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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 1.57 by root, Sun Dec 31 21:02:05 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__
35#include <sproto.h> 30#include <sproto.h>
36#endif
37 31
38/* Want this regardless of rplay. */ 32/* Want this regardless of rplay. */
39#include <sounds.h> 33#include <sounds.h>
40 34
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h> 36#include <math.h>
43 37
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/** 38/**
201 * Check if op should abort moving victim because of it's race or slaying. 39 * 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. 40 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 41 */
42int
204int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
205{ 44{
206 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
207 /* Get flags to determine what of arch, name, and race should be checked. 47 /* 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, 48 * 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, 49 * 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 50 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 51 * it. Examples:
212 * subtype 1: only arch 52 * subtype 1: only arch
213 * subtype 3: arch or name 53 * subtype 3: arch or name
214 * subtype 5: arch or race 54 * subtype 5: arch or race
215 * subtype 7: all three 55 * subtype 7: all three
216 */ 56 */
217 if (op->subtype) 57 if (op->subtype)
218 { 58 {
219 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
222 } else { 62 }
63 else
64 {
223 arch_flag = 1; 65 arch_flag = 1;
224 name_flag = 1; 66 name_flag = 1;
225 race_flag = 1; 67 race_flag = 1;
226 } 68 }
227 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 70 * name or race that matches.
229 */ 71 */
230 if ( (op->race) && 72 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
76 {
234 return 1; 77 return 1;
235 } 78 }
236 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 80 * of arch, name, or race match.
238 */ 81 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 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))) || 83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85 {
243 return 1; 86 return 1;
244 } 87 }
245 return 0; 88 return 0;
246} 89}
247 90
248/** 91/**
249 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money. 93 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 94 * Return value: 1 if money was destroyed, 0 if not.
252 */ 95 */
96static int
253static int apply_id_altar (object *money, object *altar, object *pl) 97apply_id_altar (object *money, object *altar, object *pl)
254{ 98{
255 object *id, *marked; 99 object *id, *marked;
256 int success=0; 100 int success = 0;
257 101
258 if (pl == NULL || pl->type != PLAYER) 102 if (pl == NULL || pl->type != PLAYER)
259 return 0; 103 return 0;
260 104
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 106 * identifying' from being printed out more than it needs to be.
263 */ 107 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 109 return 0;
266 110
267 marked = find_marked_object (pl); 111 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 112 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 113 * identified. IF it doesn't, then go through the player inventory.
270 */ 114 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
272 && need_identify (marked))
273 { 116 {
274 if (operate_altar (altar, &money)) { 117 if (operate_altar (altar, &money))
118 {
275 identify (marked); 119 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 120 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) { 121 if (marked->msg)
122 {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
281 } 128 }
282 return money == NULL;
283 }
284 }
285 129
286 for (id=pl->inv; id; id=id->below) { 130 for (id = pl->inv; id; id = id->below)
131 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 133 {
289 if (operate_altar(altar,&money)) { 134 if (operate_altar (altar, &money))
290 identify(id); 135 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 136 identify (id);
292 "You have %s.", long_desc(id, pl)); 137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
293 if (id->msg) { 138 if (id->msg)
139 {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
296 } 142 }
297 success=1; 143 success = 1;
298 /* If no more money, might as well quit now */ 144 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 145 if (money == NULL || !check_altar_sacrifice (altar, money))
300 break; 146 break;
301 } 147 }
302 else { 148 else
149 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 151 break;
305 } 152 }
306 } 153 }
307 } 154 }
155 if (!success)
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
309 return money == NULL; 157 return money == NULL;
310} 158}
311 159
312/** 160/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 162 * matching item.
315 **/ 163 **/
164static void
316static void handle_apply_yield(object* tmp) 165handle_apply_yield (object *tmp)
317{ 166{
318 const char* yield; 167 const char *yield;
319 168
320 yield = get_ob_key_value(tmp,"on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 170 if (yield != NULL)
322 { 171 {
323 object* drop = get_archetype(yield); 172 object *drop = get_archetype (yield);
173
324 if (tmp->env) 174 if (tmp->env)
325 { 175 {
326 drop = insert_ob_in_ob(drop,tmp->env); 176 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 177 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 178 esrv_send_item (tmp->env, drop);
329 } 179 }
330 else 180 else
331 { 181 {
332 drop->x = tmp->x; 182 drop->x = tmp->x;
333 drop->y = tmp->y; 183 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 185 }
336 } 186 }
337} 187}
338 188
339/** 189/**
340 * Handles applying a potion. 190 * Handles applying a potion.
