
2640 case CONTAINER:
2641 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp);
2645 return 1;
2646
2647 case TREASURE:
2648 if (op->type == PLAYER) { 2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env);
2656 return 1;
2657
2658 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp);
2663 return 1;
2664
2665 case TREASURE:
2666 if (op->type == PLAYER)
2667 {
2649 apply_treasure (op, tmp); 2668 apply_treasure (op, tmp);
2650 return 1; 2669 return 1;
2651 } else { 2670 }
2652 return 0; 2671 else
2653 } 2672 {
2673 return 0;
2674 }
2654 2675
2655 case WEAPON: 2676 case WEAPON:
2656 case ARMOUR: 2677 case ARMOUR:
2657 case BOOTS: 2678 case BOOTS:
2658 case GLOVES: 2679 case GLOVES:
2659 case AMULET: 2680 case AMULET:
2660 case GIRDLE: 2681 case GIRDLE:
2661 case BRACERS: 2682 case BRACERS:
2662 case SHIELD: 2683 case SHIELD:
2663 case HELMET: 2684 case HELMET:
2664 case RING: 2685 case RING:
2665 case CLOAK: 2686 case CLOAK:
2666 case WAND: 2687 case WAND:
2667 case ROD: 2688 case ROD:
2668 case HORN: 2689 case HORN:
2669 case SKILL: 2690 case SKILL:
2670 case BOW: 2691 case BOW:
2671 case LAMP: 2692 case LAMP:
2672 case BUILDER: 2693 case BUILDER:
2673 case SKILL_TOOL: 2694 case SKILL_TOOL:
2674 if (tmp->env != op) 2695 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2696 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag); 2697 (void) apply_special (op, tmp, aflag);
2677 return 1; 2698 return 1;
2678 2699
2679 case DRINK: 2700 case DRINK:
2680 case FOOD: 2701 case FOOD:
2681 case FLESH: 2702 case FLESH:
2682 apply_food (op, tmp); 2703 apply_food (op, tmp);
2683 return 1; 2704 return 1;
2684 2705
2685 case POISON: 2706 case POISON:
2686 apply_poison (op, tmp); 2707 apply_poison (op, tmp);
2687 return 1; 2708 return 1;
2688 2709
2689 case SAVEBED: 2710 case SAVEBED:
2690 if (op->type == PLAYER) { 2711 if (op->type == PLAYER)
2691 apply_savebed (op); 2712 {
2692 return 1; 2713 apply_savebed (op);
2693 } else { 2714 return 1;
2694 return 0; 2715 }
2695 } 2716 else
2717 {
2718 return 0;
2719 }
2696 2720
2697 case ARMOUR_IMPROVER: 2721 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) { 2722 if (op->type == PLAYER)
2723 {
2699 apply_armour_improver (op, tmp); 2724 apply_armour_improver (op, tmp);
2700 return 1; 2725 return 1;
2701 } else { 2726 }
2702 return 0; 2727 else
2703 } 2728 {
2729 return 0;
2730 }
2704 2731
2705 case WEAPON_IMPROVER: 2732 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp); 2733 (void) check_improve_weapon (op, tmp);
2707 return 1; 2734 return 1;
2708 2735
2709 case CLOCK: 2736 case CLOCK:
2710 if (op->type == PLAYER) { 2737 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2738 {
2712 timeofday_t tod; 2739 char buf[MAX_BUF];
2740 timeofday_t tod;
2713 2741
2714 get_tod(&tod); 2742 get_tod (&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2743 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf); 2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2721 return 1; 2748 return 1;
2722 } else { 2749 }
2723 return 0; 2750 else
2724 } 2751 {
2752 return 0;
2753 }
2725 2754
2726 case MENU: 2755 case MENU:
2727 if (op->type == PLAYER) { 2756 if (op->type == PLAYER)
2728 shop_listing (op); 2757 {
2729 return 1; 2758 shop_listing (op);
2730 } else { 2759 return 1;
2731 return 0; 2760 }
2732 } 2761 else
2762 {
2763 return 0;
2764 }
2733 2765
2734 case POWER_CRYSTAL: 2766 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2767 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2768 return 1;
2737 2769
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2771 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2772 {
2741 return 1; 2773 apply_lighter (op, tmp);
2742 } else { 2774 return 1;
2743 return 0; 2775 }
2744 } 2776 else
2777 {
2778 return 0;
2779 }
2745 2780
2746 case ITEM_TRANSFORMER: 2781 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2782 apply_item_transformer (op, tmp);
2748 return 1; 2783 return 1;
2749 2784
2750 default: 2785 default:
2751 return 0; 2786 return 0;
2752 } 2787 }
2753} 2788}
2754 2789
2755 2790
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2791/* quiet suppresses the "don't know how to apply" and "you must get it first"
2757 * messages as needed by player_apply_below(). But there can still be 2792 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2793 * "but you are floating high above the ground" messages.
2759 * 2794 *
2760 * Same return value as apply() function. 2795 * Same return value as apply() function.
2761 */ 2796 */
2797int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2798player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2799{
2764 int tmp; 2800 int tmp;
2765 2801
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2802 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2803 {
2767 /* player is flying and applying object not in inventory */ 2804 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2805 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2806 {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2770 "above the ground!");
2771 return 0; 2808 return 0;
2772 } 2809 }
2773 } 2810 }
2774 2811
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied. 2813 * applied.
2777 */ 2814 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2816 {
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2781 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2782 "of smoke!");
2783 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op); 2820 remove_ob (op);
2785 free_object (op); 2821 free_object (op);
2786 return 1; 2822 return 1;
2787 } 2823 }
2788 2824
2789 pl->contr->last_used = op; 2825 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count; 2826 pl->contr->last_used_id = op->count;
2791 2827
2792 tmp = manual_apply (pl, op, aflag); 2828 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2829 if (!quiet)
2830 {
2794 if (tmp == 0) 2831 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2832 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2796 "I don't know how to apply the %s.",
2797 query_name (op));
2798 else if (tmp == 2) 2833 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2835 }
2802 return tmp; 2836 return tmp;
2803} 2837}
2804 2838
2805/** 2839/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2840 * player_apply_below attempts to apply the object 'below' the player.
2807 * If the player has an open container, we use that for below, otherwise 2841 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2842 * we use the ground.
2809 */ 2843 */
2810 2844
2845void
2811void player_apply_below (object *pl) 2846player_apply_below (object *pl)
2812{ 2847{
2813 object *tmp, *next; 2848 object *tmp, *next;
2814 int floors; 2849 int floors;
2815 2850
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 2851 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2852 * item in the container. Otherwise, use the map.
2823 */ 2853 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825 2855
2826 /* This is perhaps more complicated. However, I want to make sure that 2856 /* This is perhaps more complicated. However, I want to make sure that
2827 * we don't use a corrupt pointer for the next object, so we get the 2857 * we don't use a corrupt pointer for the next object, so we get the
2828 * next object in the stack before applying. This is can only be a 2858 * 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 2859 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2860 * not return a proper value.
