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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 1.26 by root, Wed Sep 13 23:41:47 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 1.26 2006/09/13 23:41:47 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
1402 } else { 1321 return !sacrifice;
1322 }
1323 else
1403 return 0; 1324 return 0;
1404 }
1405} 1325}
1406
1407 1326
1408/** 1327/**
1409 * Handles 'movement' of shop mats. 1328 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1329 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1330 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1331 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1332 * MSW 2001-08-29
1414 */ 1333 */
1334int
1415int apply_shop_mat (object *shop_mat, object *op) 1335apply_shop_mat (object *shop_mat, object *op)
1416{ 1336{
1417 int rv = 0; 1337 int rv = 0;
1418 double opinion; 1338 double opinion;
1419 object *tmp, *next; 1339 object *tmp, *next;
1420 1340
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1341 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1342
1423 if (op->type != PLAYER) { 1343 if (op->type != PLAYER)
1344 {
1424 /* Remove all the unpaid objects that may be carried here. 1345 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1346 * This could be pets or monsters that are somehow in
1426 * the shop. 1347 * the shop.
1427 */ 1348 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1349 for (tmp = op->inv; tmp; tmp = next)
1350 {
1429 next = tmp->below; 1351 next = tmp->below;
1352
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1353 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1354 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1355 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1356
1433 remove_ob(tmp); 1357 remove_ob (tmp);
1434 if (i==-1) i=0; 1358
1435 tmp->map = op->map; 1359 if (i == -1)
1360 i = 0;
1361
1362 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1363 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1364 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1365 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1366 }
1440 } 1367 }
1441 1368
1442 /* Don't teleport things like spell effects */ 1369 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1370 if (QUERY_FLAG (op, FLAG_NO_PICK))
1371 return 0;
1444 1372
1445 /* unpaid objects, or non living objects, can't transfer by 1373 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1374 * shop mats. Instead, put it on a nearby space.
1447 */ 1375 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1376 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1377 {
1449 1378
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1379 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1380 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1381
1382 if (i != -1)
1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1384
1385 return 0;
1386 }
1387 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine.
1389 */
1390 rv = teleport (shop_mat, SHOP_MAT, op);
1391 }
1392 else if (can_pay (op) && get_payment (op))
1393 {
1394 /* this is only used for players */
1395 rv = teleport (shop_mat, SHOP_MAT, op);
1396
1397 if (shop_mat->msg)
1398 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1399 /* This check below is a bit simplistic - generally it should be correct,
1400 * but there is never a guarantee that the bottom space on the map is
1401 * actually the shop floor.
1402 */
1403 else if (!rv && !is_in_shop (op))
1404 {
1405 opinion = shopkeeper_approval (op->map, op);
1406
1407 if (opinion > 0.9)
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1409 else if (opinion > 0.75)
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1411 else if (opinion > 0.5)
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1413 else
1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1415 }
1416 }
1417 else
1418 {
1419 /* if we get here, a player tried to leave a shop but was not able
1420 * to afford the items he has. We try to move the player so that
1421 * they are not on the mat anymore
1422 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1423 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1424
1452 if (i != -1) { 1425 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1426 {
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"); 1427 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1428 }
1429 else
1430 {
1497 remove_ob (op); 1431 remove_ob (op);
1498 op->x += freearr_x[i]; 1432 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1433 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1434 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1435 }
1502 } 1436 }
1437
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1438 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1439 return rv;
1505} 1440}
1506 1441
1507/** 1442/**
1508 * Handles applying a sign. 1443 * Handles applying a sign.
1509 */ 1444 */
1445static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1446apply_sign (object *op, object *sign, int autoapply)
1511{ 1447{
1512 readable_message_type* msgType; 1448 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1449 char newbuf[HUGE_BUF];
1450
1514 if (sign->msg == NULL) { 1451 if (sign->msg == NULL)
1452 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1454 return;
1455 }
1456
1457 if (sign->stats.food)
1458 {
1459 if (sign->last_eat >= sign->stats.food)
1460 {
1461 if (!sign->move_on)
1462 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1463 return;
1517 } 1464 }
1518 1465
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)) 1466 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1467 sign->last_eat++;
1528 } 1468 }
1529 1469
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1470 /* 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 1471 * 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 1472 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1473 * to us).
1534 */ 1474 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1475 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1476 {
1537 "You are unable to read while blind."); 1477 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1478 return;
1539 } 1479 }
1540 msgType=get_readable_message_type(sign); 1480 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1481 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); 1482 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1543} 1483}
1544
1545 1484
1546/** 1485/**
1547 * 'victim' moves onto 'trap' 1486 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1487 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1488 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1489 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1490 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1491 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1492 * However, some types of traps require an originator to function.
1554 */ 1493 */
1494void
1555void move_apply (object *trap, object *victim, object *originator) 1495move_apply (object *trap, object *victim, object *originator)
1556{ 1496{
1557 static int recursion_depth = 0; 1497 static int recursion_depth = 0;
1558 1498
1559 /* Only exits affect DMs. */ 1499 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1500 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1501 return;
1562 1502
1563 /* move_apply() is the most likely candidate for causing unwanted and 1503 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1504 * possibly unlimited recursion.
1565 */ 1505 */
1567 * maps to fail. 1) it's not an error to recurse: 1507 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1508 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1509 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1510 * proper. This code was causing needless crashes.
1571 */ 1511 */
1572 if (recursion_depth >= 500) { 1512 if (recursion_depth >= 500)
1513 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1514 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1515 "[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); 1516 return;
1576 return;
1577 } 1517 }
1578 recursion_depth++; 1518 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1519 if (trap->head)
1520 trap = trap->head;
1580 1521
1581 /* Lauwenmark: Handle for plugin trigger event */ 1522 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) 1523 goto leave;
1524
1525 switch (trap->type)
1526 {
1527 case PLAYERMOVER:
1528 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1529 {
1530 if (!trap->stats.maxsp)
1531 trap->stats.maxsp = 2;
1532
1533 /* Is this correct? From the docs, it doesn't look like it
1534 * should be divided by trap->speed
1535 */
1536 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1537
1538 /* Just put in some sanity check. I think there is a bug in the
1539 * above with some objects have zero speed, and thus the player
1540 * getting permanently paralyzed.
1541 */
1542 if (victim->speed_left < -50.0)
1543 victim->speed_left = -50.0;
1544 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1545 }
1583 goto leave; 1546 goto leave;
1584 1547
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: 1548 case SPINNER:
1606 if(victim->direction) { 1549 if (victim->direction)
1550 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1551 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1552 update_turn_face (victim);
1609 } 1553 }
1610 goto leave; 1554 goto leave;
1611 1555
1612 case DIRECTOR: 1556 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1557 if (victim->direction && !should_director_abort (trap, victim))
1558 {
1614 victim->direction=trap->stats.sp; 1559 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1560 update_turn_face (victim);
1616 } 1561 }
1617 goto leave; 1562 goto leave;
1618 1563
1619 case BUTTON: 1564 case BUTTON:
1620 case PEDESTAL: 1565 case PEDESTAL:
1621 update_button(trap); 1566 update_button (trap);
1622 goto leave; 1567 goto leave;
1623 1568
1624 case ALTAR: 1569 case ALTAR:
1625 /* sacrifice victim on trap */ 1570 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1571 apply_altar (trap, victim, originator);
1627 goto leave; 1572 goto leave;
1628 1573
1629 case THROWN_OBJ: 1574 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1575 if (trap->inv == NULL)
1631 goto leave; 1576 goto leave;
1632 /* fallthrough */ 1577 /* fallthrough */
1633 1578
1634 case ARROW: 1579 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1580 /* 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. 1581 * 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 1582 * 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 1583 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1584 * action, we avoid hits here
1641 */ 1585 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1586 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1587 hit_with_arrow (trap, victim);
1644 goto leave; 1588 goto leave;
1645 1589
1646 case SPELL_EFFECT: 1590 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1591 apply_spell_effect (trap, victim);
1648 goto leave; 1592 goto leave;
1649 1593
1650 case TRAPDOOR: 1594 case TRAPDOOR:
1651 { 1595 {
1652 int max, sound_was_played; 1596 int max, sound_was_played;
1653 object *ab, *ab_next; 1597 object *ab, *ab_next;
1598
1654 if(!trap->value) { 1599 if (!trap->value)
1655 int tot; 1600 {
1601 int tot;
1602
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1603 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1604 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1605 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1606
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1607 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1608 goto leave;
1662 1609
1663 SET_ANIMATION(trap, trap->value); 1610 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1611 update_object (trap, UP_OBJ_FACE);
1665 } 1612 }
1666 1613
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1614 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1615 {
1668 /* need to set this up, since if we do transfer the object, 1616 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1617 * ab->above would be bogus
1670 */ 1618 */
1671 ab_next = ab->above; 1619 ab_next = ab->above;
1672 1620
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1621 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1622 {
1623 if (!sound_was_played)
1624 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1625 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1; 1626 sound_was_played = 1;
1677 } 1627 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1628 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); 1629 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1680 } 1630 }
1681 } 1631 }
1682 goto leave; 1632 goto leave;
1683 } 1633 }
1684 1634
1685 1635
1686 case CONVERTER: 1636 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1637 if (convert_item (victim, trap) < 0)
1688 object *op; 1638 {
1639 object *op;
1689 1640
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1641 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1691 1642
1692 op = get_archetype("burnout"); 1643 op = get_archetype ("burnout");
1693 if (op != NULL) { 1644 if (op != NULL)
1694 op->x = trap->x; 1645 {
1695 op->y = trap->y; 1646 op->x = trap->x;
1647 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0); 1648 insert_ob_in_map (op, trap->map, trap, 0);
1697 } 1649 }
1698 } 1650 }
1699 goto leave; 1651 goto leave;
1700 1652
1701 case TRIGGER_BUTTON: 1653 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1654 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1655 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1656 check_trigger (trap, victim);
1705 goto leave; 1657 goto leave;
1706 1658
1707 case DEEP_SWAMP: 1659 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1660 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1661 goto leave;
1710 1662
1711 case CHECK_INV: 1663 case CHECK_INV:
1712 check_inv (victim, trap); 1664 check_inv (victim, trap);
1713 goto leave; 1665 goto leave;
1714 1666
1715 case HOLE: 1667 case HOLE:
1716 /* Hole not open? */ 1668 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1669 if (trap->stats.wc > 0)
1718 goto leave; 1670 goto leave;
1719 1671
1720 /* Is this a multipart monster and not the head? If so, return. 1672 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1673 * Processing will happen if the head runs into the pit
1722 */ 1674 */
1723 if (victim->head) 1675 if (victim->head)
1724 goto leave; 1676 goto leave;
1725 1677
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1678 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"); 1679 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); 1680 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1681 goto leave;
1730 1682
1731 case EXIT: 1683 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1684 if (victim->type == PLAYER && EXIT_PATH (trap))
1685 {
1733 /* Basically, don't show exits leading to random maps the 1686 /* Basically, don't show exits leading to random maps the
1734 * players output. 1687 * players output.