341 */ 191 */
192int
342int apply_potion (object * op, object * tmp) 193apply_potion (object *op, object *tmp)
343{ 194{
344 int got_one = 0, i; 195 int got_one = 0, i;
345 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
346 197
347 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
348 199
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 201 {
351 if (op->type == PLAYER) 202 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 203 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); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 205 return 0;
357 } 206 }
358 207
359 if (op->type == PLAYER) 208 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 210 identify (tmp);
363 }
364 211
365 handle_apply_yield (tmp); 212 handle_apply_yield (tmp);
366 213
367 /* Potion of restoration - only for players */ 214 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 217 object *depl;
371 archetype *at; 218 archetype *at;
372 219
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 221 {
375 drain_stat (op); 222 op->drain_stat ();
376 fix_player (op); 223 op->update_stats ();
377 decrease_ob (tmp); 224 decrease_ob (tmp);
378 return 1; 225 return 1;
379 } 226 }
227
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 229 {
382 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 231 return 0;
384 } 232 }
385 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
234
386 if (depl != NULL) 235 if (depl)
387 { 236 {
388 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 238 if (get_attr_value (&depl->stats, i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 } 240
393 remove_ob (depl); 241 depl->destroy ();
394 free_object (depl); 242 op->update_stats ();
395 fix_player (op);
396 } 243 }
397 else 244 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399 246
400 decrease_ob (tmp); 247 decrease_ob (tmp);
402 } 249 }
403 250
404 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 { 253 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
409 { 255 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 257 {
412 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
442 op->contr->levgrace[i] = 3; 288 op->contr->levgrace[i] = 3;
443 break; 289 break;
444 } 290 }
445 } 291 }
446 } 292 }
293
447 /* Just makes checking easier */ 294 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 295 if (i < MIN (11, op->level))
449 got_one = 1; 296 got_one = 1;
297
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 299 {
452 if (got_one) 300 if (got_one)
453 { 301 {
454 fix_player (op); 302 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op, 303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
456 "The Gods smile upon you and remake you"); 304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
457 new_draw_info (NDI_UNIQUE, 0, op, 305 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 } 306 }
462 else 307 else
463 new_draw_info (NDI_UNIQUE, 0, op, 308 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 } 309 }
466 else 310 else
467 { /* cursed potion */ 311 { /* cursed potion */
468 if (got_one) 312 if (got_one)
469 { 313 {
470 fix_player (op); 314 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op, 315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
472 "The Gods are angry and punish you.");
473 } 316 }
474 else 317 else
475 new_draw_info (NDI_UNIQUE, 0, op, 318 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 } 319 }
320
478 decrease_ob (tmp); 321 decrease_ob (tmp);
479 return 1; 322 return 1;
480 } 323 }
481 324
482 325
492 object *fball; 335 object *fball;
493 336
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */ 338 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 339 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 340 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; 341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 342 fball->x = op->x;
502 fball->y = op->y; 343 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 344 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 345 }
505 else 346 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 348
508 decrease_ob (tmp); 349 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 352 op->update_stats ();
512 return 1; 353 return 1;
513 } 354 }
514 355
515 /* Deal with protection potions */ 356 /* Deal with protection potions */
516 force = NULL; 357 force = NULL;
546 } 387 }
547 388
548 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 390 if (op->type == PLAYER)
550 { /* only for players */ 391 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 394 else
555 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
561 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 403 * up all the stats.
564 */ 404 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 406 op->update_stats ();
567 decrease_ob (tmp); 407 decrease_ob (tmp);
568 return 1; 408 return 1;
569} 409}
570 410
571/**************************************************************************** 411/****************************************************************************
573 ****************************************************************************/ 413 ****************************************************************************/
574 414
575/** 415/**
576 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
577 */ 417 */
418static int
578static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
579{ 420{
580 int count=0; 421 int count = 0;
581 422
582 423
583 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
584 op=op->below; 426 op = op->below;
585 while(op!=NULL) { 427 while (op != NULL)
428 {
586 if (strcmp(op->arch->name,item)==0){ 429 if (strcmp (op->arch->name, item) == 0)
430 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 433 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 435 count++;
592 else 436 else
593 count += op->nrof; 437 count += op->nrof;
438 }
439 }
440 op = op->below;
594 } 441 }
595 }
596 op=op->below;
597 }
598 return count; 442 return count;
599} 443}
600 444
601/** 445/**
602 * This removes 'nrof' of what item->slaying says to remove. 446 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 447 * op is typically the player, which is only
604 * really used to determine what space to look at. 448 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 449 * Modified to only eat 'nrof' of objects.
606 */ 450 */
451static void
607static void eat_item(object *op,const char *item, uint32 nrof) 452eat_item (object *op, const char *item, uint32 nrof)
608{ 453{
609 object *prev; 454 object *prev;
610 455
456 prev = op;
457 op = op->below;
458
459 while (op != NULL)
460 {
461 if (strcmp (op->arch->name, item) == 0)
462 {
463 if (op->nrof >= nrof)
464 {
465 decrease_ob_nr (op, nrof);
466 return;
467 }
468 else
469 {
470 decrease_ob_nr (op, op->nrof);
471 nrof -= op->nrof;
472 }
473 op = prev;
474 }
611 prev = op; 475 prev = op;
612 op=op->below; 476 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 } 477 }
628} 478}
629 479
630/** 480/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 481 * 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 482 * 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 483 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 484 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 485 * we return 1 (true) if the player can use the weapon.
636 */ 486 */
487static int
637static int check_weapon_power(const object *who, int improvs) 488check_weapon_power (const object *who, int improvs)
638{ 489{
490
639/* Old code is below (commented out). Basically, since weapons are the only 491/* 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 492 * 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. 493 * require high level in some combat skill, so we just use overall level.
642 */ 494 */
643#if 1 495#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
645 else return 0; 499 return 0;
646 500
647#else 501#else
648 int level=0; 502 int level = 0;
649 503
650 /* The skill system hands out wc and dam bonuses to fighters 504 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 505 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 506 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 507 * 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 508 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 509 * using normal level - it is just a matter of play balance.
656 */ 510 */
657 if(who->type==PLAYER) { 511 if (who->type == PLAYER)
512 {
658 object *wc_obj=NULL; 513 object *wc_obj = NULL;
659 514
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 515 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) 516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 517 level = wc_obj->level;
663 518
664 if (!level ) { 519 if (!level)
520 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522 level = who->level;
523 }
524 }
525 else
666 level = who->level; 526 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 527
672 return (improvs <= ((level/5)+5)); 528 return (improvs <= ((level / 5) + 5));
673#endif 529#endif
674} 530}
675 531
676/** 532/**
677 * Returns how many items of type improver->slaying there are under op. 533 * 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. 534 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 535 */
536static int
680static int check_sacrifice(object *op, const object *improver) 537check_sacrifice (object *op, const object *improver)
681{ 538{
682 int count=0; 539 int count = 0;
683 540
684 if (improver->slaying!=NULL) { 541 if (improver->slaying != NULL)
542 {
685 count = check_item(op,improver->slaying); 543 count = check_item (op, improver->slaying);
686 if (count<1) { 544 if (count < 1)
545 {
687 char buf[200]; 546 char buf[200];
547
688 sprintf(buf,"The gods want more %ss",improver->slaying); 548 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 549 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 550 return 0;
691 } 551 }
692 } 552 }
693 else 553 else
694 count=1; 554 count = 1;
695 555
696 return count; 556 return count;
697} 557}
698 558
699/** 559/**
700 * Actually improves the weapon, and tells user. 560 * Actually improves the weapon, and tells user.