2831 */ 2861 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2862 for (floors = 0; tmp != NULL; tmp = next)
2863 {
2833 next = tmp->below; 2864 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2866 floors++;
2836 else if (floors > 0) 2867 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2868 return; /* process only floor objects after first floor object */
2838 2869
2839 /* If it is visible, player can apply it. If it is applied by 2870 /* 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 2871 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2872 * so that at least one of players movement types be that which
2842 * the item needs. 2873 * the item needs.
2843 */ 2874 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2875 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2876 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2877 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2878 return;
2847 } 2879 }
2848 if (floors >= 2) 2880 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2881 return; /* process at most two floor objects */
2850 } 2882 }
2851} 2883}
2852 2884
2853/** 2885/**
2854 * Unapplies specified item. 2886 * Unapplies specified item.
2855 * No check done on cursed/damned. 2887 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2888 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2889 * to keep the size of apply_special to a more managable size.
2858 */ 2890 */
2891static int
2859static int unapply_special (object *who, object *op, int aflags) 2892unapply_special (object *who, object *op, int aflags)
2860{ 2893{
2894 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2895 return RESULT_INT (0);
2896
2861 object *tmp2; 2897 object *tmp2;
2862 2898
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2899 CLEAR_FLAG (op, FLAG_APPLIED);
2864 switch(op->type) { 2900 switch (op->type)
2901 {
2865 case WEAPON: 2902 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2867 2904
2868 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872 who->current_weapon_script = NULL;
2873 who->current_weapon = NULL;
2874 clear_skill(who);
2875 break;
2876
2877 case SKILL: /* allows objects to impart skills */
2878 case SKILL_TOOL:
2879 if (op != who->chosen_skill) {
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2881 }
2882 if (who->type==PLAYER) {
2883 if (who->contr->shoottype == range_skill)
2884 who->contr->shoottype = range_none;
2885 if ( ! op->invisible) {
2886 new_draw_info_format (NDI_UNIQUE, 0, who,
2887 "You stop using the %s.", query_name(op));
2888 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.",
2891 op->skill);
2892 }
2893 }
2894 (void) change_abil (who, op); 2905 (void) change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break;
2910
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL:
2913 if (op != who->chosen_skill)
2914 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2916 }
2917 if (who->type == PLAYER)
2918 {
2919 if (who->contr->shoottype == range_skill)
2920 who->contr->shoottype = range_none;
2921 if (!op->invisible)
2922 {
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else
2926 {
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 }
2929 }
2930 (void) change_abil (who, op);
2895 who->chosen_skill = NULL; 2931 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break; 2933 break;
2898 2934
2899 case ARMOUR: 2935 case ARMOUR:
2900 case HELMET: 2936 case HELMET:
2901 case SHIELD: 2937 case SHIELD:
2902 case RING: 2938 case RING:
2903 case BOOTS: 2939 case BOOTS:
2904 case GLOVES: 2940 case GLOVES:
2905 case AMULET: 2941 case AMULET:
2906 case GIRDLE: 2942 case GIRDLE:
2907 case BRACERS: 2943 case BRACERS:
2908 case CLOAK: 2944 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2910 (void) change_abil (who,op); 2946 (void) change_abil (who, op);
2911 break; 2947 break;
2912 case LAMP: 2948 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch); 2950 tmp2 = arch_to_object (op->other_arch);
2916 tmp2->x = op->x; 2951 tmp2->x = op->x;
2917 tmp2->y = op->y; 2952 tmp2->y = op->y;
2918 tmp2->map = op->map; 2953 tmp2->map = op->map;
2919 tmp2->below = op->below; 2954 tmp2->below = op->below;
2920 tmp2->above = op->above; 2955 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food; 2956 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2957 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2959 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER) 2960 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count); 2961 esrv_del_item (who->contr, (tag_t) op->count);
2927 remove_ob(op); 2962 remove_ob (op);
2928 free_object(op); 2963 free_object (op);
2929 insert_ob_in_ob(tmp2, who); 2964 insert_ob_in_ob (tmp2, who);
2930 fix_player(who); 2965 fix_player (who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 {
2932 if (who->type == PLAYER) { 2968 if (who->type == PLAYER)
2969 {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2935 } 2972 }
2936 } 2973 }
2937 if(who->type==PLAYER) 2974 if (who->type == PLAYER)
2938 esrv_send_item(who, tmp2); 2975 esrv_send_item (who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */ 2976 return 1; /* otherwise, an attempt to drop causes problems */
2940 break; 2977 break;
2941 case BOW: 2978 case BOW:
2942 case WAND: 2979 case WAND:
2943 case ROD: 2980 case ROD:
2944 case HORN: 2981 case HORN:
2945 clear_skill(who); 2982 clear_skill (who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 if(who->type==PLAYER) { 2984 if (who->type == PLAYER)
2985 {
2948 who->contr->shoottype = range_none; 2986 who->contr->shoottype = range_none;
2949 } else { 2987 }
2950 if (op->type == BOW) 2988 else
2989 {
2990 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2991 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2992 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE); 2993 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 2994 }
2955 break; 2995 break;
2956 2996
2957 case BUILDER: 2997 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none; 2999 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL; 3000 who->contr->ranges[range_builder] = NULL;
2961 break; 3001 break;
2962 3002
2963 default: 3003 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break; 3005 break;
2966 } 3006 }
2967 3007
2968 fix_player(who); 3008 fix_player (who);
2969 3009
2970 if ( ! (aflags & AP_NO_MERGE)) { 3010 if (!(aflags & AP_NO_MERGE))
3011 {
2971 object *tmp; 3012 object *tmp;
2972 3013
2973 tag_t del_tag = op->count; 3014 tag_t del_tag = op->count;
3015
2974 tmp = merge_ob (op, NULL); 3016 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) { 3017 if (who->type == PLAYER)
2976 if (tmp) { /* it was merged */ 3018 {
3019 if (tmp)
3020 { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 3021 esrv_del_item (who->contr, del_tag);
2978 op = tmp; 3022 op = tmp;
2979 } 3023 }
2980 esrv_send_item (who, op); 3024 esrv_send_item (who, op);
2981 } 3025 }
2982 } 3026 }
2983 return 0; 3027 return 0;
2984} 3028}
2985 3029
2986/** 3030/**
2987 * Returns the object that is using location 'loc'. 3031 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 3032 * Note that 'start' is the first object to start examing - we
2995 * loc is the index into the array we are looking for a match. 3039 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 3040 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3041 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3042 * up body locations can be used as restrictions.