1735 */ 1688 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1689 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1690 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1691 enter_exit (victim, trap);
1739 } 1692 }
1740 goto leave; 1693 goto leave;
1741 1694
1742 case ENCOUNTER: 1695 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1696 /* may be some leftovers on this */
1744 goto leave; 1697 goto leave;
1745 1698
1746 case SHOP_MAT: 1699 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1700 apply_shop_mat (trap, victim);
1748 goto leave; 1701 goto leave;
1749 1702
1750 /* Drop a certain amount of gold, and have one item identified */ 1703 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1704 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1705 apply_id_altar (victim, trap, originator);
1753 goto leave; 1706 goto leave;
1754 1707
1755 case SIGN: 1708 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1709 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1710 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1711
1759 apply_sign (victim, trap, 1); 1712 apply_sign (victim, trap, 1);
1760 goto leave; 1713 goto leave;
1761 1714
1762 case CONTAINER: 1715 case CONTAINER:
1763 if (victim->type==PLAYER) 1716 if (victim->type == PLAYER)
1764 (void) esrv_apply_container (victim, trap); 1717 (void) esrv_apply_container (victim, trap);
1765 else 1718 else
1766 (void) apply_container (victim, trap); 1719 (void) apply_container (victim, trap);
1767 goto leave; 1720 goto leave;
1768 1721
1769 case RUNE: 1722 case RUNE:
1770 case TRAP: 1723 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1724 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1725 {
1772 spring_trap(trap, victim); 1726 spring_trap (trap, victim);
1773 } 1727 }
1774 goto leave; 1728 goto leave;
1775 1729
1776 default: 1730 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1731 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, 1732 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1779 trap->type);
1780 goto leave; 1733 goto leave;
1781 } 1734 }
1782 1735
1783 leave: 1736leave:
1784 recursion_depth--; 1737 recursion_depth--;
1785} 1738}
1786 1739
1787/** 1740/**
1788 * Handles reading a regular (ie not containing a spell) book. 1741 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1742 */
1743static void
1790static void apply_book (object *op, object *tmp) 1744apply_book (object *op, object *tmp)
1791{ 1745{
1792 int lev_diff; 1746 int lev_diff;
1793 object *skill_ob; 1747 object *skill_ob;
1794 1748
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1797 return; 1752 return;
1798 } 1753 }
1799 if(tmp->msg==NULL) { 1754 if (tmp->msg == NULL)
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1755 {
1801 "You open the %s and find it empty.", tmp->name); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1802 return; 1757 return;
1803 } 1758 }
1804 1759
1805 /* need a literacy skill to read stuff! */ 1760 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1761 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1762 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1763 {
1764 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1765 return;
1766 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1767 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1768 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1769 {
1814 if (lev_diff < 2) 1770 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1772 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1774 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1776 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1777 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1778 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1779 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1824 else 1780 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1781 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1826 return; 1782 return;
1827 } 1783 }
1828 1784
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1785 readable_message_type *msgType = get_readable_message_type (tmp);
1786
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1787 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1788 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1789 "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 1790
1836 /* gain xp from reading */ 1791 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1792 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1793 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1794 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 {
1840 /*exp_gain *= 2; because they just identified it too */ 1798 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1799 SET_FLAG (tmp, FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1800 /* If in a container, update how it looks */
1801 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1802 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1803 else
1844 else op->contr->socket.update_look=1; 1804 op->contr->socket.update_look = 1;
1845 } 1805 }
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1806 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 */ 1807 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1808 }
1849} 1809}
1850 1810
1851/** 1811/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1812 * 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 1813 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1814 */
1815static void
1855static void apply_skillscroll (object *op, object *tmp) 1816apply_skillscroll (object *op, object *tmp)
1856{ 1817{
1857 switch ((int) learn_skill (op, tmp)) { 1818 switch ((int) learn_skill (op, tmp))
1858 case 0: 1819 {
1820 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1821 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)); 1822 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1861 return; 1823 return;
1862 1824
1863 case 1: 1825 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1826 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); 1827 decrease_ob (tmp);
1870 return; 1828 return;
1871 1829
1872 default: 1830 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1831 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); 1832 decrease_ob (tmp);
1876 return; 1833 return;
1877 } 1834 }
1878} 1835}
1879 1836
1880/** 1837/**
1881 * Actually makes op learn spell. 1838 * Actually makes op learn spell.
1882 * Informs player of what happens. 1839 * Informs player of what happens.
1883 */ 1840 */
1841void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1842do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1843{
1886 object *tmp; 1844 object *tmp;
1887 1845
1888 if (op->type != PLAYER) { 1846 if (op->type != PLAYER)
1847 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1848 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1849 return;
1891 } 1850 }
1892 1851
1893 /* Upgrade special prayers to normal prayers */ 1852 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1853 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1854 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1855 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1856 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1857 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1858 return;
1898 } 1859 }
1899 return; 1860 return;
1900 } 1861 }
1901 1862
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1863 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object(); 1864 tmp = get_object ();
1904 copy_object(spell, tmp); 1865 copy_object (spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1866 insert_ob_in_ob (tmp, op);
1906 1867
1907 if (special_prayer) { 1868 if (special_prayer)
1869 {
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1870 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 } 1871 }
1910 1872
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); 1873 esrv_add_spells (op->contr, tmp);
1915} 1874}
1916 1875
1917/** 1876/**
1918 * Erases spell from player's inventory. 1877 * Erases spell from player's inventory.
1919 */ 1878 */
1879void
1920void do_forget_spell (object *op, const char *spell) 1880do_forget_spell (object *op, const char *spell)
1921{ 1881{
1922 object *spob; 1882 object *spob;
1923 1883
1924 if (op->type != PLAYER) { 1884 if (op->type != PLAYER)
1885 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1886 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1887 return;
1927 } 1888 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1889 if ((spob = check_spell_known (op, spell)) == NULL)
1890 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1891 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1892 return;
1931 }
1932 1893 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1894
1934 "You lose knowledge of %s.", spell); 1895 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1896 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1897 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1898 remove_ob (spob);
1938 free_object(spob); 1899 free_object (spob);
1939} 1900}
1940 1901
1941/** 1902/**
1942 * Handles player applying a spellbook. 1903 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1904 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1905 * stuff like that. Random learning failure too.
1945 */ 1906 */
1907static void
1946static void apply_spellbook (object *op, object *tmp) 1908apply_spellbook (object *op, object *tmp)
1947{ 1909{
1948 object *skop, *spell, *spell_skill; 1910 object *skop, *spell, *spell_skill;
1949 1911
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1912 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1913 {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1914 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1952 return; 1915 return;
1953 } 1916 }
1954 1917
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1918 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1919 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1920 * legacy spellbooks
1958 */ 1921 */
1959 1922
1960 if(tmp->slaying != NULL) { 1923 if (tmp->slaying != NULL)
1924 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1925 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1926 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1927 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1928 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1965 return; 1929 return;
1966 } 1930 }
1967 else 1931 else
1968 insert_ob_in_ob(spell, tmp); 1932 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1933 tmp->slaying = NULL;
1971 } 1934 }
1972 1935
1973 skop = find_skill_by_name(op, tmp->skill); 1936 skop = find_skill_by_name (op, tmp->skill);
1974 1937
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1938 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1939 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1940 if (!skop)
1941 {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1942 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1979 return; 1943 return;
1980 } 1944 }
1981 1945
1982 spell = tmp->inv; 1946 spell = tmp->inv;
1983 if (!spell) { 1947 if (!spell)
1948 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1949 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."); 1950 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1986 return; 1951 return;
1987 } 1952 }
1988 if (spell->level > (skop->level+10)) { 1953 if (spell->level > (skop->level + 10))
1954 {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); 1955 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1990 return; 1956 return;
1991 } 1957 }
1992 1958
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1959 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 1960
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1961 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1962 {
1998 identify(tmp); 1963 identify (tmp);
1999 if (tmp->env) 1964 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1965 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1966 else
2002 op->contr->socket.update_look=1; 1967 op->contr->socket.update_look = 1;
2003 } 1968 }
2004 1969
2005 /* I removed the check for special_prayer_mark here - it didn't make 1970 /* 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 1971 * 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 1972 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1973 * they would have a special prayer mark.
2009 */ 1974 */
2010 if (check_spell_known (op, spell->name)) { 1975 if (check_spell_known (op, spell->name))
1976 {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
2012 return; 1978 return;
2013 } 1979 }
2014 1980
2015 if (spell->skill) { 1981 if (spell->skill)
1982 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1983 spell_skill = find_skill_by_name (op, spell->skill);
1984
2017 if (!spell_skill) { 1985 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1986 {
2019 "You lack the skill %s to use this spell", 1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
2020 spell->skill);
2021 return; 1988 return;
2022 } 1989 }
1990
2023 if (spell_skill->level < spell->level) { 1991 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1992 {
2025 "You need to be level %d in %s to learn this spell.", 1993 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; 1994 return;
2028 } 1995 }
2029 } 1996 }
2030 1997
2031 /* Logic as follows 1998 /* Logic as follows
2032 * 1999 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 2000 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 2001 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 2002 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 2003 * a spell.
2037 * 2004 *
2038 * 3 -Automatically fail to learn if you read while confused 2005 * 3 -Automatically fail to learn if you read while confused
2039 * 2006 *
2040 * Overall, chances are the same but a player will find having a high 2007 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 2008 * literacy rate very useful! -b.t.
2042 */ 2009 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2010 if (QUERY_FLAG (op, FLAG_CONFUSED))
2011 {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2012 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)); 2013 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2014 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2015 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2016 (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]) { 2017 {
2049 2018
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2019 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 2020 do_learn_spell (op, spell, 0);
2052 2021
2053 /* xp gain to literacy for spell learning */ 2022 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2023 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2024 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 2025 }
2026 else
2027 {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2028 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"); 2029 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2059 } 2030 }
2060 decrease_ob(tmp); 2031 decrease_ob (tmp);
2061} 2032}
2062 2033
2063/** 2034/**
2064 * Handles applying a spell scroll. 2035 * Handles applying a spell scroll.
2065 */ 2036 */
2037void
2066void apply_scroll (object *op, object *tmp, int dir) 2038apply_scroll (object *op, object *tmp, int dir)
2067{ 2039{
2068 object *skop; 2040 object *skop;
2069 2041
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2042 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2043 {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2072 return; 2045 return;
2073 } 2046 }
2074 2047
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 2048 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 2049 {
2077 "The scroll just doesn't make sense!"); 2050 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2078 return; 2051 return;
2079 } 2052 }
2080 2053
2081 if(op->type==PLAYER) { 2054 if (op->type == PLAYER)
2055 {
2082 /* players need a literacy skill to read stuff! */ 2056 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 2057 int exp_gain = 0;
2084 2058
2085 /* hard code literacy - tmp->skill points to where the exp 2059 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 2060 * should go for anything killed by the spell.
2087 */ 2061 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2062 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 2063
2090 if ( ! skop) { 2064 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 2065 {
2092 "You are unable to decipher the strange symbols."); 2066 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2093 return; 2067 return;
2094 } 2068 }
2095 2069
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2070 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 2071 change_exp (op, exp_gain, skop->skill, 0);
2098 } 2072 }
2099 2073
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2074 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 2075 identify (tmp);
2102 2076
2103 new_draw_info_format(NDI_BLACK, 0, op, 2077 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 2078
2106 2079
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 2080 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 2081 decrease_ob (tmp);
2109} 2082}
2110 2083
2111/** 2084/**
2112 * Applies a treasure object - by default, chest. op 2085 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 2086 * is the person doing the applying, tmp is the treasure
2114 * chest. 2087 * chest.