701 */ 561 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 562int
703 signed char *stat,int sacrifice_count,const char *statname) 563improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
704{ 564{
705 565
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 567 *stat += sacrifice_count;
708 weapon->last_eat++; 568 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 569 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); 570 decrease_ob (improver);
712 571
713 /* So it updates the players stats and the window */ 572 /* So it updates the players stats and the window */
714 fix_player(op); 573 op->update_stats ();
715 return 1; 574 return 1;
716} 575}
717 576
718/* Types of improvements, hidden in the sp field. */ 577/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 578#define IMPROVE_PREPARE 1
732/** 591/**
733 * This does the prepare weapon scroll. 592 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 593 * Checks for sacrifice, and so on.
735 */ 594 */
736 595
596int
737int prepare_weapon(object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
738{ 598{
739 int sacrifice_count,i; 599 int sacrifice_count, i;
740 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
741 601
742 if (weapon->level!=0) { 602 if (weapon->level != 0)
603 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 605 return 0;
745 } 606 }
746 for (i=0; i<NROFATTACKS; i++) 607 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 608 if (weapon->resist[i])
609 break;
748 610
749 /* If we break out, i will be less than nrofattacks, preventing 611 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 612 * improvement of items that already have protections.
751 */ 613 */
752 if (i<NROFATTACKS || 614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 616 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 617 weapon->stats.ac) /* AC - only taifu's I think */
757 { 618 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 620 return 0;
760 } 621 }
761 sacrifice_count=check_sacrifice(op,improver); 622 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 623 if (sacrifice_count <= 0)
763 return 0; 624 return 0;
764 weapon->level=isqrt(sacrifice_count); 625 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 627 eat_item (op, improver->slaying, sacrifice_count);
767 628
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
769 weapon->name,weapon->level);
770 630
771 sprintf(buf,"%s's %s",op->name,weapon->name); 631 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 632 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 633 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 634 slot at once! */
776 decrease_ob(improver); 635 decrease_ob (improver);
777 weapon->last_eat=0; 636 weapon->last_eat = 0;
778 return 1; 637 return 1;
779} 638}
780 639
781 640
782/** 641/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 642 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
788 * 647 *
789 * We are hiding extra information about the weapon in the level and 648 * 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 ?? 649 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 650 * level == max improve last_eat == current improve
792 */ 651 */
652int
793int improve_weapon(object *op,object *improver,object *weapon) 653improve_weapon (object *op, object *improver, object *weapon)
794{ 654{
795 int sacrifice_count, sacrifice_needed=0; 655 int sacrifice_count, sacrifice_needed = 0;
796 656
797 if(improver->stats.sp==IMPROVE_PREPARE) { 657 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
798 return prepare_weapon(op, improver, weapon); 659 return prepare_weapon (op, improver, weapon);
799 } 660 }
800 if (weapon->level==0) { 661 if (weapon->level == 0)
662 {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 663 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
802 return 0; 664 return 0;
803 } 665 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667 {
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
806 return 0; 669 return 0;
807 } 670 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 671 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 672 {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 673 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"); 674 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."); 675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
813 return 0; 676 return 0;
814 } 677 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* 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, 679 * 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 680 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 681 * weapon can be improved.
819 */ 682 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
821 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op, 687 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++; 688 weapon->last_eat++;
826 689
827 weapon->item_power++; 690 weapon->item_power++;
828 decrease_ob(improver); 691 decrease_ob (improver);
829 return 1; 692 return 1;
830 } 693 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 694 if (improver->stats.sp == IMPROVE_WEIGHT)
695 {
832 /* Reduce weight by 20% */ 696 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 697 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 698 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 699 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 700 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++; 701 weapon->last_eat++;
839 weapon->item_power++; 702 weapon->item_power++;
840 decrease_ob(improver); 703 decrease_ob (improver);
841 return 1; 704 return 1;
842 } 705 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 706 if (improver->stats.sp == IMPROVE_ENCHANT)
707 {
844 weapon->magic++; 708 weapon->magic++;
845 weapon->last_eat++; 709 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 710 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); 711 decrease_ob (improver);
849 weapon->item_power++; 712 weapon->item_power++;
850 return 1; 713 return 1;
851 } 714 }
852 715
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 717 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 718
857 if (sacrifice_needed<1) 719 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 720 sacrifice_needed = 1;
859 sacrifice_needed *=2; 721 sacrifice_needed *= 2;
860 722
861 sacrifice_count = check_sacrifice(op,improver); 723 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 724 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 725 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 726 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
865 return 0; 727 return 0;
866 } 728 }
867 eat_item(op,improver->slaying, sacrifice_needed); 729 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 730 weapon->item_power++;
869 731
870 switch (improver->stats.sp) { 732 switch (improver->stats.sp)
733 {
871 case IMPROVE_STR: 734 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 735 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: 736 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 737 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: 738 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 739 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: 740 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 741 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: 742 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 743 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: 744 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 745 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: 746 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 747 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: 748 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 750 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 751 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 752 return 0;
904} 753}
905 754
906/** 755/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 756 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 757 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 758 * then calls improve_weapon to do the dirty work.