2999 */ 3043 */
3044object *
3000object *get_item_from_body_location(object *start, int loc) 3045get_item_from_body_location (object *start, int loc)
3001{ 3046{
3002 object *tmp; 3047 object *tmp;
3003 3048
3004 if (!start) return NULL; 3049 if (!start)
3005
3006 for (tmp=start; tmp; tmp=tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3009
3010 return NULL; 3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp;
3055
3056 return NULL;
3011} 3057}
3012 3058
3013 3059
3014 3060
3015/** 3061/**
3021 * Returns 0 on success, returns 1 if there is some problem. 3067 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 3068 * if aflags is AP_PRINT, we instead print out waht to unapply
3023 * instead of doing it. This is a lot less code than having 3069 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 3070 * another function that does just that.
3025 */ 3071 */
3072int
3026int unapply_for_ob(object *who, object *op, int aflags) 3073unapply_for_ob (object *who, object *op, int aflags)
3027{ 3074{
3028 int i; 3075 int i;
3029 object *tmp=NULL, *last; 3076 object *tmp = NULL, *last;
3030 3077
3031 /* If we are applying a shield or weapon, unapply any equipped shield 3078 /* 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. 3079 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */ 3080 */
3034 if (op->type == WEAPON || op->type == SHIELD) { 3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 3083 for (tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3086 {
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 {
3039 if (aflags & AP_PRINT) 3089 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 3091 else
3042 unapply_special(who, tmp, aflags); 3092 unapply_special (who, tmp, aflags);
3043 } 3093 }
3044 else { 3094 else
3095 {
3045 /* In this case, we want to try and remove a cursed item. 3096 /* 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 3097 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 3098 * at least generate the message.
3048 */ 3099 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3050 "No matter how hard you try, you just can't\nremove %s.", 3101 return 1;
3051 query_name(tmp)); 3102 }
3052 return 1;
3053 }
3054 3103
3104 }
3105 }
3055 } 3106 }
3056 }
3057 }
3058 3107
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 {
3060 /* this used up a slot that we need to free */ 3110 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3111 if (op->body_info[i])
3112 {
3062 last = who->inv; 3113 last = who->inv;
3063 3114
3064 /* We do a while loop - may need to remove several items in order 3115 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 3116 * to free up enough slots.
3066 */ 3117 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3118 while ((who->body_used[i] + op->body_info[i]) < 0)
3119 {
3068 tmp = get_item_from_body_location(last, i); 3120 tmp = get_item_from_body_location (last, i);
3069 if (!tmp) { 3121 if (!tmp)
3122 {
3070#if 0 3123#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 3124 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 3125 * equipped.
3073 */ 3126 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075 i, body_locations[i].save_name, who->name);
3076#endif 3128#endif
3077 return 1; 3129 return 1;
3078 } 3130 }
3079 /* If we are just printing, we don't care about cursed status */ 3131 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3133 {
3082 if (aflags & AP_PRINT) 3134 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 3136 else
3085 unapply_special(who, tmp, aflags); 3137 unapply_special (who, tmp, aflags);
3086 } 3138 }
3087 else { 3139 else
3140 {
3088 /* Cursed item that we can't unequip - tell the player. 3141 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 3142 * 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 3143 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 3144 * one cursed ring.)
3092 */ 3145 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 3147 }
3095 last = tmp->below; 3148 last = tmp->below;
3096 } 3149 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3150 /* 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. 3151 * return in the !tmp would have kicked in.
3099 */ 3152 */
3100 } /* if op is using this body location */ 3153 } /* if op is using this body location */
3101 } /* for body lcoations */ 3154 } /* for body lcoations */
3102 return 0; 3155 return 0;
3103} 3156}
3104 3157
3105/** 3158/**
3106 * Checks to see if 'who' can apply object 'op'. 3159 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3160 * Returns 0 if apply can be done without anything special.
3111 * is set, do we really are what the other flags may be?) 3164 * is set, do we really are what the other flags may be?)
3112 * 3165 *
3113 * See include/define.h for detailed description of the meaning of 3166 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3167 * these return values.
3115 */ 3168 */
3169int
3116int can_apply_object(object *who, object *op) 3170can_apply_object (object *who, object *op)
3117{ 3171{
3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3173 return RESULT_INT (0);
3174
3118 int i, retval=0; 3175 int i, retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3176 object *tmp = NULL, *ws = NULL;
3120 3177
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3178 /* 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 3179 * 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 3180 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way. 3181 * in place and store that way.
3125 */ 3182 */
3126 if (op->type == WEAPON || op->type == SHIELD) { 3183 if (op->type == WEAPON || op->type == SHIELD)
3184 {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3186 {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3188 {
3129 retval = CAN_APPLY_UNAPPLY; 3189 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp; 3190 ws = tmp;
3191 }
3192 }
3131 } 3193 }
3132 }
3133 }
3134
3135 3194
3195
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3137 if (op->body_info[i]) { 3198 if (op->body_info[i])
3199 {
3138 /* Item uses more slots than we have */ 3200 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3140 /* Could return now for efficiently - rest of info below isn' 3203 /* Could return now for efficiently - rest of info below isn'
3141 * really needed. 3204 * really needed.
3142 */ 3205 */
3143 retval |= CAN_APPLY_NEVER; 3206 retval |= CAN_APPLY_NEVER;
3207 }
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3208 else if ((who->body_used[i] + op->body_info[i]) < 0)
3209 {
3145 /* in this case, equipping this would use more free spots than 3210 /* in this case, equipping this would use more free spots than
3146 * we have. 3211 * we have.
3147 */ 3212 */
3148 object *tmp1; 3213 object *tmp1;
3149 3214
3150 3215
3151 /* if we have an applied weapon/shield, and unapply it would free 3216 /* 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 3217 * 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 3218 * continue. We don't care about the logic below - if you have
3154 * shield equipped and try to equip another shield, there is only 3219 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3220 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3221 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3222 * may be two handed for example.
3158 */ 3223 */
3159 if (ws) { 3224 if (ws)
3225 {
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 3227 {
3162 continue; 3228 retval |= CAN_APPLY_UNAPPLY;
3163 } 3229 continue;
3164 } 3230 }
3231 }
3165 3232
3166 tmp1 = get_item_from_body_location(who->inv, i); 3233 tmp1 = get_item_from_body_location (who->inv, i);
3167 if (!tmp1) { 3234 if (!tmp1)
3235 {
3168#if 0 3236#if 0
3169 /* This is sort of an error, but happens a lot when old players 3237 /* 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. 3238 * join in with more stuff equipped than they are now allowed.
3171 */ 3239 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 3240 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 3241#endif
3175 retval |= CAN_APPLY_NEVER; 3242 retval |= CAN_APPLY_NEVER;
3176 } else { 3243 }
3244 else
3245 {
3177 /* need to unapply something. However, if this something 3246 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3247 * is different than we had found before, it means they need
3179 * to apply multiple objects 3248 * to apply multiple objects
3180 */ 3249 */
3181 retval |= CAN_APPLY_UNAPPLY; 3250 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3251 if (!tmp)
3183 else if (tmp != tmp1) { 3252 tmp = tmp1;
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3253 else if (tmp != tmp1)
3185 } 3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 }
3186 /* This object isn't using up all the slots, so there must 3257 /* 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 3258 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3259 * the slots, the player then has a choice.