2115 */ 2088 */
2089static void
2116static void apply_treasure (object *op, object *tmp) 2090apply_treasure (object *op, object *tmp)
2117{ 2091{
2118 object *treas; 2092 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count; 2093 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120 2094
2121 2095
2122 /* Nice side effect of new treasure creation method is that the treasure 2096 /* 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 2097 * 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 2098 * 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 2099 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure 2100 * treasure
2127 */ 2101 */
2128 2102
2129 treas = tmp->inv; 2103 treas = tmp->inv;
2130 if(treas==NULL) { 2104 if (treas == NULL)
2105 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2106 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); 2107 decrease_ob (tmp);
2108 return;
2109 }
2110 while (tmp->inv)
2111 {
2112 treas = tmp->inv;
2113
2114 remove_ob (treas);
2115 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2116
2117 treas->x = op->x;
2118 treas->y = op->y;
2119 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2120
2121 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2122 spring_trap (treas, op);
2123 /* If either player or container was destroyed, no need to do
2124 * further processing. I think this should be enclused with
2125 * spring trap above, as I don't think there is otherwise
2126 * any way for the treasure chest or player to get killed
2127 */
2128 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2129 break;
2130 }
2131
2132 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2133 decrease_ob (tmp);
2160 2134
2161} 2135}
2162 2136
2163/** 2137/**
2164 * op eats food. 2138 * op eats food.
2165 * If player, takes care of messages and dragon special food. 2139 * If player, takes care of messages and dragon special food.
2166 */ 2140 */
2141static void
2167static void apply_food (object *op, object *tmp) 2142apply_food (object *op, object *tmp)
2168{ 2143{
2169 int capacity_remaining; 2144 int capacity_remaining;
2170 2145
2171 if(op->type!=PLAYER) 2146 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2173 else { 2148 else
2149 {
2174 /* check if this is a dragon (player), eating some flesh */ 2150 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2151 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 2152 ;
2177 else { 2153 else
2154 {
2178 /* usual case - no dragon meal: */ 2155 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 2158 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2159 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2182 else 2160 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2161 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2184 } 2162 }
2185 2163
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2164 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2165 {
2187 char buf[MAX_BUF]; 2166 char buf[MAX_BUF];
2188 2167
2189 if (!is_dragon_pl(op)) { 2168 if (!is_dragon_pl (op))
2169 {
2190 /* eating message for normal players*/ 2170 /* eating message for normal players */
2191 if(tmp->type==DRINK) 2171 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2172 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 2173 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 2174 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 2175 }
2196 } 2176 else
2197 else { 2177 {
2198 /* eating message for dragon players*/ 2178 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2179 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 2180 }
2201 2181
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2182 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 2183 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2184 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2185 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2186 op->stats.hp += capacity_remaining / 50;
2207 else 2187 else
2208 op->stats.hp+=tmp->stats.food/50; 2188 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 2189 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2190 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2191 if (op->stats.food > 999)
2212 op->stats.food = 999; 2192 op->stats.food = 999;
2213 } 2193 }
2214 2194
2215 /* special food hack -b.t. */ 2195 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2196 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2197 eat_special_food (op, tmp);
2218 } 2198 }
2219 } 2199 }
2220 handle_apply_yield(tmp); 2200 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2201 decrease_ob (tmp);
2222} 2202}
2223 2203
2224/** 2204/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2205 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 2206 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2209 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2210 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2211 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2212 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2213 */
2214int
2234int dragon_eat_flesh(object *op, object *meal) { 2215dragon_eat_flesh (object *op, object *meal)
2216{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2217 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2218 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2219 object *tmp = NULL; /* tmp. object */
2238 2220
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2221 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2222 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2223 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2224 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2225 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2226 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2227 int winners = 0; /* number of winners */
2246 int i; /* index */ 2228 int i; /* index */
2247 2229
2248 /* let's make sure and doublecheck the parameters */ 2230 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2231 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2232 return 0;
2251 2233
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2234 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2235 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2236 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2237 {
2255 if (tmp->type == FORCE) { 2238 if (tmp->type == FORCE)
2239 {
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2240 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2257 skin = tmp; 2241 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2242 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2259 abil = tmp; 2243 abil = tmp;
2260 } 2244 }
2261 } 2245 }
2262 2246
2263 /* if either skin or ability are missing, this is an old player 2247 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2248 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2249 if (skin == NULL || abil == NULL)
2266 2250 return 0;
2251
2267 /* now start by filling stomache and health, according to food-value */ 2252 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2253 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2254 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2255 else
2271 op->stats.hp += meal->stats.food/50; 2256 op->stats.hp += meal->stats.food / 50;
2272 if(op->stats.hp>op->stats.maxhp) 2257 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2258 op->stats.hp = op->stats.maxhp;
2274 2259
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2260 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2261
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2262 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2263
2279 /* on to the interesting part: chances for adding resistance */ 2264 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2265 for (i = 0; i < NROFATTACKS; i++)
2266 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2267 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2268 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2269 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2270
2284 /* this bonus makes resistance increase easier at lower levels */ 2271 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2272 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2273 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2274 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2275
2289 /* monster bonus increases with level, because high-level 2276 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2277 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2278 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2279
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2280 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2281 ((double) settings.max_level)) - skin->resist[i];
2295 2282
2296 if (chance >= 0.) 2283 if (chance >= 0.)
2297 chance += 1.; 2284 chance += 1.;
2298 else 2285 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2286 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2287
2301 /* chance is proportional to amount of resistance (max. 50) */ 2288 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2289 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2290
2304 /* doubled chance for resistance of ability-focus */ 2291 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2292 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2293 chance = MIN (100., chance * 2.);
2307 2294
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2295 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2296 if (RANDOM () % 10000 < (int) (chance * 100))
2297 {
2310 atnr_winner[winners] = i; 2298 atnr_winner[winners] = i;
2311 winners++; 2299 winners++;
2312 } 2300 }
2313 2301
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2302 if (chance >= 0.01)
2315 2303 totalchance *= 1 - chance / 100;
2304
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2305 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2306 }
2318 } 2307 }
2319 2308
2320 /* inverse totalchance as until now we have the failure-chance */ 2309 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2310 totalchance = 100 - totalchance * 100;
2322 /* print message according to totalchance */ 2311 /* print message according to totalchance */
2323 if (totalchance > 50.) 2312 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2313 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2314 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2315 sprintf (buf, "The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2316 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2317 sprintf (buf, "The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2318 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2319 sprintf (buf, "The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2320 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2321 sprintf (buf, "The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2322 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2323 sprintf (buf, "The %s tasted strange.", &meal->name);
2335 else 2324 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2325 sprintf (buf, "The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2326 new_draw_info (NDI_UNIQUE, 0, op, buf);
2338 2327
2339 /* now choose a winner if we have any */ 2328 /* now choose a winner if we have any */
2340 i = -1; 2329 i = -1;
2341 if (winners>0) 2330 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2331 i = atnr_winner[RANDOM () % winners];
2343 2332
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2333 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2334 {
2345 /* resistance increased! */ 2335 /* resistance increased! */
2346 skin->resist[i]++; 2336 skin->resist[i]++;
2347 fix_player(op); 2337 fix_player (op);
2348 2338
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2339 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); 2340 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2351 } 2341 }
2352 2342
2353 /* if this flesh contains a new ability focus, we mark it 2343 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2344 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) 2345 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) { 2346 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2347 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2348
2359 if (meal->last_eat != abil->stats.exp) { 2349 if (meal->last_eat != abil->stats.exp)
2350 {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2351 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); 2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2353 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2365 } 2355 }
2366 else { 2356 else
2357 {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2358 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); 2359 new_draw_info (NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2360 abil->last_eat = 0;
2371 } 2361 }
2372 } 2362 }
2373 return 1; 2363 return 1;
2374} 2364}
2375 2365
2366static void
2376static void apply_savebed (object *pl) 2367apply_savebed (object *pl)
2377{ 2368{
2378#ifndef COZY_SERVER 2369#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) { 2370 if (!pl->contr->name_changed || !pl->stats.exp)
2371 {
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2372 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2381 return; 2373 return;
2382 } 2374 }
2383#endif 2375#endif
2376 INVOKE_PLAYER (LOGOUT, pl->contr);
2384 /* Need to call terminate_all_pets() before we remove the player ob */ 2377 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl); 2378 terminate_all_pets (pl);
2386 remove_ob(pl); 2379 remove_ob (pl);
2387 pl->direction=0; 2380 pl->direction = 0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2381 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); 2382
2390
2391 /* update respawn position */ 2383 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path); 2384 strcpy (pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x; 2385 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y; 2386 pl->contr->bed_y = pl->y;
2395 2387
2396 strcpy(pl->contr->killer,"left"); 2388 strcpy (pl->contr->killer, "left");
2397 check_score(pl); /* Always check score */ 2389 check_score (pl); /* Always check score */
2398 (void)save_player(pl,0); 2390 (void) save_player (pl, 0);
2399 pl->map->players--; 2391 pl->map->players--;
2400#if MAP_MAXTIMEOUT 2392#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2393 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2402#endif 2394#endif
2403 play_again(pl); 2395 play_again (pl);
2404 pl->speed = 0; 2396 pl->speed = 0;
2405 update_ob_speed(pl); 2397 update_ob_speed (pl);
2406} 2398}
2407 2399
2408/** 2400/**
2409 * Handles applying an improve armor scroll. 2401 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2402 * Does some sanity checks, then calls improve_armour.
2411 */ 2403 */
2404static void
2412static void apply_armour_improver (object *op, object *tmp) 2405apply_armour_improver (object *op, object *tmp)
2413{ 2406{
2414 object *armor; 2407 object *armor;
2415 2408
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2409 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2410 {
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2411 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; 2412 return;
2424 } 2413 }
2414 armor = find_marked_object (op);
2415 if (!armor)
2416 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2418 return;
2419 }
2425 if (armor->type != ARMOUR 2420 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2421 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2422 && 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 { 2423 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2424 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2432 return; 2425 return;
2433 } 2426 }
2434 2427
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2428 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2429 improve_armour (op, tmp, armor);
2437} 2430}
2438 2431
2439 2432
2433extern void
2440extern void apply_poison (object *op, object *tmp) 2434apply_poison (object *op, object *tmp)
2441{ 2435{
2442 if (op->type == PLAYER) { 2436 if (op->type == PLAYER)
2437 {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2438 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2439 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze"); 2440 strcpy (op->contr->killer, "poisonous booze");
2446 } 2441 }
2447 if (tmp->stats.hp > 0) { 2442 if (tmp->stats.hp > 0)
2443 {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2444 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); 2445 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 } 2446 }
2452 op->stats.food-=op->stats.food/4; 2447 op->stats.food -= op->stats.food / 4;
2453 handle_apply_yield(tmp); 2448 handle_apply_yield (tmp);
2454 decrease_ob(tmp); 2449 decrease_ob (tmp);
2455} 2450}
2456 2451
2457/** 2452/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2453 * 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: 2454 * A valid 2 way exit means:
2464 * 2459 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2460 * 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 2461 * 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). 2462 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2463 */
2464int
2469int is_legal_2ways_exit (object* op, object *exit) 2465is_legal_2ways_exit (object *op, object *exit)
2470 { 2466{
2471 object * tmp; 2467 object *tmp;
2472 object * exit_owner; 2468 object *exit_owner;
2473 player * pp; 2469 player *pp;
2474 mapstruct * exitmap; 2470 mapstruct *exitmap;
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2471
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2472 if (exit->stats.exp != 1)
2473 return 1; /*This is not a 2 way, so it is legal */
2474 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2476 /* 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 2477 * all the exits in destination and try to find one with same path as
2479 * the current exit's position */ 2478 * the current exit's position */
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2479 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2480 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2482 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap) 2483 if (exitmap)
2484 { 2484 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2485 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2486 if (!tmp) return 0; 2486 if (!tmp)
2487 return 0;
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2488 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2488 { 2489 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2490 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2491 continue; /*Not an exit */
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2492 if (!EXIT_PATH (tmp))
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2493 continue; /*Not a valid exit */
2494 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2495 continue; /*Not in the same place */
2496 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2497 continue; /*Not in the same map */
2493 2498
2494 /* From here we have found the exit is valid. However we do 2499 /* 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 2500 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2501 * town portals to prevent strangers from visiting your appartments
2497 */ 2502 */
2503 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2504 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2505 exit_owner = NULL;
2500 for (pp=first_player;pp;pp=pp->next) 2506 for (pp = first_player; pp; pp = pp->next)
2501 { 2507 {
2502 if (!pp->ob) continue; 2508 if (!pp->ob)
2509 continue;
2503 if (pp->ob->name!=exit->race) continue; 2510 if (pp->ob->name != exit->race)
2511 continue;
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2512 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2513 break;
2506 } 2514 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2515 if (!exit_owner)
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2516 return 0; /* No more owner */
2517 if (exit_owner->contr == op->contr)
2518 return 1; /*It is your exit */
2509 if ( exit_owner && /*There is a owner*/ 2519 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2520 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2521 ((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*/ 2522 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2523 return 0;
2514 return 1; 2524 return 1;
2515 } 2525 }
2516 } 2526 }
2517 return 0; 2527 return 0;
2518 } 2528}
2519 2529
2520 2530
2521/** 2531/**
2522 * Main apply handler. 2532 * Main apply handler.