910 */ 759 */
760int
911int check_improve_weapon (object *op, object *tmp) 761check_improve_weapon (object *op, object *tmp)
912{ 762{
913 object *otmp; 763 object *otmp;
914 764
915 if(op->type!=PLAYER) 765 if (op->type != PLAYER)
766 return 0;
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
916 return 0; 770 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 } 771 }
921 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
922 if(!otmp) { 773 if (!otmp)
774 {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 776 return 0;
925 } 777 }
926 if (otmp->type != WEAPON && otmp->type != BOW) { 778 if (otmp->type != WEAPON && otmp->type != BOW)
779 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
928 return 0; 781 return 0;
929 } 782 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 784 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 785 esrv_send_item (op, otmp);
933 return 1; 786 return 1;
934} 787}
935 788
936/** 789/**
937 * This code deals with the armour improvment scrolls. 790 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 791 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 806 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 807 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 808 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 809 * changing of physical area right now.
957 */ 810 */
811int
958int improve_armour(object *op, object *improver, object *armour) 812improve_armour (object *op, object *improver, object *armour)
959{ 813{
960 object *tmp; 814 object *tmp;
961 815
962 if (armour->magic >= settings.armor_max_enchant) { 816 if (armour->magic >= settings.armor_max_enchant)
817 {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 818 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
964 return 0; 819 return 0;
965 } 820 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 821 /* 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. 822 * 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 823 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 824 * of gnarg and what not?)
970 */ 825 */
971 if (armour->title) { 826 if (armour->title)
827 {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 829 return 0;
974 } 830 }
975 831
976 /* Split objects if needed. Can't insert tmp until the 832 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 833 * end of this function - otherwise it will just re-merge.
978 */ 834 */
979 if(armour->nrof > 1) 835 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 836 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 837 else
982 tmp = NULL; 838 tmp = NULL;
983 839
984 armour->magic++; 840 armour->magic++;
985 841
986 if ( !settings.armor_speed_linear ) 842 if (!settings.armor_speed_linear)
987 { 843 {
988 int base = 100; 844 int base = 100;
989 int pow = 0; 845 int pow = 0;
846
990 while ( pow < armour->magic ) 847 while (pow < armour->magic)
991 { 848 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 849 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 850 pow++;
994 } 851 }
995 852
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
997 } 854 }
998 else 855 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 857
1001 if ( !settings.armor_weight_linear ) 858 if (!settings.armor_weight_linear)
1002 { 859 {
1003 int base = 100; 860 int base = 100;
1004 int pow = 0; 861 int pow = 0;
862
1005 while ( pow < armour->magic ) 863 while (pow < armour->magic)
1006 { 864 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 865 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 866 pow++;
1009 } 867 }
1010 868
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 869 armour->weight = (armour->arch->clone.weight * base) / 100;
1012 } 870 }
1013 else 871 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 872 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 873
1016 if ( armour->weight <= 0 ) 874 if (armour->weight <= 0)
1017 { 875 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 877 armour->weight = 1;
1020 } 878 }
1021 879
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 880 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
1023 881
1024 if (op->type == PLAYER) { 882 if (op->type == PLAYER)
883 {
1025 esrv_send_item(op, armour); 884 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 885 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 886 op->update_stats ();
1028 } 887 }
1029 decrease_ob(improver); 888 decrease_ob (improver);
1030 if (tmp) { 889 if (tmp)
890 {
1031 insert_ob_in_ob(tmp, op); 891 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 892 esrv_send_item (op, tmp);
1033 } 893 }
1034 return 1; 894 return 1;
1035} 895}
1036 896
1037 897
1038/* 898/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 899 * convert_item() returns 1 if anything was converted, 0 if the item was not
1047/* Takes one items and makes another. 907/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 908 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 909 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 910 * what the converter wants, this will not do anything.
1051 */ 911 */
912int
1052int convert_item(object *item, object *converter) { 913convert_item (object *item, object *converter)
914{
1053 int nr=0; 915 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 916 uint32 price_in;
1057 917
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, 918 /* 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 919 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 920 * 3 gp and player drops a platinum, tough luck)
1069 */ 921 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 922 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 923 {
924 int cost;
1072 925
1073 if(item->type!=MONEY) 926 if (item->type != MONEY)
1074 return 0; 927 return 0;
1075 928
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 929 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 930 if (!nr)
931 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 932 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 933 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 934 if (nr * CONV_NEED (converter) % item->value)
935 cost++;
1081 decrease_ob_nr(item, cost); 936 decrease_ob_nr (item, cost);
1082 937
1083 price_in = cost*item->value; 938 price_in = cost * item->value;
939 }
940 else
1084 } 941 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 944 return 0;
1089 945
1090 if(CONV_NEED(converter)) { 946 if (CONV_NEED (converter))
947 {
1091 nr=item->nrof/CONV_NEED(converter); 948 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 949 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 950 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 951 }
952 else
953 {
1095 price_in = item->value; 954 price_in = item->value;
1096 remove_ob(item); 955 item->destroy ();
1097 free_object(item); 956 }
1098 }
1099 } 957 }
1100 958
1101 if (converter->inv != NULL) { 959 if (converter->inv != NULL)
960 {
1102 object *ob; 961 object *ob;
1103 int i; 962 int i;
1104 object *ob_to_copy; 963 object *ob_to_copy;
1105 964
1106 /* select random object from inventory to copy */ 965 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 966 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 967 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
968 {
1109 if (rndm(0, i) == 0) { 969 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 970 {
971 ob_to_copy = ob;
972 }
973 }
974 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 977 }
1112 } 978 else
1113 item = object_create_clone(ob_to_copy); 979 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 980 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); 981 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 &converter->name, &converter->map->path, converter->x, converter->y);
1119 return -1; 984 return -1;
1120 } 985 }
1121 986
1122 item = object_create_arch(converter->other_arch); 987 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 989 }
1125 990
1126 if(CONV_NR(converter)) 991 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 992 item->nrof = CONV_NR (converter);
1128 if(nr) 993 if (nr)
1129 item->nrof*=nr; 994 item->nrof *= nr;
1130 if(is_in_shop) 995 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 996 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 997 else if (price_in < item->nrof * item->value)
998 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 999 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, 1000 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name); 1001
1136 /** 1002 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1003 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1004 * propably had something in mind when doing this
1139 */ 1005 */
1140 } 1006 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1008 return 1;
1143} 1009}
1144 1010
1145/** 1011/**
1146 * Handle apply on containers. 1012 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1013 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1015 * added the alchemical cauldron to the code -b.t.