3189 */ 3260 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3191 (FABS(op->body_info[i]) < who->body_info[i]))
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3262 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3263
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3264 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3265 * equipped? If not, there must be something else to unapply.
3196 */ 3266 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3268 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3269
3200 } 3270 }
3201 } /* if not enough free slots */ 3271 } /* if not enough free slots */
3202 } /* if this object uses location i */ 3272 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3273 } /* for i -> num_body_locations loop */
3204 3274
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3275 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3276 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3277 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3278 * 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 3279 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3280 * all use the same location.
3211 */ 3281 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION;
3216
3217
3218 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 3283 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3285 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3286
3287
3288 if (who->type != PLAYER)
3289 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3291 retval |= CAN_APPLY_RESTRICTION;
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION;
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION;
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION;
3228 } 3298 }
3229 return retval; 3299 return retval;
3230} 3300}
3231 3301
3232 3302
3233 3303
3234/** 3304/**
3235 * who is the object using the object. It can be a monster. 3305 * 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, 3306 * 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 3307 * eg, one which you put on and keep on for a while, and not something
3251 * 3321 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3323 *
3254 * apply_special() doesn't check for unpaid items. 3324 * apply_special() doesn't check for unpaid items.
3255 */ 3325 */
3326int
3256int apply_special (object *who, object *op, int aflags) 3327apply_special (object *who, object *op, int aflags)
3257{ 3328{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3329 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3330 object *tmp, *tmp2, *skop = NULL;
3260 int i; 3331 int i;
3261 3332
3262 if(who==NULL) { 3333 if (who == NULL)
3334 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3335 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3336 return 1;
3265 } 3337 }
3266 3338
3267 if(op->env!=who) 3339 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3340 return 1; /* op is not in inventory */
3269 3341
3270 /* trying to unequip op */ 3342 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3343 if (QUERY_FLAG (op, FLAG_APPLIED))
3344 {
3272 /* always apply, so no reason to unapply */ 3345 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3346 if (basic_flag == AP_APPLY)
3347 return 0;
3274 3348
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3350 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3278 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op));
3280 return 1; 3352 return 1;
3281 } 3353 }
3282 return unapply_special(who, op, aflags); 3354 return unapply_special (who, op, aflags);
3283 } 3355 }
3284 3356
3285 if (basic_flag == AP_UNAPPLY) return 0; 3357 if (basic_flag == AP_UNAPPLY)
3358 return 0;
3286 3359
3287 i = can_apply_object(who, op); 3360 i = can_apply_object (who, op);
3288 3361
3289 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3363 if (i)
3364 {
3291 if (i & CAN_APPLY_NEVER) { 3365 if (i & CAN_APPLY_NEVER)
3366 {
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3367 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; 3368 return 1;
3369 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3370 else if (i & CAN_APPLY_RESTRICTION)
3371 {
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3296 return 1; 3373 return 1;
3297 } 3374 }
3298 if (who->type != PLAYER) { 3375 if (who->type != PLAYER)
3376 {
3299 /* Some error, so don't try to equip something more */ 3377 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3378 if (unapply_for_ob (who, op, aflags))
3301 } else { 3379 return 1;
3302 if (who->contr->unapply == unapply_never || 3380 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3381 else
3382 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 {
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3305 unapply_for_ob(who, op, AP_PRINT); 3386 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3387 return 1;
3307 } 3388 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3309 i = unapply_for_ob(who, op, aflags); 3391 i = unapply_for_ob (who, op, aflags);
3310 if (i) return 1; 3392 if (i)
3393 return 1;
3394 }
3395 }
3311 } 3396 }
3312 }
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 {
3315 skop=find_skill_by_name(who, op->skill); 3399 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3400 if (!skop)
3401 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3318 return 1; 3403 return 1;
3319 } else { 3404 }
3405 else
3406 {
3320 /* While experience will be credited properly, we want to change the 3407 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3408 * skill so that the dam and wc get updated
3322 */ 3409 */
3323 change_skill(who, skop, 0); 3410 change_skill (who, skop, 0);
3324 } 3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3325 } 3415 {
3326
3327 if (who->type == PLAYER && op->item_power &&
3328 (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!"); 3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1; 3417 return 1;
3331 } 3418 }
3332
3333 3419
3420
3334 /* Ok. We are now at the state where we can apply the new object. 3421 /* 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_... 3422 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3423 * below - that is already taken care of by can_apply_object.
3337 */ 3424 */
3338
3339 3425
3426
3340 if(op->nrof > 1) 3427 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3428 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3429 else
3343 tmp = NULL; 3430 tmp = NULL;
3344 3431
3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3433 return RESULT_INT (0);
3434
3345 switch(op->type) { 3435 switch (op->type)
3436 {
3346 case WEAPON: 3437 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3438 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3439 {
3349 "That weapon is too powerful for you to use."); 3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL) 3442 if (tmp != NULL)
3352 (void) insert_ob_in_ob(tmp,who); 3443 (void) insert_ob_in_ob (tmp, who);
3353 return 1; 3444 return 1;
3354 } 3445 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3448 /* 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) */ 3449 /* (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."); 3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3359 if(tmp!=NULL) 3451 if (tmp != NULL)
3360 (void) insert_ob_in_ob(tmp,who); 3452 (void) insert_ob_in_ob (tmp, who);
3361 return 1; 3453 return 1;
3362 } 3454 }
3363 SET_FLAG(op, FLAG_APPLIED); 3455 SET_FLAG (op, FLAG_APPLIED);
3364 3456
3365 if (skop) change_skill(who, skop, 1); 3457 if (skop)
3458 change_skill (who, skop, 1);
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3460 SET_FLAG (who, FLAG_READY_WEAPON);
3368 3461
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3370 3463
3371 (void) change_abil (who,op); 3464 (void) change_abil (who, op);
3372 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3373 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3374 LOG(llevDebug, "Scripting Weapon wielded\n");
3375 if (who->current_weapon_script) free_string(who->current_weapon_script);
3376 who->current_weapon_script=add_string(query_name(op));
3377 }
3378 who->current_weapon = op;*/
3379 break; 3465 break;
3380 3466