2523 * 2533 *
2533 * 2543 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2544 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2545 * them in this function - they are passed to apply_special
2536 */ 2546 */
2537 2547
2548int
2538int manual_apply (object *op, object *tmp, int aflag) 2549manual_apply (object *op, object *tmp, int aflag)
2539{ 2550{
2540 if (tmp->head) tmp=tmp->head; 2551 if (tmp->head)
2552 tmp = tmp->head;
2541 2553
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2554 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2555 {
2543 if (op->type == PLAYER) { 2556 if (op->type == PLAYER)
2557 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2558 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1; 2559 return 1;
2546 } else { 2560 }
2561 else
2562 {
2547 return 0; /* monsters just skip unpaid items */ 2563 return 0; /* monsters just skip unpaid items */
2548 } 2564 }
2565 }
2566
2567 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2568 return RESULT_INT (0);
2569
2570 switch (tmp->type)
2549 } 2571 {
2550 2572
2551 2573 case CF_HANDLE:
2552 /* Lauwenmark: Handle for plugin apply event */ 2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2553 //TODO: remove 2575 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) 2576 tmp->value = tmp->value ? 0 : 1;
2577 SET_ANIMATION (tmp, tmp->value);
2578 update_object (tmp, UP_OBJ_FACE);
2579 push_button (tmp);
2555 return 1; 2580 return 1;
2556 2581
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2582 case TRIGGER:
2583 if (check_trigger (tmp, op))
2584 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2586 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2587 }
2588 else
2589 {
2590 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2591 }
2558 return 1; 2592 return 1;
2559 2593
2560 switch (tmp->type) { 2594 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) 2595 if (op->type != PLAYER)
2585 return 0; 2596 return 0;
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2597 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2598 {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2600 }
2589 } else { 2601 else
2602 {
2590 /* Don't display messages for random maps. */ 2603 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2604 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); 2605 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2606 enter_exit (op, tmp);
2595 } 2607 }
2596 return 1; 2608 return 1;
2597 2609
2598 case SIGN: 2610 case SIGN:
2599 apply_sign (op, tmp, 0); 2611 apply_sign (op, tmp, 0);
2600 return 1; 2612 return 1;
2601 2613
2602 case BOOK: 2614 case BOOK:
2603 if (op->type == PLAYER) { 2615 if (op->type == PLAYER)
2616 {
2604 apply_book (op, tmp); 2617 apply_book (op, tmp);
2605 return 1; 2618 return 1;
2606 } else { 2619 }
2607 return 0; 2620 else
2608 } 2621 {
2622 return 0;
2623 }
2609 2624
2610 case SKILLSCROLL: 2625 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2626 if (op->type == PLAYER)
2627 {
2612 apply_skillscroll (op, tmp); 2628 apply_skillscroll (op, tmp);
2613 return 1; 2629 return 1;
2614 } 2630 }
2615 return 0; 2631 return 0;
2616 2632
2617 case SPELLBOOK: 2633 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2634 if (op->type == PLAYER)
2635 {
2619 apply_spellbook (op, tmp); 2636 apply_spellbook (op, tmp);
2620 return 1; 2637 return 1;
2621 } 2638 }
2622 return 0; 2639 return 0;
2623 2640
2624 case SCROLL: 2641 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2642 apply_scroll (op, tmp, 0);
2626 return 1; 2643 return 1;
2627 2644
2628 case POTION: 2645 case POTION:
2629 (void) apply_potion(op, tmp); 2646 (void) apply_potion (op, tmp);
2630 return 1; 2647 return 1;
2631 2648
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2649 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON: 2650 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) { 2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp->env);
2653 else
2654 (void) apply_container (op, tmp->env);
2655 return 1;
2656
2657 case CONTAINER:
2658 if (op->type == PLAYER)
2659 (void) esrv_apply_container (op, tmp);
2660 else
2661 (void) apply_container (op, tmp);
2662 return 1;
2663
2664 case TREASURE:
2665 if (op->type == PLAYER)
2666 {
2649 apply_treasure (op, tmp); 2667 apply_treasure (op, tmp);
2650 return 1; 2668 return 1;
2651 } else { 2669 }
2652 return 0; 2670 else
2653 } 2671 {
2672 return 0;
2673 }
2654 2674
2655 case WEAPON: 2675 case WEAPON:
2656 case ARMOUR: 2676 case ARMOUR:
2657 case BOOTS: 2677 case BOOTS:
2658 case GLOVES: 2678 case GLOVES:
2659 case AMULET: 2679 case AMULET:
2660 case GIRDLE: 2680 case GIRDLE:
2661 case BRACERS: 2681 case BRACERS:
2662 case SHIELD: 2682 case SHIELD:
2663 case HELMET: 2683 case HELMET:
2664 case RING: 2684 case RING:
2665 case CLOAK: 2685 case CLOAK:
2666 case WAND: 2686 case WAND:
2667 case ROD: 2687 case ROD:
2668 case HORN: 2688 case HORN:
2669 case SKILL: 2689 case SKILL:
2670 case BOW: 2690 case BOW:
2671 case LAMP: 2691 case LAMP:
2672 case BUILDER: 2692 case BUILDER:
2673 case SKILL_TOOL: 2693 case SKILL_TOOL:
2674 if (tmp->env != op) 2694 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2695 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag); 2696 (void) apply_special (op, tmp, aflag);
2677 return 1; 2697 return 1;
2678 2698
2679 case DRINK: 2699 case DRINK:
2680 case FOOD: 2700 case FOOD:
2681 case FLESH: 2701 case FLESH:
2682 apply_food (op, tmp); 2702 apply_food (op, tmp);
2683 return 1; 2703 return 1;
2684 2704
2685 case POISON: 2705 case POISON:
2686 apply_poison (op, tmp); 2706 apply_poison (op, tmp);
2687 return 1; 2707 return 1;
2688 2708
2689 case SAVEBED: 2709 case SAVEBED:
2690 if (op->type == PLAYER) { 2710 if (op->type == PLAYER)
2691 apply_savebed (op); 2711 {
2692 return 1; 2712 apply_savebed (op);
2693 } else { 2713 return 1;
2694 return 0; 2714 }
2695 } 2715 else
2716 {
2717 return 0;
2718 }
2696 2719
2697 case ARMOUR_IMPROVER: 2720 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) { 2721 if (op->type == PLAYER)
2722 {
2699 apply_armour_improver (op, tmp); 2723 apply_armour_improver (op, tmp);
2700 return 1; 2724 return 1;
2701 } else { 2725 }
2702 return 0; 2726 else
2703 } 2727 {
2728 return 0;
2729 }
2704 2730
2705 case WEAPON_IMPROVER: 2731 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp); 2732 (void) check_improve_weapon (op, tmp);
2707 return 1; 2733 return 1;
2708 2734
2709 case CLOCK: 2735 case CLOCK:
2710 if (op->type == PLAYER) { 2736 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2737 {
2712 timeofday_t tod; 2738 char buf[MAX_BUF];
2739 timeofday_t tod;
2713 2740
2714 get_tod(&tod); 2741 get_tod (&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2742 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2743 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2744 ((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); 2745 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf); 2746 new_draw_info (NDI_UNIQUE, 0, op, buf);
2721 return 1; 2747 return 1;
2722 } else { 2748 }
2723 return 0; 2749 else
2724 } 2750 {
2751 return 0;
2752 }
2725 2753
2726 case MENU: 2754 case MENU:
2727 if (op->type == PLAYER) { 2755 if (op->type == PLAYER)
2728 shop_listing (op); 2756 {
2729 return 1; 2757 shop_listing (op);
2730 } else { 2758 return 1;
2731 return 0; 2759 }
2732 } 2760 else
2761 {
2762 return 0;
2763 }
2733 2764
2734 case POWER_CRYSTAL: 2765 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2766 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2767 return 1;
2737 2768
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2769 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2770 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2771 {
2741 return 1; 2772 apply_lighter (op, tmp);
2742 } else { 2773 return 1;
2743 return 0; 2774 }
2744 } 2775 else
2776 {
2777 return 0;
2778 }
2745 2779
2746 case ITEM_TRANSFORMER: 2780 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2781 apply_item_transformer (op, tmp);
2748 return 1; 2782 return 1;
2749 2783
2750 default: 2784 default:
2751 return 0; 2785 return 0;
2752 } 2786 }
2753} 2787}
2754 2788
2755 2789
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2790/* 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 2791 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2792 * "but you are floating high above the ground" messages.
2759 * 2793 *
2760 * Same return value as apply() function. 2794 * Same return value as apply() function.
2761 */ 2795 */
2796int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2797player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2798{
2764 int tmp; 2799 int tmp;
2765 2800
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2801 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2802 {
2767 /* player is flying and applying object not in inventory */ 2803 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2804 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2805 {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2806 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2770 "above the ground!");
2771 return 0; 2807 return 0;
2772 } 2808 }
2773 } 2809 }
2774 2810
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2811 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied. 2812 * applied.
2777 */ 2813 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2814 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2815 {
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2816 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 " 2817 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."); 2818 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op); 2819 remove_ob (op);
2785 free_object (op); 2820 free_object (op);
2786 return 1; 2821 return 1;
2787 } 2822 }
2788 2823
2789 pl->contr->last_used = op; 2824 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count; 2825 pl->contr->last_used_id = op->count;
2791 2826
2792 tmp = manual_apply (pl, op, aflag); 2827 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2828 if (!quiet)
2829 {
2794 if (tmp == 0) 2830 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2831 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) 2832 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2833 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2834 }
2802 return tmp; 2835 return tmp;
2803} 2836}
2804 2837
2805/** 2838/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2839 * 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 2840 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2841 * we use the ground.
2809 */ 2842 */
2810 2843
2844void
2811void player_apply_below (object *pl) 2845player_apply_below (object *pl)
2812{ 2846{
2813 object *tmp, *next; 2847 object *tmp, *next;
2814 int floors; 2848 int floors;
2815 2849
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 2850 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2851 * item in the container. Otherwise, use the map.
2823 */ 2852 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2853 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825 2854
2826 /* This is perhaps more complicated. However, I want to make sure that 2855 /* 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 2856 * 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 2857 * 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 2858 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2859 * not return a proper value.