1150 */ 1016 */
1151 1017
1018int
1152int apply_container (object *op, object *sack) 1019apply_container (object *op, object *sack)
1153{ 1020{
1154 char buf[MAX_BUF]; 1021 char buf[MAX_BUF];
1155 object *tmp; 1022 object *tmp;
1156 1023
1157 if(op->type!=PLAYER) 1024 if (op->type != PLAYER)
1158 return 0; /* This might change */ 1025 return 0; /* This might change */
1159 1026
1160 if (sack==NULL || sack->type != CONTAINER) { 1027 if (sack == NULL || sack->type != CONTAINER)
1028 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1030 return 0;
1163 } 1031 }
1164 op->contr->last_used = NULL; 1032
1165 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1166 1034
1167 if (sack->env!=op) { 1035 if (sack->env != op)
1036 {
1168 if (sack->other_arch == NULL || sack->env != NULL) { 1037 if (sack->other_arch == NULL || sack->env != NULL)
1038 {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1170 return 1; 1040 return 1;
1171 } 1041 }
1042
1172 /* It's on the ground, the problems begin */ 1043 /* It's on the ground, the problems begin */
1173 if (op->container != sack) { 1044 if (op->container != sack)
1045 {
1174 /* it's closed OR some player has opened it */ 1046 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1048 {
1177 tmp && tmp->container != sack; tmp=tmp->above); 1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1178 if (tmp) { 1050 if (tmp)
1051 {
1179 /* some other player have opened it */ 1052 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op, 1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1181 "%s is already occupied.", query_name(sack)); 1054 return 1;
1182 return 1; 1055 }
1183 } 1056 }
1184 } 1057 }
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)) { 1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1212 if (op->container) { 1059 {
1213 if (op->container != sack) { 1060 if (op->container == NULL)
1214 tmp = op->container; 1061 {
1215 apply_container (op, tmp); 1062 tmp = arch_to_object (sack->other_arch);
1216 sprintf (buf, "You close %s and open ", query_name(tmp)); 1063 /* not good, but insert_ob_in_ob() is too smart */
1217 op->container = sack; 1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1218 strcat (buf, query_name(sack)); 1065 tmp->x = tmp->y = 0;
1219 strcat (buf, "."); 1066 tmp->map = NULL;
1220 } else { 1067 tmp->env = sack;
1221 CLEAR_FLAG (sack, FLAG_APPLIED); 1068 if (sack->inv)
1222 op->container = NULL; 1069 sack->inv->above = tmp;
1223 sprintf (buf, "You close %s.", query_name(sack)); 1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079
1080 if (tmp && tmp->type == CLOSE_CON)
1081 tmp->destroy ();
1082 }
1083 }
1224 } 1084 }
1225 } else { 1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 {
1088 if (op->container)
1089 {
1090 if (op->container != sack)
1091 {
1092 tmp = op->container;
1093 apply_container (op, tmp);
1094 sprintf (buf, "You close %s and open ", query_name (tmp));
1095 op->container = sack;
1096 strcat (buf, query_name (sack));
1097 strcat (buf, ".");
1098 }
1099 else
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else
1107 {
1226 CLEAR_FLAG (sack, FLAG_APPLIED); 1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack)); 1109 sprintf (buf, "You open %s.", query_name (sack));
1228 SET_FLAG (sack, FLAG_APPLIED); 1110 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack; 1111 op->container = sack;
1230 } 1112 }
1231 } else { /* not applied */ 1113 }
1232 if (sack->slaying) { /* it's locked */ 1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1233 tmp = find_key(op, op, sack); 1118 tmp = find_key (op, op, sack);
1234 if (tmp) { 1119 if (tmp)
1120 {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1236 SET_FLAG (sack, FLAG_APPLIED); 1122 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */ 1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf); 1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1239 apply_container (op, sack); 1127 apply_container (op, sack);
1240 return 1; 1128 return 1;
1241 } 1129 }
1242 } else { 1130 }
1131 else
1243 sprintf (buf, "You don't have the key to unlock %s.", 1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1244 query_name(sack)); 1133 }
1245 } 1134 else
1246 } else { 1135 {
1247 sprintf (buf, "You readied %s.", query_name(sack)); 1136 sprintf (buf, "You readied %s.", query_name (sack));
1248 SET_FLAG (sack, FLAG_APPLIED); 1137 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */ 1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack); 1142 apply_container (op, sack);
1252 return 1; 1143 return 1;
1144 }
1145 }
1253 } 1146 }
1254 } 1147
1255 }
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1257 if (op->contr) op->contr->socket.update_look=1; 1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152
1258 return 1; 1153 return 1;
1259} 1154}
1260 1155
1261/** 1156/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc. 1158 * the player has in their inventory, eg, sacks, luggages, etc.
1270 * Reminder - there are three states for any container - closed (non applied), 1165 * 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 1166 * 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) 1167 * (applied flag set, and op->container points to the open container)
1273 */ 1168 */
1274 1169
1170int
1275int esrv_apply_container (object *op, object *sack) 1171esrv_apply_container (object *op, object *sack)
1276{ 1172{
1277 object *tmp=op->container; 1173 object *tmp = op->container;
1174
1278 if(op->type!=PLAYER) 1175 if (op->type != PLAYER)
1279 return 0; /* This might change */ 1176 return 0; /* This might change */
1280 1177
1281 if (sack==NULL || sack->type != CONTAINER) { 1178 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 } 1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1286 1183
1287 /* If we have a currently open container, then it needs to be closed in all cases 1184 /* 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 1185 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container. 1186 * openening the new container.