3381 case ARMOUR: 3467 case ARMOUR:
3382 case HELMET: 3468 case HELMET:
3383 case SHIELD: 3469 case SHIELD:
3384 case BOOTS: 3470 case BOOTS:
3385 case GLOVES: 3471 case GLOVES:
3386 case GIRDLE: 3472 case GIRDLE:
3387 case BRACERS: 3473 case BRACERS:
3388 case CLOAK: 3474 case CLOAK:
3389 case RING: 3475 case RING:
3390 case AMULET: 3476 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED); 3477 SET_FLAG (op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3393 (void) change_abil (who,op); 3479 (void) change_abil (who, op);
3394 break; 3480 break;
3395 case LAMP: 3481 case LAMP:
3396 if (op->stats.food < 1) { 3482 if (op->stats.food < 1)
3483 {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3398 " fuel!", op->name); 3485 return 1;
3399 return 1; 3486 }
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3402 op->name);
3403 tmp2 = arch_to_object(op->other_arch); 3488 tmp2 = arch_to_object (op->other_arch);
3404 tmp2->stats.food = op->stats.food; 3489 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED); 3490 SET_FLAG (tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3492 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3493 insert_ob_in_ob (tmp2, who);
3409 3494
3410 /* Remove the old lantern */ 3495 /* Remove the old lantern */
3411 if (who->type == PLAYER) 3496 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count); 3497 esrv_del_item (who->contr, (tag_t) op->count);
3413 remove_ob(op); 3498 remove_ob (op);
3414 free_object(op); 3499 free_object (op);
3415 3500
3416 /* insert the portion that was split off */ 3501 /* insert the portion that was split off */
3417 if(tmp!=NULL) { 3502 if (tmp != NULL)
3503 {
3418 (void) insert_ob_in_ob(tmp,who); 3504 (void) insert_ob_in_ob (tmp, who);
3419 if(who->type==PLAYER) 3505 if (who->type == PLAYER)
3420 esrv_send_item(who, tmp); 3506 esrv_send_item (who, tmp);
3421 } 3507 }
3422 fix_player(who); 3508 fix_player (who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3424 if (who->type == PLAYER) { 3511 if (who->type == PLAYER)
3512 {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3427 } 3515 }
3428 } 3516 }
3429 if(who->type==PLAYER) 3517 if (who->type == PLAYER)
3430 esrv_send_item(who, tmp2); 3518 esrv_send_item (who, tmp2);
3431 return 0; 3519 return 0;
3432 break; 3520 break;
3433 3521
3434 /* this part is needed for skill-tools */ 3522 /* this part is needed for skill-tools */
3435 case SKILL: 3523 case SKILL:
3436 case SKILL_TOOL: 3524 case SKILL_TOOL:
3437 if (who->chosen_skill) { 3525 if (who->chosen_skill)
3526 {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1; 3528 return 1;
3440 } 3529 }
3441 if (who->type == PLAYER) { 3530 if (who->type == PLAYER)
3531 {
3442 who->contr->shoottype = range_skill; 3532 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op; 3533 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) { 3534 if (!op->invisible)
3535 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3446 query_name (op)); 3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3447 new_draw_info_format (NDI_UNIQUE, 0, who, 3538 }
3448 "You can now use the skill: %s.", 3539 else
3449 op->skill); 3540 {
3450 } else { 3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3542 }
3452 op->skill? op->skill:op->name); 3543 }
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED); 3544 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3545 (void) change_abil (who, op);
3457 who->chosen_skill = op; 3546 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL); 3547 SET_FLAG (who, FLAG_READY_SKILL);
3459 break; 3548 break;
3460 3549
3461 case BOW: 3550 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) { 3551 if (!check_weapon_power (who, op->last_eat))
3463 new_draw_info(NDI_UNIQUE, 0, who, 3552 {
3464 "That item is too powerful for you to use."); 3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL) 3555 if (tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who); 3556 (void) insert_ob_in_ob (tmp, who);
3468 return 1; 3557 return 1;
3469 } 3558 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3471 new_draw_info(NDI_UNIQUE, 0, who, 3560 {
3472 "The weapon does not recognize you as its owner."); 3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL) 3562 if (tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who); 3563 (void) insert_ob_in_ob (tmp, who);
3475 return 1; 3564 return 1;
3476 } 3565 }
3477 /*FALLTHROUGH*/ 3566 /*FALLTHROUGH*/ case WAND:
3478 case WAND: 3567 case ROD:
3479 case ROD: 3568 case HORN:
3480 case HORN:
3481 /* check for skill, alter player status */ 3569 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED); 3570 SET_FLAG (op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0); 3571 if (skop)
3572 change_skill (who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3485 3574
3486 if(who->type==PLAYER) { 3575 if (who->type == PLAYER)
3487 if (op->type == BOW) { 3576 {
3577 if (op->type == BOW)
3578 {
3488 (void)change_abil(who, op); 3579 (void) change_abil (who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3580 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.", 3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3491 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow; 3582 who->contr->shoottype = range_bow;
3493 } else { 3583 }
3584 else
3585 {
3494 who->contr->shoottype = range_misc; 3586 who->contr->shoottype = range_misc;
3495 } 3587 }
3496 } else { 3588 }
3497 if (op->type == BOW) 3589 else
3590 {
3591 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW); 3592 SET_FLAG (who, FLAG_READY_BOW);
3499 else 3593 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3594 SET_FLAG (who, FLAG_READY_RANGE);
3501 } 3595 }
3502 break; 3596 break;
3503 3597
3504 case BUILDER: 3598 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] ) 3599 if (who->contr->ranges[range_builder])
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3600 unapply_special (who, who->contr->ranges[range_builder], 0);
3507 who->contr->shoottype = range_builder; 3601 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op; 3602 who->contr->ranges[range_builder] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3510 break; 3604 break;
3511 3605
3512 default: 3606 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3514 } /* end of switch op->type */ 3608 } /* end of switch op->type */
3515 3609
3516 SET_FLAG(op, FLAG_APPLIED); 3610 SET_FLAG (op, FLAG_APPLIED);
3517 3611
3518 if(tmp!=NULL) 3612 if (tmp != NULL)
3519 tmp = insert_ob_in_ob(tmp,who); 3613 tmp = insert_ob_in_ob (tmp, who);
3520 3614
3521 fix_player(who); 3615 fix_player (who);
3522 3616
3523 /* We exclude spell casting objects. The fire code will set the 3617 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3618 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3619 * you don't know anything about them.
3526 */ 3620 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3621 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3622 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3623
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3624 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3625 {
3532 if (who->type == PLAYER) { 3626 if (who->type == PLAYER)
3627 {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3629 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3630 }
3536 } 3631 }
3537 if(who->type==PLAYER) { 3632 if (who->type == PLAYER)
3633 {
3538 /* if multiple objects were applied, update both slots */ 3634 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3635 if (tmp)
3540 esrv_send_item(who, tmp); 3636 esrv_send_item (who, tmp);
3541 esrv_send_item(who, op); 3637 esrv_send_item (who, op);
3542 } 3638 }
3543 return 0; 3639 return 0;
3544} 3640}
3545 3641
3546 3642
3643int
3547int monster_apply_special (object *who, object *op, int aflags) 3644monster_apply_special (object *who, object *op, int aflags)
3548{ 3645{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3647 return 1;
3551 return apply_special (who, op, aflags); 3648 return apply_special (who, op, aflags);
3552} 3649}
3553 3650
3554/** 3651/**
3555 * Map was just loaded, handle op's initialisation. 3652 * Map was just loaded, handle op's initialisation.