2831 */ 2860 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2861 for (floors = 0; tmp != NULL; tmp = next)
2862 {
2833 next = tmp->below; 2863 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2864 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2865 floors++;
2836 else if (floors > 0) 2866 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2867 return; /* process only floor objects after first floor object */
2838 2868
2839 /* If it is visible, player can apply it. If it is applied by 2869 /* 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 2870 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2871 * so that at least one of players movement types be that which
2842 * the item needs. 2872 * the item needs.
2843 */ 2873 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2874 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2875 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2876 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2877 return;
2847 } 2878 }
2848 if (floors >= 2) 2879 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2880 return; /* process at most two floor objects */
2850 } 2881 }
2851} 2882}
2852 2883
2853/** 2884/**
2854 * Unapplies specified item. 2885 * Unapplies specified item.
2855 * No check done on cursed/damned. 2886 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2887 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2888 * to keep the size of apply_special to a more managable size.
2858 */ 2889 */
2890static int
2859static int unapply_special (object *who, object *op, int aflags) 2891unapply_special (object *who, object *op, int aflags)
2860{ 2892{
2893 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2894 return RESULT_INT (0);
2895
2861 object *tmp2; 2896 object *tmp2;
2862 2897
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2898 CLEAR_FLAG (op, FLAG_APPLIED);
2864 switch(op->type) { 2899 switch (op->type)
2900 {
2865 case WEAPON: 2901 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2902 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2867 2903
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); 2904 (void) change_abil (who, op);
2905 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2906 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2907 clear_skill (who);
2908 break;
2909
2910 case SKILL: /* allows objects to impart skills */
2911 case SKILL_TOOL:
2912 if (op != who->chosen_skill)
2913 {
2914 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2915 }
2916 if (who->type == PLAYER)
2917 {
2918 if (who->contr->shoottype == range_skill)
2919 who->contr->shoottype = range_none;
2920 if (!op->invisible)
2921 {
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2923 }
2924 else
2925 {
2926 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2927 }
2928 }
2929 (void) change_abil (who, op);
2895 who->chosen_skill = NULL; 2930 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL); 2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break; 2932 break;
2898 2933
2899 case ARMOUR: 2934 case ARMOUR:
2900 case HELMET: 2935 case HELMET:
2901 case SHIELD: 2936 case SHIELD:
2902 case RING: 2937 case RING:
2903 case BOOTS: 2938 case BOOTS:
2904 case GLOVES: 2939 case GLOVES:
2905 case AMULET: 2940 case AMULET:
2906 case GIRDLE: 2941 case GIRDLE:
2907 case BRACERS: 2942 case BRACERS:
2908 case CLOAK: 2943 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2910 (void) change_abil (who,op); 2945 (void) change_abil (who, op);
2911 break; 2946 break;
2912 case LAMP: 2947 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2948 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); 2949 tmp2 = arch_to_object (op->other_arch);
2916 tmp2->x = op->x; 2950 tmp2->x = op->x;
2917 tmp2->y = op->y; 2951 tmp2->y = op->y;
2918 tmp2->map = op->map; 2952 tmp2->map = op->map;
2919 tmp2->below = op->below; 2953 tmp2->below = op->below;
2920 tmp2->above = op->above; 2954 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food; 2955 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2956 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2957 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2958 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER) 2959 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count); 2960 esrv_del_item (who->contr, (tag_t) op->count);
2927 remove_ob(op); 2961 remove_ob (op);
2928 free_object(op); 2962 free_object (op);
2929 insert_ob_in_ob(tmp2, who); 2963 insert_ob_in_ob (tmp2, who);
2930 fix_player(who); 2964 fix_player (who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2965 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2966 {
2932 if (who->type == PLAYER) { 2967 if (who->type == PLAYER)
2968 {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2969 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2970 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2935 } 2971 }
2936 } 2972 }
2937 if(who->type==PLAYER) 2973 if (who->type == PLAYER)
2938 esrv_send_item(who, tmp2); 2974 esrv_send_item (who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */ 2975 return 1; /* otherwise, an attempt to drop causes problems */
2940 break; 2976 break;
2941 case BOW: 2977 case BOW:
2942 case WAND: 2978 case WAND:
2943 case ROD: 2979 case ROD:
2944 case HORN: 2980 case HORN:
2945 clear_skill(who); 2981 clear_skill (who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2982 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 if(who->type==PLAYER) { 2983 if (who->type == PLAYER)
2984 {
2948 who->contr->shoottype = range_none; 2985 who->contr->shoottype = range_none;
2949 } else { 2986 }
2950 if (op->type == BOW) 2987 else
2988 {
2989 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2990 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2991 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE); 2992 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 2993 }
2955 break; 2994 break;
2956 2995
2957 case BUILDER: 2996 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2997 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none; 2998 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL; 2999 who->contr->ranges[range_builder] = NULL;
2961 break; 3000 break;
2962 3001
2963 default: 3002 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3003 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break; 3004 break;
2966 } 3005 }
2967 3006
2968 fix_player(who); 3007 fix_player (who);
2969 3008
2970 if ( ! (aflags & AP_NO_MERGE)) { 3009 if (!(aflags & AP_NO_MERGE))
3010 {
2971 object *tmp; 3011 object *tmp;
2972 3012
2973 tag_t del_tag = op->count; 3013 tag_t del_tag = op->count;
3014
2974 tmp = merge_ob (op, NULL); 3015 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) { 3016 if (who->type == PLAYER)
2976 if (tmp) { /* it was merged */ 3017 {
3018 if (tmp)
3019 { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 3020 esrv_del_item (who->contr, del_tag);
2978 op = tmp; 3021 op = tmp;
2979 } 3022 }
2980 esrv_send_item (who, op); 3023 esrv_send_item (who, op);
2981 } 3024 }
2982 } 3025 }
2983 return 0; 3026 return 0;
2984} 3027}
2985 3028
2986/** 3029/**
2987 * Returns the object that is using location 'loc'. 3030 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 3031 * 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. 3038 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 3039 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3040 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3041 * up body locations can be used as restrictions.
2999 */ 3042 */
3043object *
3000object *get_item_from_body_location(object *start, int loc) 3044get_item_from_body_location (object *start, int loc)
3001{ 3045{
3002 object *tmp; 3046 object *tmp;
3003 3047
3004 if (!start) return NULL; 3048 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; 3049 return NULL;
3050
3051 for (tmp = start; tmp; tmp = tmp->below)
3052 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3053 return tmp;
3054
3055 return NULL;
3011} 3056}
3012 3057
3013 3058
3014 3059
3015/** 3060/**
3021 * Returns 0 on success, returns 1 if there is some problem. 3066 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 3067 * 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 3068 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 3069 * another function that does just that.
3025 */ 3070 */
3071int
3026int unapply_for_ob(object *who, object *op, int aflags) 3072unapply_for_ob (object *who, object *op, int aflags)
3027{ 3073{
3028 int i; 3074 int i;
3029 object *tmp=NULL, *last; 3075 object *tmp = NULL, *last;
3030 3076
3031 /* If we are applying a shield or weapon, unapply any equipped shield 3077 /* 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. 3078 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */ 3079 */
3034 if (op->type == WEAPON || op->type == SHIELD) { 3080 if (op->type == WEAPON || op->type == SHIELD)
3081 {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 3082 for (tmp = who->inv; tmp; tmp = tmp->below)
3083 {
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3084 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3085 {
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3087 {
3039 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3089 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 3090 else
3042 unapply_special(who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
3043 } 3092 }
3044 else { 3093 else
3094 {
3045 /* In this case, we want to try and remove a cursed item. 3095 /* 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 3096 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 3097 * at least generate the message.
3048 */ 3098 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 3099 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.", 3100 return 1;
3051 query_name(tmp)); 3101 }
3052 return 1;
3053 }
3054 3102
3103 }
3104 }
3055 } 3105 }
3056 }
3057 }
3058 3106
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3107 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3108 {
3060 /* this used up a slot that we need to free */ 3109 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3110 if (op->body_info[i])
3111 {
3062 last = who->inv; 3112 last = who->inv;
3063 3113
3064 /* We do a while loop - may need to remove several items in order 3114 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 3115 * to free up enough slots.
3066 */ 3116 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3117 while ((who->body_used[i] + op->body_info[i]) < 0)
3118 {
3068 tmp = get_item_from_body_location(last, i); 3119 tmp = get_item_from_body_location (last, i);
3069 if (!tmp) { 3120 if (!tmp)
3121 {
3070#if 0 3122#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 3123 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 3124 * equipped.
3073 */ 3125 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3126 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 3127#endif
3077 return 1; 3128 return 1;
3078 } 3129 }
3079 /* If we are just printing, we don't care about cursed status */ 3130 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3131 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)))) { 3132 {
3082 if (aflags & AP_PRINT) 3133 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3134 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 3135 else
3085 unapply_special(who, tmp, aflags); 3136 unapply_special (who, tmp, aflags);
3086 } 3137 }
3087 else { 3138 else
3139 {
3088 /* Cursed item that we can't unequip - tell the player. 3140 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 3141 * 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 3142 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 3143 * one cursed ring.)
3092 */ 3144 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3145 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 3146 }
3095 last = tmp->below; 3147 last = tmp->below;
3096 } 3148 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3149 /* 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. 3150 * return in the !tmp would have kicked in.
3099 */ 3151 */
3100 } /* if op is using this body location */ 3152 } /* if op is using this body location */
3101 } /* for body lcoations */ 3153 } /* for body lcoations */
3102 return 0; 3154 return 0;
3103} 3155}
3104 3156
3105/** 3157/**
3106 * Checks to see if 'who' can apply object 'op'. 3158 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3159 * Returns 0 if apply can be done without anything special.
3111 * is set, do we really are what the other flags may be?) 3163 * is set, do we really are what the other flags may be?)
3112 * 3164 *
3113 * See include/define.h for detailed description of the meaning of 3165 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3166 * these return values.
3115 */ 3167 */
3168int
3116int can_apply_object(object *who, object *op) 3169can_apply_object (object *who, object *op)
3117{ 3170{
3171 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3172 return RESULT_INT (0);
3173
3118 int i, retval=0; 3174 int i, retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3175 object *tmp = NULL, *ws = NULL;
3120 3176
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3177 /* 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 3178 * 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 3179 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way. 3180 * in place and store that way.
3125 */ 3181 */
3126 if (op->type == WEAPON || op->type == SHIELD) { 3182 if (op->type == WEAPON || op->type == SHIELD)
3183 {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3184 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3185 {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3186 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3187 {
3129 retval = CAN_APPLY_UNAPPLY; 3188 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp; 3189 ws = tmp;
3190 }
3191 }
3131 } 3192 }
3132 }
3133 }
3134
3135 3193
3194
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3195 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3196 {
3137 if (op->body_info[i]) { 3197 if (op->body_info[i])
3198 {
3138 /* Item uses more slots than we have */ 3199 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3200 if (FABS (op->body_info[i]) > who->body_info[i])
3201 {
3140 /* Could return now for efficiently - rest of info below isn' 3202 /* Could return now for efficiently - rest of info below isn'
3141 * really needed. 3203 * really needed.
3142 */ 3204 */
3143 retval |= CAN_APPLY_NEVER; 3205 retval |= CAN_APPLY_NEVER;
3206 }
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3207 else if ((who->body_used[i] + op->body_info[i]) < 0)
3208 {
3145 /* in this case, equipping this would use more free spots than 3209 /* in this case, equipping this would use more free spots than
3146 * we have. 3210 * we have.
3147 */ 3211 */
3148 object *tmp1; 3212 object *tmp1;
3149 3213
3150 3214
3151 /* if we have an applied weapon/shield, and unapply it would free 3215 /* 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 3216 * 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 3217 * continue. We don't care about the logic below - if you have
3154 * shield equipped and try to equip another shield, there is only 3218 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3219 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3220 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3221 * may be two handed for example.