1290 */ 1187 */
1291 1188
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1293 if (op->container->env != op) { /* if container is on the ground */ 1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1294 op->container->move_off = 0; 1193 op->container->move_off = 0;
1295 } 1194 }
1296 /* Lauwenmark: Handle for plugin close event */ 1195
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1298 return 1; 1197 return 1;
1299 1198
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1199 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); 1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1303 op->container=NULL; 1201 op->container = NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp); 1202 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1; 1203 if (tmp == sack)
1204 return 1;
1306 } 1205 }
1307 1206
1308 1207
1309 /* If the player is trying to open it (which he must be doing if we got here), 1208 /* 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. 1209 * and it is locked, check to see if player has the equipment to open it.
1311 */ 1210 */
1312 1211
1313 if (sack->slaying) { /* it's locked */ 1212 if (sack->slaying)
1213 { /* it's locked */
1314 tmp=find_key(op, op, sack); 1214 tmp = find_key (op, op, sack);
1315 if (tmp) { 1215 if (tmp)
1216 {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1217 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 } 1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1322 } 1224 }
1323 1225
1324 /* By the time we get here, we have made sure any other container has been closed and 1226 /* 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. 1227 * if this is a locked container, the player they key to open it.
1326 */ 1228 */
1327 1229
1328 /* There are really two cases - the sack is either on the ground, or the sack is 1230 /* 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 1231 * 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. 1232 * opening it, since if it was being closed, that would have been taken care of above.
1331 */ 1233 */
1332 1234
1333 1235
1334 if (sack->env != op) { 1236 if (sack->env != op)
1237 {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone 1238 /* 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 1239 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully. 1240 * try to do it, so lets handle it gracefully.
1338 */ 1241 */
1339 if (sack->env) { 1242 if (sack->env)
1243 {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1341 query_name(sack));
1342 return 0; 1245 return 0;
1343 } 1246 }
1344 /* set these so when the player walks off, we can unapply the sack */ 1247 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */ 1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1346 1249
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); 1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1358 SET_FLAG (sack, FLAG_APPLIED); 1252 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack; 1253 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1254 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1255 esrv_send_inventory (op, sack);
1362 } 1256
1363 else { 1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1364 CLEAR_FLAG (sack, FLAG_APPLIED); 1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1366 SET_FLAG (sack, FLAG_APPLIED); 1273 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack); 1274 esrv_update_item (UPD_FLAGS, op, sack);
1368 } 1275 }
1369 } 1276 }
1370 return 1; 1277 return 1;
1371} 1278}
1372 1279
1373 1280
1374/** 1281/**
1375 * Handles dropping things on altar. 1282 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1283 * Returns true if sacrifice was accepted.
1377 */ 1284 */
1285static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1286apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1287{
1380 /* Only players can make sacrifices on spell casting altars. */ 1288 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1289 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1290 return 0;
1383 1291
1384 if (operate_altar (altar, &sacrifice)) { 1292 if (operate_altar (altar, &sacrifice))
1293 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1294 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1295 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1296 * is up to map designers to use them properly.
1388 */ 1297 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1298 if (altar->inv && altar->inv->type == SPELL)
1299 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1300 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); 1301 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1302 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1303 * old maps.
1395 */ 1304 */
1305
1396/* push_button (altar);*/ 1306/* push_button (altar);*/
1397 } else { 1307 }
1308 else
1309 {
1398 altar->value = 1; /* works only once */ 1310 altar->value = 1; /* works only once */
1399 push_button (altar); 1311 push_button (altar);
1400 } 1312 }
1401 return sacrifice == NULL; 1313
1402 } else { 1314 return !sacrifice;
1315 }
1316 else
1403 return 0; 1317 return 0;
1404 }
1405} 1318}
1406
1407 1319
1408/** 1320/**
1409 * Handles 'movement' of shop mats. 1321 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1322 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1323 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1324 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1325 * MSW 2001-08-29
1414 */ 1326 */
1327int
1415int apply_shop_mat (object *shop_mat, object *op) 1328apply_shop_mat (object *shop_mat, object *op)
1416{ 1329{
1417 int rv = 0; 1330 int rv = 0;
1418 double opinion; 1331 double opinion;
1419 object *tmp, *next; 1332 object *tmp, *next;
1420 1333
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1335
1423 if (op->type != PLAYER) { 1336 if (op->type != PLAYER)
1337 {
1424 /* Remove all the unpaid objects that may be carried here. 1338 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1339 * This could be pets or monsters that are somehow in
1426 * the shop. 1340 * the shop.
1427 */ 1341 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1342 for (tmp = op->inv; tmp; tmp = next)
1343 {
1429 next = tmp->below; 1344 next = tmp->below;
1345
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1346 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1348 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1349
1433 remove_ob(tmp); 1350 tmp->remove ();
1434 if (i==-1) i=0; 1351
1435 tmp->map = op->map; 1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1356 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1357 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1358 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1359 }
1440 } 1360 }
1441 1361
1442 /* Don't teleport things like spell effects */ 1362 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1363 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 return 0;
1444 1365
1445 /* unpaid objects, or non living objects, can't transfer by 1366 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1367 * shop mats. Instead, put it on a nearby space.
1447 */ 1368 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 {
1449 1371
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374
1375 if (i != -1)
1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1377
1378 return 0;
1379 }
1380 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine.
1382 */
1383 rv = teleport (shop_mat, SHOP_MAT, op);
1384 }
1385 else if (can_pay (op) && get_payment (op))
1386 {
1387 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op);
1389
1390 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1392 /* This check below is a bit simplistic - generally it should be correct,
1393 * but there is never a guarantee that the bottom space on the map is
1394 * actually the shop floor.