3556 * 3653 *
3557 * Generates shop floor's item, and treasures. 3654 * Generates shop floor's item, and treasures.
3558 */ 3655 */
3656int
3559int auto_apply (object *op) { 3657auto_apply (object *op)
3658{
3560 object *tmp = NULL, *tmp2; 3659 object *tmp = NULL, *tmp2;
3561 int i; 3660 int i;
3562 3661
3563 switch(op->type) { 3662 switch (op->type)
3663 {
3564 case SHOP_FLOOR: 3664 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3665 if (!HAS_RANDOM_ITEMS (op))
3566 do { 3666 return 0;
3567 i=10; /* let's give it 10 tries */ 3667 do
3668 {
3669 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3670 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3672 if (tmp == NULL)
3571 return 0; 3673 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3675 {
3574 tmp = NULL; 3676 free_object (tmp);
3575 } 3677 tmp = NULL;
3576 } while(!tmp); 3678 }
3679 }
3680 while (!tmp);
3577 tmp->x=op->x; 3681 tmp->x = op->x;
3578 tmp->y=op->y; 3682 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3683 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3684 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3686 identify (tmp);
3583 break; 3687 break;
3584 3688
3585 case TREASURE: 3689 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3691 return 0;
3588 while ((op->stats.hp--)>0) 3692 while ((op->stats.hp--) > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3591 op->map == NULL ? 14: op->map->difficulty,0);
3592 3695
3593 /* If we generated an object and put it in this object inventory, 3696 /* 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 3697 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3698 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3699 * that is put inside other objects.
3597 */ 3700 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3701 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3702 {
3600 remove_ob(tmp); 3703 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3704 remove_ob (tmp);
3602 else free_object(tmp); 3705 if (op->env)
3706 insert_ob_in_ob (tmp, op->env);
3707 else
3708 free_object (tmp);
3709 }
3710 remove_ob (op);
3711 free_object (op);
3712 break;
3603 } 3713 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3714 return tmp ? 1 : 0;
3609} 3715}
3610 3716
3611/** 3717/**
3612 * fix_auto_apply goes through the entire map (only the first time 3718 * fix_auto_apply goes through the entire map (only the first time
3613 * when an original map is loaded) and performs special actions for 3719 * when an original map is loaded) and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3720 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3721 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3722 */
3617 3723void
3618void fix_auto_apply(mapstruct *m) { 3724fix_auto_apply (mapstruct *m)
3725{
3619 object *tmp,*above=NULL; 3726 object *tmp, *above = NULL;
3620 int x,y; 3727 int x, y;
3621 3728
3622 if(m==NULL) return; 3729 if (m == NULL)
3730 return;
3623 3731
3624 for(x=0;x<MAP_WIDTH(m);x++) 3732 for (x = 0; x < MAP_WIDTH (m); x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++) 3733 for (y = 0; y < MAP_HEIGHT (m); y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3627 above=tmp->above; 3735 {
3736 above = tmp->above;
3628 3737
3629 if (tmp->inv) { 3738 if (tmp->inv)
3739 {
3630 object *invtmp, *invnext; 3740 object *invtmp, *invnext;
3631 3741
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3743 {
3744 invnext = invtmp->below;
3634 3745
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3747 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3638 while ((invtmp->stats.hp--)>0) 3749 {
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3750 while ((invtmp->stats.hp--) > 0)
3640 m->difficulty,0); 3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3641 invtmp->randomitems = NULL; 3752
3642 } 3753 invtmp->randomitems = NULL;
3643 else if (invtmp && invtmp->arch && 3754 }
3644 invtmp->type!=TREASURE && 3755 else if (invtmp && invtmp->arch
3645 invtmp->type != SPELL && 3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3646 invtmp->type != CLASS && 3757 {
3647 HAS_RANDOM_ITEMS(invtmp)) { 3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3759 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3760 * treasure again for this object
3652 */ 3761 */
3653 invtmp->randomitems = NULL; 3762 invtmp->randomitems = NULL;
3654 } 3763 }
3655 } 3764 }
3656 /* This is really temporary - the code at the bottom will 3765 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3766 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3767 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3768 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3769 * MSW 2004-05-13
3661 * 3770 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3771 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3772 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3773 * Ryo 2004-08-16
3665 */ 3774 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL; 3777 tmp->randomitems = NULL;
3670 3778
3671 } 3779 }
3672 3780
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3782 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3676 while ((tmp->stats.hp--)>0) 3785 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3787 tmp->randomitems = NULL;
3680 } 3788 }
3681 else if(tmp->type==TIMED_GATE) { 3789 else if (tmp->type == TIMED_GATE)
3790 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3791 object *head = tmp->head != NULL ? tmp->head : tmp;
3792
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3793 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3794 {
3685 update_ob_speed(tmp); 3795 tmp->speed = 0;
3686 } 3796 update_ob_speed (tmp);
3687 } 3797 }
3798 }
3688 /* This function can be called everytime a map is loaded, even when 3799 /* 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 3800 * 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 3801 * 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. 3802 * 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 3803 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3804 * which say how many times to make the treasure.
3694 */ 3805 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3806 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3807 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3809 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3811 tmp->randomitems = NULL;
3701 } 3812 }
3702 } 3813 }
3703 3814
3704 for(x=0;x<MAP_WIDTH(m);x++) 3815 for (x = 0; x < MAP_WIDTH (m); x++)
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3816 for (y = 0; y < MAP_HEIGHT (m); y++)
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3707 if (tmp->above &&
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3819 check_trigger (tmp, tmp->above);
3710} 3820}
3711 3821
3712/** 3822/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3823 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3824 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3825 * that doesn't work with the new spell code. Since we know what
3716 * the food changes, just grab a force and use that instead. 3826 * the food changes, just grab a force and use that instead.