3158 */ 3222 */
3159 if (ws) { 3223 if (ws)
3224 {
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3225 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 3226 {
3162 continue; 3227 retval |= CAN_APPLY_UNAPPLY;
3163 } 3228 continue;
3164 } 3229 }
3230 }
3165 3231
3166 tmp1 = get_item_from_body_location(who->inv, i); 3232 tmp1 = get_item_from_body_location (who->inv, i);
3167 if (!tmp1) { 3233 if (!tmp1)
3234 {
3168#if 0 3235#if 0
3169 /* This is sort of an error, but happens a lot when old players 3236 /* 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. 3237 * join in with more stuff equipped than they are now allowed.
3171 */ 3238 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 3239 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 3240#endif
3175 retval |= CAN_APPLY_NEVER; 3241 retval |= CAN_APPLY_NEVER;
3176 } else { 3242 }
3243 else
3244 {
3177 /* need to unapply something. However, if this something 3245 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3246 * is different than we had found before, it means they need
3179 * to apply multiple objects 3247 * to apply multiple objects
3180 */ 3248 */
3181 retval |= CAN_APPLY_UNAPPLY; 3249 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3250 if (!tmp)
3183 else if (tmp != tmp1) { 3251 tmp = tmp1;
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3252 else if (tmp != tmp1)
3185 } 3253 {
3254 retval |= CAN_APPLY_UNAPPLY_MULT;
3255 }
3186 /* This object isn't using up all the slots, so there must 3256 /* 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 3257 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3258 * the slots, the player then has a choice.
3189 */ 3259 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3260 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; 3261 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3262
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3263 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3264 * equipped? If not, there must be something else to unapply.
3196 */ 3265 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3266 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3267 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3268
3200 } 3269 }
3201 } /* if not enough free slots */ 3270 } /* if not enough free slots */
3202 } /* if this object uses location i */ 3271 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3272 } /* for i -> num_body_locations loop */
3204 3273
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3274 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3275 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3276 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3277 * 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 3278 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3279 * all use the same location.
3211 */ 3280 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3281 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; 3282 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3283 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3284 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3285
3286
3287 if (who->type != PLAYER)
3288 {
3289 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION;
3293 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3294 retval |= CAN_APPLY_RESTRICTION;
3295 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3296 retval |= CAN_APPLY_RESTRICTION;
3228 } 3297 }
3229 return retval; 3298 return retval;
3230} 3299}
3231 3300
3232 3301
3233 3302
3234/** 3303/**
3235 * who is the object using the object. It can be a monster. 3304 * 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, 3305 * 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 3306 * eg, one which you put on and keep on for a while, and not something
3251 * 3320 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3321 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3322 *
3254 * apply_special() doesn't check for unpaid items. 3323 * apply_special() doesn't check for unpaid items.
3255 */ 3324 */
3325int
3256int apply_special (object *who, object *op, int aflags) 3326apply_special (object *who, object *op, int aflags)
3257{ 3327{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3328 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3329 object *tmp, *tmp2, *skop = NULL;
3260 int i; 3330 int i;
3261 3331
3262 if(who==NULL) { 3332 if (who == NULL)
3333 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3334 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3335 return 1;
3265 } 3336 }
3266 3337
3267 if(op->env!=who) 3338 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3339 return 1; /* op is not in inventory */
3269 3340
3270 /* trying to unequip op */ 3341 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3342 if (QUERY_FLAG (op, FLAG_APPLIED))
3343 {
3272 /* always apply, so no reason to unapply */ 3344 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3345 if (basic_flag == AP_APPLY)
3346 return 0;
3274 3347
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3348 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))) { 3349 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3350 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; 3351 return 1;
3281 } 3352 }
3282 return unapply_special(who, op, aflags); 3353 return unapply_special (who, op, aflags);
3283 } 3354 }
3284 3355
3285 if (basic_flag == AP_UNAPPLY) return 0; 3356 if (basic_flag == AP_UNAPPLY)
3357 return 0;
3286 3358
3287 i = can_apply_object(who, op); 3359 i = can_apply_object (who, op);
3288 3360
3289 /* Can't just apply this object. Lets see what not and what to do */ 3361 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3362 if (i)
3363 {
3291 if (i & CAN_APPLY_NEVER) { 3364 if (i & CAN_APPLY_NEVER)
3365 {
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3366 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; 3367 return 1;
3368 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3369 else if (i & CAN_APPLY_RESTRICTION)
3370 {
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3371 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3296 return 1; 3372 return 1;
3297 } 3373 }
3298 if (who->type != PLAYER) { 3374 if (who->type != PLAYER)
3375 {
3299 /* Some error, so don't try to equip something more */ 3376 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3377 if (unapply_for_ob (who, op, aflags))
3301 } else { 3378 return 1;
3302 if (who->contr->unapply == unapply_never || 3379 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3380 else
3381 {
3382 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3383 {
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3384 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3305 unapply_for_ob(who, op, AP_PRINT); 3385 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3386 return 1;
3307 } 3387 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3388 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3389 {
3309 i = unapply_for_ob(who, op, aflags); 3390 i = unapply_for_ob (who, op, aflags);
3310 if (i) return 1; 3391 if (i)
3392 return 1;
3393 }
3394 }
3311 } 3395 }
3312 }
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3396 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3397 {
3315 skop=find_skill_by_name(who, op->skill); 3398 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3399 if (!skop)
3400 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3401 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3318 return 1; 3402 return 1;
3319 } else { 3403 }
3404 else
3405 {
3320 /* While experience will be credited properly, we want to change the 3406 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3407 * skill so that the dam and wc get updated
3322 */ 3408 */
3323 change_skill(who, skop, 0); 3409 change_skill (who, skop, 0);
3324 } 3410 }
3411 }
3412
3413 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3325 } 3414 {
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!"); 3415 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1; 3416 return 1;
3331 } 3417 }
3332
3333 3418
3419
3334 /* Ok. We are now at the state where we can apply the new object. 3420 /* 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_... 3421 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3422 * below - that is already taken care of by can_apply_object.
3337 */ 3423 */
3338
3339 3424
3425
3340 if(op->nrof > 1) 3426 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3427 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3428 else
3343 tmp = NULL; 3429 tmp = NULL;
3344 3430
3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3432 return RESULT_INT (0);
3433
3345 switch(op->type) { 3434 switch (op->type)
3435 {
3346 case WEAPON: 3436 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3437 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3438 {
3349 "That weapon is too powerful for you to use."); 3439 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!."); 3440 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL) 3441 if (tmp != NULL)
3352 (void) insert_ob_in_ob(tmp,who); 3442 (void) insert_ob_in_ob (tmp, who);
3353 return 1; 3443 return 1;
3354 } 3444 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3445 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3446 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3447 /* 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) */ 3448 /* (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."); 3449 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3359 if(tmp!=NULL) 3450 if (tmp != NULL)
3360 (void) insert_ob_in_ob(tmp,who); 3451 (void) insert_ob_in_ob (tmp, who);
3361 return 1; 3452 return 1;
3362 } 3453 }
3363 SET_FLAG(op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3364 3455
3365 if (skop) change_skill(who, skop, 1); 3456 if (skop)
3457 change_skill (who, skop, 1);
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3458 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3459 SET_FLAG (who, FLAG_READY_WEAPON);
3368 3460
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3370 3462
3371 (void) change_abil (who,op); 3463 (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; 3464 break;
3380 3465
3381 case ARMOUR: 3466 case ARMOUR:
3382 case HELMET: 3467 case HELMET:
3383 case SHIELD: 3468 case SHIELD:
3384 case BOOTS: 3469 case BOOTS:
3385 case GLOVES: 3470 case GLOVES:
3386 case GIRDLE: 3471 case GIRDLE:
3387 case BRACERS: 3472 case BRACERS:
3388 case CLOAK: 3473 case CLOAK:
3389 case RING: 3474 case RING:
3390 case AMULET: 3475 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED); 3476 SET_FLAG (op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3393 (void) change_abil (who,op); 3478 (void) change_abil (who, op);
3394 break; 3479 break;
3395 case LAMP: 3480 case LAMP:
3396 if (op->stats.food < 1) { 3481 if (op->stats.food < 1)
3482 {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3483 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3398 " fuel!", op->name); 3484 return 1;
3399 return 1; 3485 }
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3486 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); 3487 tmp2 = arch_to_object (op->other_arch);
3404 tmp2->stats.food = op->stats.food; 3488 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED); 3489 SET_FLAG (tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3490 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3491 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3492 insert_ob_in_ob (tmp2, who);
3409 3493
3410 /* Remove the old lantern */ 3494 /* Remove the old lantern */
3411 if (who->type == PLAYER) 3495 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count); 3496 esrv_del_item (who->contr, (tag_t) op->count);
3413 remove_ob(op); 3497 remove_ob (op);
3414 free_object(op); 3498 free_object (op);
3415 3499
3416 /* insert the portion that was split off */ 3500 /* insert the portion that was split off */
3417 if(tmp!=NULL) { 3501 if (tmp != NULL)
3502 {
3418 (void) insert_ob_in_ob(tmp,who); 3503 (void) insert_ob_in_ob (tmp, who);
3419 if(who->type==PLAYER) 3504 if (who->type == PLAYER)
3420 esrv_send_item(who, tmp); 3505 esrv_send_item (who, tmp);
3421 } 3506 }
3422 fix_player(who); 3507 fix_player (who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3508 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3509 {
3424 if (who->type == PLAYER) { 3510 if (who->type == PLAYER)
3511 {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3512 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3513 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3427 } 3514 }
3428 } 3515 }
3429 if(who->type==PLAYER) 3516 if (who->type == PLAYER)
3430 esrv_send_item(who, tmp2); 3517 esrv_send_item (who, tmp2);
3431 return 0; 3518 return 0;
3432 break; 3519 break;
3433 3520
3434 /* this part is needed for skill-tools */ 3521 /* this part is needed for skill-tools */
3435 case SKILL: 3522 case SKILL:
3436 case SKILL_TOOL: 3523 case SKILL_TOOL:
3437 if (who->chosen_skill) { 3524 if (who->chosen_skill)
3525 {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3526 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1; 3527 return 1;
3440 } 3528 }
3441 if (who->type == PLAYER) { 3529 if (who->type == PLAYER)
3530 {
3442 who->contr->shoottype = range_skill; 3531 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op; 3532 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) { 3533 if (!op->invisible)
3534 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3535 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3446 query_name (op)); 3536 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, 3537 }
3448 "You can now use the skill: %s.", 3538 else
3449 op->skill); 3539 {
3450 } else { 3540 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.", 3541 }
3452 op->skill? op->skill:op->name); 3542 }
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED); 3543 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3544 (void) change_abil (who, op);
3457 who->chosen_skill = op; 3545 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL); 3546 SET_FLAG (who, FLAG_READY_SKILL);
3459 break; 3547 break;
3460 3548
3461 case BOW: 3549 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) { 3550 if (!check_weapon_power (who, op->last_eat))
3463 new_draw_info(NDI_UNIQUE, 0, who, 3551 {
3464 "That item is too powerful for you to use."); 3552 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!."); 3553 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL) 3554 if (tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who); 3555 (void) insert_ob_in_ob (tmp, who);
3468 return 1; 3556 return 1;
3469 } 3557 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3558 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3471 new_draw_info(NDI_UNIQUE, 0, who, 3559 {
3472 "The weapon does not recognize you as its owner."); 3560 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL) 3561 if (tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who); 3562 (void) insert_ob_in_ob (tmp, who);
3475 return 1; 3563 return 1;
3476 } 3564 }
3477 /*FALLTHROUGH*/ 3565 /*FALLTHROUGH*/ case WAND:
3478 case WAND: 3566 case ROD:
3479 case ROD: 3567 case HORN:
3480 case HORN:
3481 /* check for skill, alter player status */ 3568 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED); 3569 SET_FLAG (op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0); 3570 if (skop)
3571 change_skill (who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3572 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3485 3573
3486 if(who->type==PLAYER) { 3574 if (who->type == PLAYER)
3487 if (op->type == BOW) { 3575 {
3576 if (op->type == BOW)
3577 {
3488 (void)change_abil(who, op); 3578 (void) change_abil (who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3579 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.", 3580 "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; 3581 who->contr->shoottype = range_bow;
3493 } else { 3582 }
3583 else
3584 {
3494 who->contr->shoottype = range_misc; 3585 who->contr->shoottype = range_misc;
3495 } 3586 }
3496 } else { 3587 }
3497 if (op->type == BOW) 3588 else
3589 {
3590 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW); 3591 SET_FLAG (who, FLAG_READY_BOW);
3499 else 3592 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3593 SET_FLAG (who, FLAG_READY_RANGE);
3501 } 3594 }
3502 break; 3595 break;
3503 3596
3504 case BUILDER: 3597 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] ) 3598 if (who->contr->ranges[range_builder])
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3599 unapply_special (who, who->contr->ranges[range_builder], 0);
3507 who->contr->shoottype = range_builder; 3600 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op; 3601 who->contr->ranges[range_builder] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3510 break; 3603 break;
3511 3604
3512 default: 3605 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3606 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3514 } /* end of switch op->type */ 3607 } /* end of switch op->type */
3515 3608
3516 SET_FLAG(op, FLAG_APPLIED); 3609 SET_FLAG (op, FLAG_APPLIED);
3517 3610
3518 if(tmp!=NULL) 3611 if (tmp != NULL)
3519 tmp = insert_ob_in_ob(tmp,who); 3612 tmp = insert_ob_in_ob (tmp, who);
3520 3613
3521 fix_player(who); 3614 fix_player (who);
3522 3615
3523 /* We exclude spell casting objects. The fire code will set the 3616 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3617 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3618 * you don't know anything about them.