1395 */
1396 else if (!rv && !is_in_shop (op))
1397 {
1398 opinion = shopkeeper_approval (op->map, op);
1399
1400 if (opinion > 0.9)
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1402 else if (opinion > 0.75)
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1404 else if (opinion > 0.5)
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 }
1409 }
1410 else
1411 {
1412 /* if we get here, a player tried to leave a shop but was not able
1413 * to afford the items he has. We try to move the player so that
1414 * they are not on the mat anymore
1415 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1416 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1417
1452 if (i != -1) { 1418 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1419 {
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"); 1420 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1421 }
1497 remove_ob (op); 1422 else
1423 {
1424 op->remove ();
1498 op->x += freearr_x[i]; 1425 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1426 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1427 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1428 }
1502 } 1429 }
1430
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1431 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1432 return rv;
1505} 1433}
1506 1434
1507/** 1435/**
1508 * Handles applying a sign. 1436 * Handles applying a sign.
1509 */ 1437 */
1438static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1439apply_sign (object *op, object *sign, int autoapply)
1511{ 1440{
1512 readable_message_type* msgType; 1441 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1442 char newbuf[HUGE_BUF];
1443
1514 if (sign->msg == NULL) { 1444 if (sign->msg == NULL)
1445 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1447 return;
1448 }
1449
1450 if (sign->stats.food)
1451 {
1452 if (sign->last_eat >= sign->stats.food)
1453 {
1454 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1456 return;
1517 } 1457 }
1518 1458
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)) 1459 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1460 sign->last_eat++;
1528 } 1461 }
1529 1462
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1463 /* 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 1464 * 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 1465 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1466 * to us).
1534 */ 1467 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1469 {
1537 "You are unable to read while blind."); 1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1471 return;
1539 } 1472 }
1540 msgType=get_readable_message_type(sign); 1473 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1474 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); 1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1543} 1476}
1544
1545 1477
1546/** 1478/**
1547 * 'victim' moves onto 'trap' 1479 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1480 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1481 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1482 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1483 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1484 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1485 * However, some types of traps require an originator to function.
1554 */ 1486 */
1487void
1555void move_apply (object *trap, object *victim, object *originator) 1488move_apply (object *trap, object *victim, object *originator)
1556{ 1489{
1557 static int recursion_depth = 0; 1490 static int recursion_depth = 0;
1558 1491
1559 /* Only exits affect DMs. */ 1492 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1493 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1494 return;
1562 1495
1563 /* move_apply() is the most likely candidate for causing unwanted and 1496 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1497 * possibly unlimited recursion.
1565 */ 1498 */
1567 * maps to fail. 1) it's not an error to recurse: 1500 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1501 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1502 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1503 * proper. This code was causing needless crashes.
1571 */ 1504 */
1572 if (recursion_depth >= 500) { 1505 if (recursion_depth >= 500)
1506 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1508 "[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); 1509 return;
1576 return;
1577 } 1510 }
1578 recursion_depth++; 1511 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1512 if (trap->head)
1513 trap = trap->head;
1580 1514
1581 /* Lauwenmark: Handle for plugin trigger event */ 1515 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) 1516 goto leave;
1517
1518 switch (trap->type)
1519 {
1520 case PLAYERMOVER:
1521 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1522 {
1523 if (!trap->stats.maxsp)
1524 trap->stats.maxsp = 2;
1525
1526 /* Is this correct? From the docs, it doesn't look like it
1527 * should be divided by trap->speed
1528 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1530
1531 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed.
1534 */
1535 if (victim->speed_left < -50.0)
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 }
1583 goto leave; 1539 goto leave;
1584 1540
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: 1541 case SPINNER:
1606 if(victim->direction) { 1542 if (victim->direction)
1543 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1545 update_turn_face (victim);
1609 } 1546 }
1610 goto leave; 1547 goto leave;
1611 1548
1612 case DIRECTOR: 1549 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1614 victim->direction=trap->stats.sp; 1552 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1553 update_turn_face (victim);
1616 } 1554 }
1617 goto leave; 1555 goto leave;
1618 1556
1619 case BUTTON: 1557 case BUTTON:
1620 case PEDESTAL: 1558 case PEDESTAL:
1621 update_button(trap); 1559 update_button (trap);
1622 goto leave; 1560 goto leave;
1623 1561
1624 case ALTAR: 1562 case ALTAR:
1625 /* sacrifice victim on trap */ 1563 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1564 apply_altar (trap, victim, originator);
1627 goto leave; 1565 goto leave;
1628 1566
1629 case THROWN_OBJ: 1567 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1568 if (trap->inv == NULL)
1631 goto leave; 1569 goto leave;
1632 /* fallthrough */ 1570 /* fallthrough */
1633 1571
1634 case ARROW: 1572 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1573 /* 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. 1574 * 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 1575 * 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 1576 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1577 * action, we avoid hits here
1641 */ 1578 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1580 hit_with_arrow (trap, victim);
1644 goto leave; 1581 goto leave;
1645 1582
1646 case SPELL_EFFECT: 1583 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1584 apply_spell_effect (trap, victim);
1648 goto leave; 1585 goto leave;
1649 1586
1650 case TRAPDOOR: 1587 case TRAPDOOR:
1651 { 1588 {
1652 int max, sound_was_played; 1589 int max, sound_was_played;
1653 object *ab, *ab_next; 1590 object *ab, *ab_next;
1591
1654 if(!trap->value) { 1592 if (!trap->value)
1655 int tot; 1593 {
1594 int tot;
1595
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1599
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1601 goto leave;
1662 1602
1663 SET_ANIMATION(trap, trap->value); 1603 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1604 update_object (trap, UP_OBJ_FACE);
1665 } 1605 }
1666 1606