3717 */ 3827 */
3718 3828
3829void
3719void eat_special_food(object *who, object *food) { 3830eat_special_food (object *who, object *food)
3831{
3720 object *force; 3832 object *force;
3721 int i, did_one=0; 3833 int i, did_one = 0;
3722 sint8 k; 3834 sint8 k;
3723 3835
3724 force = get_archetype(FORCE_NAME); 3836 force = get_archetype (FORCE_NAME);
3725 3837
3726 for (i=0; i < NUM_STATS; i++) { 3838 for (i = 0; i < NUM_STATS; i++)
3839 {
3727 k = get_attr_value(&food->stats, i); 3840 k = get_attr_value (&food->stats, i);
3728 if (k) { 3841 if (k)
3842 {
3729 set_attr_value(&force->stats, i, k); 3843 set_attr_value (&force->stats, i, k);
3730 did_one = 1; 3844 did_one = 1;
3731 } 3845 }
3732 } 3846 }
3733 3847
3734 /* check if we can protect the eater */ 3848 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3849 for (i = 0; i < NROFATTACKS; i++)
3850 {
3736 if (food->resist[i]>0) { 3851 if (food->resist[i] > 0)
3852 {
3737 force->resist[i] = food->resist[i] / 2; 3853 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3854 did_one = 1;
3739 } 3855 }
3740 } 3856 }
3741 if (did_one) { 3857 if (did_one)
3858 {
3742 force->speed = 0.1; 3859 force->speed = 0.1;
3743 update_ob_speed(force); 3860 update_ob_speed (force);
3744 /* bigger morsel of food = longer effect time */ 3861 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3862 force->stats.food = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP); 3863 SET_FLAG (force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3864 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3865 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3866 insert_ob_in_ob (force, who);
3750 } else { 3867 }
3868 else
3869 {
3751 free_object(force); 3870 free_object (force);
3752 } 3871 }
3753 3872
3754 /* check for hp, sp change */ 3873 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3874 if (food->stats.hp != 0)
3875 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3876 if (QUERY_FLAG (food, FLAG_CURSED))
3877 {
3757 strcpy(who->contr->killer,food->name); 3878 strcpy (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3879 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3881 }
3882 else
3883 {
3761 if(food->stats.hp>0) 3884 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3885 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3886 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3887 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3888 who->stats.hp += food->stats.hp;
3766 } 3889 }
3767 } 3890 }
3768 if(food->stats.sp!=0) { 3891 if (food->stats.sp != 0)
3892 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3894 {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3895 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3896 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3897 if (who->stats.sp < 0)
3773 } else { 3898 who->stats.sp = 0;
3899 }
3900 else
3901 {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3903 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3904 /* place limit on max sp from food? */
3905 }
3777 } 3906 }
3778 }
3779 fix_player(who); 3907 fix_player (who);
3780} 3908}
3781 3909
3782 3910
3783/** 3911/**
3784 * Designed primarily to light torches/lanterns/etc. 3912 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3913 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3914 * the selected object to "burn". -b.t.
3787 */ 3915 */
3788 3916
3917void
3789void apply_lighter(object *who, object *lighter) { 3918apply_lighter (object *who, object *lighter)
3919{
3790 object *item; 3920 object *item;
3791 int is_player_env=0; 3921 int is_player_env = 0;
3792 uint32 nrof; 3922 uint32 nrof;
3793 tag_t count; 3923 tag_t count;
3794 char item_name[MAX_BUF]; 3924 char item_name[MAX_BUF];
3795 3925
3796 item=find_marked_object(who); 3926 item = find_marked_object (who);
3797 if(item) { 3927 if (item)
3928 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3929 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3931 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3932 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3933 if (lighter->nrof > 1)
3934 {
3802 object *oneLighter = get_object(); 3935 object *oneLighter = get_object ();
3936
3803 copy_object(lighter, oneLighter); 3937 copy_object (lighter, oneLighter);
3804 lighter->nrof -= 1; 3938 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3939 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3940 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3941 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3942 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3943 esrv_send_item (who, oneLighter);
3810 } else { 3944 }
3945 else
3946 {
3811 lighter->stats.food--; 3947 lighter->stats.food--;
3812 }
3813
3814 } else if(lighter->last_eat) { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who,
3816 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name);
3818 return;
3819 } 3948 }
3949
3950 }
3951 else if (lighter->last_eat)
3952 { /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3954 return;
3955 }
3820 /* Perhaps we should split what we are trying to light on fire? 3956 /* 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 3957 * I can't see many times when you would want to light multiple
3822 * objects at once. 3958 * objects at once.
3823 */ 3959 */
3824 nrof=item->nrof; 3960 nrof = item->nrof;
3825 count=item->count; 3961 count = item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the 3962 /* 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 3963 * name object, so make a copy so the message we print out makes
3828 * some sense. 3964 * some sense.
3829 */ 3965 */
3830 strcpy(item_name, item->name); 3966 strcpy (item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1; 3967 if (who == is_player_inv (item))
3968 is_player_env = 1;
3832 3969
3833 save_throw_object(item,AT_FIRE,who); 3970 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3971 /* Change to check count and not freed, since the object pointer
3835 * may have gotten recycled 3972 * may have gotten recycled
3836 */ 3973 */
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3974 if ((nrof != item->nrof) || (count != item->count))
3838 new_draw_info_format(NDI_UNIQUE, 0,who, 3975 {
3839 "You light the %s with the %s.",item_name,lighter->name); 3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3840 /* Need to update the player so that the players glow radius 3977 /* Need to update the player so that the players glow radius
3841 * gets changed. 3978 * gets changed.