3526 */ 3619 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3620 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3621 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3622
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3623 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3624 {
3532 if (who->type == PLAYER) { 3625 if (who->type == PLAYER)
3626 {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3627 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3628 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3629 }
3536 } 3630 }
3537 if(who->type==PLAYER) { 3631 if (who->type == PLAYER)
3632 {
3538 /* if multiple objects were applied, update both slots */ 3633 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3634 if (tmp)
3540 esrv_send_item(who, tmp); 3635 esrv_send_item (who, tmp);
3541 esrv_send_item(who, op); 3636 esrv_send_item (who, op);
3542 } 3637 }
3543 return 0; 3638 return 0;
3544} 3639}
3545 3640
3546 3641
3642int
3547int monster_apply_special (object *who, object *op, int aflags) 3643monster_apply_special (object *who, object *op, int aflags)
3548{ 3644{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3645 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3646 return 1;
3551 return apply_special (who, op, aflags); 3647 return apply_special (who, op, aflags);
3552} 3648}
3553 3649
3554/** 3650/**
3555 * Map was just loaded, handle op's initialisation. 3651 * Map was just loaded, handle op's initialisation.
3556 * 3652 *
3557 * Generates shop floor's item, and treasures. 3653 * Generates shop floor's item, and treasures.
3558 */ 3654 */
3655int
3559int auto_apply (object *op) { 3656auto_apply (object *op)
3657{
3560 object *tmp = NULL, *tmp2; 3658 object *tmp = NULL, *tmp2;
3561 int i; 3659 int i;
3562 3660
3563 switch(op->type) { 3661 switch (op->type)
3662 {
3564 case SHOP_FLOOR: 3663 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3664 if (!HAS_RANDOM_ITEMS (op))
3566 do { 3665 return 0;
3567 i=10; /* let's give it 10 tries */ 3666 do
3667 {
3668 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3669 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3670 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3671 if (tmp == NULL)
3571 return 0; 3672 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3673 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3674 {
3574 tmp = NULL; 3675 free_object (tmp);
3575 } 3676 tmp = NULL;
3576 } while(!tmp); 3677 }
3678 }
3679 while (!tmp);
3577 tmp->x=op->x; 3680 tmp->x = op->x;
3578 tmp->y=op->y; 3681 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3682 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3683 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3684 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3685 identify (tmp);
3583 break; 3686 break;
3584 3687
3585 case TREASURE: 3688 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3689 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3690 return 0;
3588 while ((op->stats.hp--)>0) 3691 while ((op->stats.hp--) > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3692 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3693 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 3694
3593 /* If we generated an object and put it in this object inventory, 3695 /* 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 3696 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3697 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3698 * that is put inside other objects.
3597 */ 3699 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3700 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3701 {
3600 remove_ob(tmp); 3702 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3703 remove_ob (tmp);
3602 else free_object(tmp); 3704 if (op->env)
3705 insert_ob_in_ob (tmp, op->env);
3706 else
3707 free_object (tmp);
3708 }
3709 remove_ob (op);
3710 free_object (op);
3711 break;
3603 } 3712 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3713 return tmp ? 1 : 0;
3609} 3714}
3610 3715
3611/** 3716/**
3612 * fix_auto_apply goes through the entire map (only the first time 3717 * fix_auto_apply goes through the entire map (only the first time
3613 * when an original map is loaded) and performs special actions for 3718 * when an original map is loaded) and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3719 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3720 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3721 */
3617 3722void
3618void fix_auto_apply(mapstruct *m) { 3723fix_auto_apply (mapstruct *m)
3724{
3619 object *tmp,*above=NULL; 3725 object *tmp, *above = NULL;
3620 int x,y; 3726 int x, y;
3621 3727
3622 if(m==NULL) return; 3728 if (m == NULL)
3729 return;
3623 3730
3624 for(x=0;x<MAP_WIDTH(m);x++) 3731 for (x = 0; x < MAP_WIDTH (m); x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++) 3732 for (y = 0; y < MAP_HEIGHT (m); y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3733 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3627 above=tmp->above; 3734 {
3735 above = tmp->above;
3628 3736
3629 if (tmp->inv) { 3737 if (tmp->inv)
3738 {
3630 object *invtmp, *invnext; 3739 object *invtmp, *invnext;
3631 3740
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3741 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3742 {
3743 invnext = invtmp->below;
3634 3744
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3745 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3746 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3747 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3638 while ((invtmp->stats.hp--)>0) 3748 {
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3749 while ((invtmp->stats.hp--) > 0)
3640 m->difficulty,0); 3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3641 invtmp->randomitems = NULL; 3751
3642 } 3752 invtmp->randomitems = NULL;
3643 else if (invtmp && invtmp->arch && 3753 }
3644 invtmp->type!=TREASURE && 3754 else if (invtmp && invtmp->arch
3645 invtmp->type != SPELL && 3755 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3646 invtmp->type != CLASS && 3756 {
3647 HAS_RANDOM_ITEMS(invtmp)) { 3757 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 3758 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3759 * treasure again for this object
3652 */ 3760 */
3653 invtmp->randomitems = NULL; 3761 invtmp->randomitems = NULL;
3654 } 3762 }
3655 } 3763 }
3656 /* This is really temporary - the code at the bottom will 3764 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3765 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3766 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3767 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3768 * MSW 2004-05-13
3661 * 3769 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3770 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3771 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3772 * Ryo 2004-08-16
3665 */ 3773 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3774 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3775 || 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; 3776 tmp->randomitems = NULL;
3670 3777
3671 } 3778 }
3672 3779
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3780 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3781 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3782 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3783 {
3676 while ((tmp->stats.hp--)>0) 3784 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3785 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3786 tmp->randomitems = NULL;
3680 } 3787 }
3681 else if(tmp->type==TIMED_GATE) { 3788 else if (tmp->type == TIMED_GATE)
3789 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3790 object *head = tmp->head != NULL ? tmp->head : tmp;
3791
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3792 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3793 {
3685 update_ob_speed(tmp); 3794 tmp->speed = 0;
3686 } 3795 update_ob_speed (tmp);
3687 } 3796 }
3797 }
3688 /* This function can be called everytime a map is loaded, even when 3798 /* 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 3799 * 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 3800 * 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. 3801 * 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 3802 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3803 * which say how many times to make the treasure.
3694 */ 3804 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3805 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3806 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3807 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3808 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3809 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3701 } 3811 }
3702 } 3812 }
3703 3813
3704 for(x=0;x<MAP_WIDTH(m);x++) 3814 for (x = 0; x < MAP_WIDTH (m); x++)
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3815 for (y = 0; y < MAP_HEIGHT (m); y++)
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3816 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)) 3817 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3818 check_trigger (tmp, tmp->above);
3710} 3819}
3711 3820
3712/** 3821/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3822 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3823 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3824 * 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. 3825 * the food changes, just grab a force and use that instead.
3717 */ 3826 */
3718 3827
3828void
3719void eat_special_food(object *who, object *food) { 3829eat_special_food (object *who, object *food)
3830{
3720 object *force; 3831 object *force;
3721 int i, did_one=0; 3832 int i, did_one = 0;
3722 sint8 k; 3833 sint8 k;
3723 3834
3724 force = get_archetype(FORCE_NAME); 3835 force = get_archetype (FORCE_NAME);
3725 3836
3726 for (i=0; i < NUM_STATS; i++) { 3837 for (i = 0; i < NUM_STATS; i++)
3838 {
3727 k = get_attr_value(&food->stats, i); 3839 k = get_attr_value (&food->stats, i);
3728 if (k) { 3840 if (k)
3841 {
3729 set_attr_value(&force->stats, i, k); 3842 set_attr_value (&force->stats, i, k);
3730 did_one = 1; 3843 did_one = 1;
3731 } 3844 }
3732 } 3845 }
3733 3846
3734 /* check if we can protect the eater */ 3847 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3848 for (i = 0; i < NROFATTACKS; i++)
3849 {
3736 if (food->resist[i]>0) { 3850 if (food->resist[i] > 0)
3851 {
3737 force->resist[i] = food->resist[i] / 2; 3852 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3853 did_one = 1;
3739 } 3854 }
3740 } 3855 }
3741 if (did_one) { 3856 if (did_one)
3857 {
3742 force->speed = 0.1; 3858 force->speed = 0.1;
3743 update_ob_speed(force); 3859 update_ob_speed (force);
3744 /* bigger morsel of food = longer effect time */ 3860 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3861 force->stats.food = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP); 3862 SET_FLAG (force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3863 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3864 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3865 insert_ob_in_ob (force, who);
3750 } else { 3866 }
3867 else
3868 {
3751 free_object(force); 3869 free_object (force);
3752 } 3870 }
3753 3871
3754 /* check for hp, sp change */ 3872 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3873 if (food->stats.hp != 0)
3874 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3875 if (QUERY_FLAG (food, FLAG_CURSED))
3876 {
3757 strcpy(who->contr->killer,food->name); 3877 strcpy (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3878 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3879 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3880 }
3881 else
3882 {
3761 if(food->stats.hp>0) 3883 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3884 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3885 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3886 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3887 who->stats.hp += food->stats.hp;
3766 } 3888 }
3767 } 3889 }
3768 if(food->stats.sp!=0) { 3890 if (food->stats.sp != 0)
3891 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3892 if (QUERY_FLAG (food, FLAG_CURSED))
3893 {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3894 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3895 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3896 if (who->stats.sp < 0)
3773 } else { 3897 who->stats.sp = 0;
3898 }
3899 else
3900 {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3901 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3902 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3903 /* place limit on max sp from food? */
3904 }
3777 } 3905 }
3778 }
3779 fix_player(who); 3906 fix_player (who);
3780} 3907}
3781 3908
3782 3909
3783/** 3910/**
3784 * Designed primarily to light torches/lanterns/etc. 3911 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3912 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3913 * the selected object to "burn". -b.t.