3842 */ 3979 */
3843 if (is_player_env) fix_player(who); 3980 if (is_player_env)
3844 } else { 3981 fix_player (who);
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3982 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3983 else
3847 } 3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3986 }
3848 3987
3849 } else /* nothing to light */ 3988 }
3989 else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 3991
3852} 3992}
3853 3993
3854/** 3994/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3995 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3996 * scroll_failure()- hacked directly from spell_failure
3857 */ 3997 */
3998void
3858void scroll_failure(object *op, int failure, int power) 3999scroll_failure (object *op, int failure, int power)
3859{ 4000{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 4001 if (abs (failure / 4) > power)
4002 power = abs (failure / 4); /* set minimum effect */
3861 4003
3862 if(failure<= -1&&failure > -15) {/* wonder */ 4004 if (failure <= -1 && failure > -15)
4005 { /* wonder */
3863 object *tmp; 4006 object *tmp;
3864 4007
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 4009 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 4010 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 4011 free_object (tmp);
4012 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 4013 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 4017 if (op->stats.sp < 0)
4018 op->stats.sp = 0;
4019 }
3873 } else if (settings.spell_failure_effects == TRUE) { 4020 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 4021 {
4022 if (failure <= -35 && failure > -60)
4023 { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4024 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 confuse_player(op,op,power); 4025 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4026 }
4027 else if (failure <= -60 && failure > -70)
4028 { /* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 4029 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3879 "you!");
3880 paralyze_player(op,op,power); 4030 paralyze_player (op, op, power);
4031 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 4032 else if (failure <= -70 && failure > -80)
4033 { /* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3883 blind_player(op,op,power); 4035 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 4036 }
4037 else if (failure <= -80)
4038 { /* blast the immediate area */
3885 object *tmp; 4039 object *tmp;
4040
3886 tmp=get_archetype(LOOSE_MANA); 4041 tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 4042 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3889 free_object(tmp); 4044 free_object (tmp);
3890 } 4045 }
3891 } 4046 }
3892} 4047}
3893 4048
4049void
3894void apply_changes_to_player(object *pl, object *change) { 4050apply_changes_to_player (object *pl, object *change)
4051{
3895 int excess_stat=0; /* if the stat goes over the maximum 4052 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 4053 for the race, put the excess stat some
3897 where else. */ 4054 where else. */
3898 4055
3899 switch (change->type) { 4056 switch (change->type)
3900 case CLASS: { 4057 {
4058 case CLASS:
4059 {
3901 living *stats = &(pl->contr->orig_stats); 4060 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 4061 living *ns = &(change->stats);
3903 object *walk; 4062 object *walk;
3904 int flag_change_face=1; 4063 int flag_change_face = 1;
3905 4064
3906 /* the following code assigns stats up to the stat max 4065 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 4066 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 4067 * tries to randomly reassign the excess stat
3909 */ 4068 */
3910 int i,j; 4069 int i, j;
4070
3911 for(i=0;i<NUM_STATS;i++) { 4071 for (i = 0; i < NUM_STATS; i++)
4072 {
3912 sint8 stat=get_attr_value(stats,i); 4073 sint8 stat = get_attr_value (stats, i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075
3914 stat += get_attr_value(ns,i); 4076 stat += get_attr_value (ns, i);
3915 if(stat > 20 + race_bonus) { 4077 if (stat > 20 + race_bonus)
3916 excess_stat++; 4078 {
3917 stat = 20+race_bonus; 4079 excess_stat++;
3918 } 4080 stat = 20 + race_bonus;
4081 }
3919 set_attr_value(stats,i,stat); 4082 set_attr_value (stats, i, stat);
3920 } 4083 }
3921 4084
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4085 for (j = 0; excess_stat > 0 && j < 100; j++)
3923 int i = rndm(0, 6); 4086 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6);
3924 int stat=get_attr_value(stats,i); 4088 int stat = get_attr_value (stats, i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3926 if(i==CHA) continue; /* exclude cha from this */ 4090
3927 if( stat < 20 + race_bonus) { 4091 if (i == CHA)
4092 continue; /* exclude cha from this */
4093 if (stat < 20 + race_bonus)
4094 {
3928 change_attr_value(stats,i,1); 4095 change_attr_value (stats, i, 1);
3929 excess_stat--; 4096 excess_stat--;
3930 } 4097 }
3931 } 4098 }
3932 4099
3933 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 4101 * the player ref: player.c
3935 */ 4102 */
3936 if(change->randomitems!=NULL) 4103 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3938 4105
3939 4106
3940 /* set up the face, for some races. */ 4107 /* set up the face, for some races. */
3941 4108
3942 /* first, look for the force object banning 4109 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 4110 * changing the face. Certain races never change face with class.
3944 */ 4111 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4112 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4113 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4114 flag_change_face = 0;
3947 4115
3948 if(flag_change_face) { 4116 if (flag_change_face)
4117 {
3949 pl->animation_id = GET_ANIM_ID(change); 4118 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 4119 pl->face = change->face;
3951 4120
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4121 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 4122 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 4123 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 4124 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 4125 }
3957 4126
3958 /* check the special case of can't use weapons */ 4127 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4128 /*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); 4129 if (!strcmp (change->name, "monk"))
4130 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 4131
3962 break; 4132 break;
3963 } 4133 }
3964 } 4134 }
3965} 4135}
3966 4136
3967/** 4137/**
3968 * This handles items of type 'transformer'. 4138 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 4142 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4143 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 4144 * This way an item can be transformed in many things, and/or many objects.
3975 * The 'slaying' field for transformer is used as verb for the action. 4145 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 4146 */
4147void
3977void apply_item_transformer( object* pl, object* transformer ) 4148apply_item_transformer (object *pl, object *transformer)
3978 { 4149{
3979 object* marked; 4150 object *marked;
3980 object* new_item; 4151 object *new_item;
3981 char* find; 4152 char *find;
3982 char* separator; 4153 char *separator;
3983 int yield; 4154 int yield;
3984 char got[ MAX_BUF ]; 4155 char got[MAX_BUF];
3985 int len; 4156 int len;
3986 4157
3987 if ( !pl || !transformer ) 4158 if (!pl || !transformer)
3988 return; 4159 return;
3989 marked = find_marked_object( pl ); 4160 marked = find_marked_object (pl);
3990 if ( !marked ) 4161 if (!marked)
3991 { 4162 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4163 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3993 return; 4164 return;
3994 } 4165 }
3995 if ( !marked->slaying ) 4166 if (!marked->slaying)
3996 { 4167 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3998 return; 4169 return;
3999 } 4170 }
4000 /* check whether they are compatible or not */ 4171 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 4172 find = strstr (marked->slaying, transformer->arch->name);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4003 { 4174 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4005 return; 4176 return;
4006 } 4177 }
4007 find += strlen( transformer->arch->name ) + 1; 4178 find += strlen (transformer->arch->name) + 1;
4008 /* Item can be used, now find how many and what it yields */ 4179 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 4180 if (isdigit (*(find)))
4010 { 4181 {
4011 yield = atoi( find ); 4182 yield = atoi (find);
4012 if ( yield < 1 ) 4183 if (yield < 1)
4013 { 4184 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4185 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 4186 yield = 1;
4016 } 4187 }
4017 } 4188 }
4018 else 4189 else
4019 yield = 1; 4190 yield = 1;
4020 4191
4021 while ( isdigit( *find ) ) 4192 while (isdigit (*find))
4022 find++; 4193 find++;
4023 while ( *find == ' ' ) 4194 while (*find == ' ')
4024 find++; 4195 find++;
4025 memset( got, 0, MAX_BUF ); 4196 memset (got, 0, MAX_BUF);
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4197 if ((separator = strchr (find, ';')) != NULL)
4027 { 4198 {
4028 len = separator - find; 4199 len = separator - find;
4029 } 4200 }
4030 else 4201 else
4031 { 4202 {
4032 len = strlen(find); 4203 len = strlen (find);
4033 } 4204 }
4034 if ( len > MAX_BUF-1) 4205 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4206 len = MAX_BUF - 1;
4036 strcpy( got, find ); 4207 strcpy (got, find);
4037 got[len] = '\0'; 4208 got[len] = '\0';
4038 4209
4039 /* Now create new item, remove used ones when required. */ 4210 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4211 new_item = get_archetype (got);
4041 if ( !new_item ) 4212 if (!new_item)
4042 { 4213 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4044 return; 4215 return;
4045 } 4216 }
4046 new_item->nrof = yield; 4217 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4048 insert_ob_in_ob( new_item, pl ); 4219 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4220 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4221 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4222 decrease_ob_nr (marked, 1);
4052 /* Eat one transformer if needed */ 4223 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4224 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4225 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4226 decrease_ob_nr (transformer, 1);
4056 } 4227}

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