3787 */ 3914 */
3788 3915
3916void
3789void apply_lighter(object *who, object *lighter) { 3917apply_lighter (object *who, object *lighter)
3918{
3790 object *item; 3919 object *item;
3791 int is_player_env=0; 3920 int is_player_env = 0;
3792 uint32 nrof; 3921 uint32 nrof;
3793 tag_t count; 3922 tag_t count;
3794 char item_name[MAX_BUF]; 3923 char item_name[MAX_BUF];
3795 3924
3796 item=find_marked_object(who); 3925 item = find_marked_object (who);
3797 if(item) { 3926 if (item)
3927 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3928 if (lighter->last_eat && lighter->stats.food)
3929 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3930 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3931 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3932 if (lighter->nrof > 1)
3933 {
3802 object *oneLighter = get_object(); 3934 object *oneLighter = get_object ();
3935
3803 copy_object(lighter, oneLighter); 3936 copy_object (lighter, oneLighter);
3804 lighter->nrof -= 1; 3937 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3938 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3939 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3940 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3941 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3942 esrv_send_item (who, oneLighter);
3810 } else { 3943 }
3944 else
3945 {
3811 lighter->stats.food--; 3946 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 } 3947 }
3948
3949 }
3950 else if (lighter->last_eat)
3951 { /* no charges left in lighter */
3952 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3953 return;
3954 }
3820 /* Perhaps we should split what we are trying to light on fire? 3955 /* 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 3956 * I can't see many times when you would want to light multiple
3822 * objects at once. 3957 * objects at once.
3823 */ 3958 */
3824 nrof=item->nrof; 3959 nrof = item->nrof;
3825 count=item->count; 3960 count = item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the 3961 /* 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 3962 * name object, so make a copy so the message we print out makes
3828 * some sense. 3963 * some sense.
3829 */ 3964 */
3830 strcpy(item_name, item->name); 3965 strcpy (item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1; 3966 if (who == is_player_inv (item))
3967 is_player_env = 1;
3832 3968
3833 save_throw_object(item,AT_FIRE,who); 3969 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3970 /* Change to check count and not freed, since the object pointer
3835 * may have gotten recycled 3971 * may have gotten recycled
3836 */ 3972 */
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3973 if ((nrof != item->nrof) || (count != item->count))
3838 new_draw_info_format(NDI_UNIQUE, 0,who, 3974 {
3839 "You light the %s with the %s.",item_name,lighter->name); 3975 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 3976 /* Need to update the player so that the players glow radius
3841 * gets changed. 3977 * gets changed.
3842 */ 3978 */
3843 if (is_player_env) fix_player(who); 3979 if (is_player_env)
3844 } else { 3980 fix_player (who);
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3981 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3982 else
3847 } 3983 {
3984 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3985 }
3848 3986
3849 } else /* nothing to light */ 3987 }
3988 else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3989 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 3990
3852} 3991}
3853 3992
3854/** 3993/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3994 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3995 * scroll_failure()- hacked directly from spell_failure
3857 */ 3996 */
3997void
3858void scroll_failure(object *op, int failure, int power) 3998scroll_failure (object *op, int failure, int power)
3859{ 3999{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 4000 if (abs (failure / 4) > power)
4001 power = abs (failure / 4); /* set minimum effect */
3861 4002
3862 if(failure<= -1&&failure > -15) {/* wonder */ 4003 if (failure <= -1 && failure > -15)
4004 { /* wonder */
3863 object *tmp; 4005 object *tmp;
3864 4006
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 4007 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 4008 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 4009 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 4010 free_object (tmp);
4011 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 4012 else if (failure <= -15 && failure > -35)
4013 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4014 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4015 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 4016 if (op->stats.sp < 0)
4017 op->stats.sp = 0;
4018 }
3873 } else if (settings.spell_failure_effects == TRUE) { 4019 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 4020 {
4021 if (failure <= -35 && failure > -60)
4022 { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4023 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 confuse_player(op,op,power); 4024 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4025 }
4026 else if (failure <= -60 && failure > -70)
4027 { /* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 4028 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3879 "you!");
3880 paralyze_player(op,op,power); 4029 paralyze_player (op, op, power);
4030 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 4031 else if (failure <= -70 && failure > -80)
4032 { /* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4033 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3883 blind_player(op,op,power); 4034 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 4035 }
4036 else if (failure <= -80)
4037 { /* blast the immediate area */
3885 object *tmp; 4038 object *tmp;
4039
3886 tmp=get_archetype(LOOSE_MANA); 4040 tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 4041 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4042 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3889 free_object(tmp); 4043 free_object (tmp);
3890 } 4044 }
3891 } 4045 }
3892} 4046}
3893 4047
4048void
3894void apply_changes_to_player(object *pl, object *change) { 4049apply_changes_to_player (object *pl, object *change)
4050{
3895 int excess_stat=0; /* if the stat goes over the maximum 4051 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 4052 for the race, put the excess stat some
3897 where else. */ 4053 where else. */
3898 4054
3899 switch (change->type) { 4055 switch (change->type)
3900 case CLASS: { 4056 {
4057 case CLASS:
4058 {
3901 living *stats = &(pl->contr->orig_stats); 4059 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 4060 living *ns = &(change->stats);
3903 object *walk; 4061 object *walk;
3904 int flag_change_face=1; 4062 int flag_change_face = 1;
3905 4063
3906 /* the following code assigns stats up to the stat max 4064 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 4065 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 4066 * tries to randomly reassign the excess stat
3909 */ 4067 */
3910 int i,j; 4068 int i, j;
4069
3911 for(i=0;i<NUM_STATS;i++) { 4070 for (i = 0; i < NUM_STATS; i++)
4071 {
3912 sint8 stat=get_attr_value(stats,i); 4072 sint8 stat = get_attr_value (stats, i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4073 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4074
3914 stat += get_attr_value(ns,i); 4075 stat += get_attr_value (ns, i);
3915 if(stat > 20 + race_bonus) { 4076 if (stat > 20 + race_bonus)
3916 excess_stat++; 4077 {
3917 stat = 20+race_bonus; 4078 excess_stat++;
3918 } 4079 stat = 20 + race_bonus;
4080 }
3919 set_attr_value(stats,i,stat); 4081 set_attr_value (stats, i, stat);
3920 } 4082 }
3921 4083
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
3923 int i = rndm(0, 6); 4085 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6);
3924 int stat=get_attr_value(stats,i); 4087 int stat = get_attr_value (stats, i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4088 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3926 if(i==CHA) continue; /* exclude cha from this */ 4089
3927 if( stat < 20 + race_bonus) { 4090 if (i == CHA)
4091 continue; /* exclude cha from this */
4092 if (stat < 20 + race_bonus)
4093 {
3928 change_attr_value(stats,i,1); 4094 change_attr_value (stats, i, 1);
3929 excess_stat--; 4095 excess_stat--;
3930 } 4096 }
3931 } 4097 }
3932 4098
3933 /* insert the randomitems from the change's treasurelist into 4099 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 4100 * the player ref: player.c
3935 */ 4101 */
3936 if(change->randomitems!=NULL) 4102 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 4103 give_initial_items (pl, change->randomitems);
3938 4104
3939 4105
3940 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3941 4107
3942 /* first, look for the force object banning 4108 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3944 */ 4110 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4111 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4112 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4113 flag_change_face = 0;
3947 4114
3948 if(flag_change_face) { 4115 if (flag_change_face)
4116 {
3949 pl->animation_id = GET_ANIM_ID(change); 4117 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 4118 pl->face = change->face;
3951 4119
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4120 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 4121 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 4122 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 4123 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 4124 }
3957 4125
3958 /* check the special case of can't use weapons */ 4126 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4127 /*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); 4128 if (!strcmp (change->name, "monk"))
4129 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 4130
3962 break; 4131 break;
3963 } 4132 }
3964 } 4133 }
3965} 4134}
3966 4135
3967/** 4136/**
3968 * This handles items of type 'transformer'. 4137 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 4141 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4142 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 4143 * 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. 4144 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 4145 */
4146void
3977void apply_item_transformer( object* pl, object* transformer ) 4147apply_item_transformer (object *pl, object *transformer)
3978 { 4148{
3979 object* marked; 4149 object *marked;
3980 object* new_item; 4150 object *new_item;
3981 char* find; 4151 char *find;
3982 char* separator; 4152 char *separator;
3983 int yield; 4153 int yield;
3984 char got[ MAX_BUF ]; 4154 char got[MAX_BUF];
3985 int len; 4155 int len;
3986 4156
3987 if ( !pl || !transformer ) 4157 if (!pl || !transformer)
3988 return; 4158 return;
3989 marked = find_marked_object( pl ); 4159 marked = find_marked_object (pl);
3990 if ( !marked ) 4160 if (!marked)
3991 { 4161 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4162 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3993 return; 4163 return;
3994 } 4164 }
3995 if ( !marked->slaying ) 4165 if (!marked->slaying)
3996 { 4166 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4167 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; 4168 return;
3999 } 4169 }
4000 /* check whether they are compatible or not */ 4170 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 4171 find = strstr (marked->slaying, transformer->arch->name);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4172 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4003 { 4173 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4174 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; 4175 return;
4006 } 4176 }
4007 find += strlen( transformer->arch->name ) + 1; 4177 find += strlen (transformer->arch->name) + 1;
4008 /* Item can be used, now find how many and what it yields */ 4178 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 4179 if (isdigit (*(find)))
4010 { 4180 {
4011 yield = atoi( find ); 4181 yield = atoi (find);
4012 if ( yield < 1 ) 4182 if (yield < 1)
4013 { 4183 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4184 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 4185 yield = 1;
4016 } 4186 }
4017 } 4187 }
4018 else 4188 else
4019 yield = 1; 4189 yield = 1;
4020 4190
4021 while ( isdigit( *find ) ) 4191 while (isdigit (*find))
4022 find++; 4192 find++;
4023 while ( *find == ' ' ) 4193 while (*find == ' ')
4024 find++; 4194 find++;
4025 memset( got, 0, MAX_BUF ); 4195 memset (got, 0, MAX_BUF);
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4196 if ((separator = strchr (find, ';')) != NULL)
4027 { 4197 {
4028 len = separator - find; 4198 len = separator - find;
4029 } 4199 }
4030 else 4200 else
4031 { 4201 {
4032 len = strlen(find); 4202 len = strlen (find);
4033 } 4203 }
4034 if ( len > MAX_BUF-1) 4204 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4205 len = MAX_BUF - 1;
4036 strcpy( got, find ); 4206 strcpy (got, find);
4037 got[len] = '\0'; 4207 got[len] = '\0';
4038 4208
4039 /* Now create new item, remove used ones when required. */ 4209 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4210 new_item = get_archetype (got);
4041 if ( !new_item ) 4211 if (!new_item)
4042 { 4212 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4213 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4044 return; 4214 return;
4045 } 4215 }
4046 new_item->nrof = yield; 4216 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4217 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 ); 4218 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4219 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4220 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4221 decrease_ob_nr (marked, 1);
4052 /* Eat one transformer if needed */ 4222 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4223 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4224 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4225 decrease_ob_nr (transformer, 1);
4056 } 4226}

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