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1607 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1608 {
1668 /* need to set this up, since if we do transfer the object, 1609 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1610 * ab->above would be bogus
1670 */ 1611 */
1671 ab_next = ab->above; 1612 ab_next = ab->above;
1672 1613
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1615 {
1616 if (!sound_was_played)
1617 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1; 1619 sound_was_played = 1;
1677 } 1620 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1621 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); 1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1680 } 1623 }
1681 } 1624 }
1682 goto leave; 1625 goto leave;
1683 } 1626 }
1684 1627
1685 1628
1686 case CONVERTER: 1629 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1630 if (convert_item (victim, trap) < 0)
1688 object *op; 1631 {
1632 object *op;
1689 1633
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1691 1635
1692 op = get_archetype("burnout"); 1636 op = get_archetype ("burnout");
1693 if (op != NULL) { 1637 if (op != NULL)
1694 op->x = trap->x; 1638 {
1695 op->y = trap->y; 1639 op->x = trap->x;
1640 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0); 1641 insert_ob_in_map (op, trap->map, trap, 0);
1697 } 1642 }
1698 } 1643 }
1699 goto leave; 1644 goto leave;
1700 1645
1701 case TRIGGER_BUTTON: 1646 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1647 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1648 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1649 check_trigger (trap, victim);
1705 goto leave; 1650 goto leave;
1706 1651
1707 case DEEP_SWAMP: 1652 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1653 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1654 goto leave;
1710 1655
1711 case CHECK_INV: 1656 case CHECK_INV:
1712 check_inv (victim, trap); 1657 check_inv (victim, trap);
1713 goto leave; 1658 goto leave;
1714 1659
1715 case HOLE: 1660 case HOLE:
1716 /* Hole not open? */ 1661 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1662 if (trap->stats.wc > 0)
1718 goto leave; 1663 goto leave;
1719 1664
1720 /* Is this a multipart monster and not the head? If so, return. 1665 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1666 * Processing will happen if the head runs into the pit
1722 */ 1667 */
1723 if (victim->head) 1668 if (victim->head)
1724 goto leave; 1669 goto leave;
1725 1670
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1671 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"); 1672 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); 1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1674 goto leave;
1730 1675
1731 case EXIT: 1676 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1733 /* Basically, don't show exits leading to random maps the 1679 /* Basically, don't show exits leading to random maps the
1734 * players output. 1680 * players output.
1735 */ 1681 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1684
1739 } 1685 victim->enter_exit (trap);
1686 }
1740 goto leave; 1687 goto leave;
1741 1688
1742 case ENCOUNTER: 1689 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1690 /* may be some leftovers on this */
1744 goto leave; 1691 goto leave;
1745 1692
1746 case SHOP_MAT: 1693 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1694 apply_shop_mat (trap, victim);
1748 goto leave; 1695 goto leave;
1749 1696
1750 /* Drop a certain amount of gold, and have one item identified */ 1697 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1698 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1699 apply_id_altar (victim, trap, originator);
1753 goto leave; 1700 goto leave;
1754 1701
1755 case SIGN: 1702 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1703 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1705
1759 apply_sign (victim, trap, 1); 1706 apply_sign (victim, trap, 1);
1760 goto leave; 1707 goto leave;
1761 1708
1762 case CONTAINER: 1709 case CONTAINER:
1763 if (victim->type==PLAYER) 1710 if (victim->type == PLAYER)
1764 (void) esrv_apply_container (victim, trap); 1711 (void) esrv_apply_container (victim, trap);
1765 else 1712 else
1766 (void) apply_container (victim, trap); 1713 (void) apply_container (victim, trap);
1767 goto leave; 1714 goto leave;
1768 1715
1769 case RUNE: 1716 case RUNE:
1770 case TRAP: 1717 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1772 spring_trap(trap, victim); 1720 spring_trap (trap, victim);
1773 } 1721 }
1774 goto leave; 1722 goto leave;
1775 1723
1776 default: 1724 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1725 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, 1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1779 trap->type);
1780 goto leave; 1727 goto leave;
1781 } 1728 }
1782 1729
1783 leave: 1730leave:
1784 recursion_depth--; 1731 recursion_depth--;
1785} 1732}
1786 1733
1787/** 1734/**
1788 * Handles reading a regular (ie not containing a spell) book. 1735 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1736 */
1737static void
1790static void apply_book (object *op, object *tmp) 1738apply_book (object *op, object *tmp)
1791{ 1739{
1792 int lev_diff; 1740 int lev_diff;
1793 object *skill_ob; 1741 object *skill_ob;
1794 1742
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1797 return; 1746 return;
1798 } 1747 }
1799 if(tmp->msg==NULL) { 1748 if (tmp->msg == NULL)
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1749 {
1801 "You open the %s and find it empty.", tmp->name); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1802 return; 1751 return;
1803 } 1752 }
1804 1753
1805 /* need a literacy skill to read stuff! */ 1754 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1755 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1756 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 return;
1760 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1761 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1814 if (lev_diff < 2) 1764 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1766 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1768 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1770 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1772 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1824 else 1774 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1826 return; 1776 return;
1827 } 1777 }
1828 1778
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1782 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1783 "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 1784
1836 /* gain xp from reading */ 1785 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1840 /*exp_gain *= 2; because they just identified it too */ 1792 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794
1842 /* If in a container, update how it looks */ 1795 /* If in a container, update how it looks */
1796 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1797 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else op->contr->socket.update_look=1; 1798 else
1799 op->contr->ns->floorbox_update ();
1845 } 1800 }
1801
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1802 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 */ 1803 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1804 }
1849} 1805}
1850 1806
1851/** 1807/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1808 * 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 1809 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1810 */
1811static void
1855static void apply_skillscroll (object *op, object *tmp) 1812apply_skillscroll (object *op, object *tmp)
1856{ 1813{
1857 switch ((int) learn_skill (op, tmp)) { 1814 switch ((int) learn_skill (op, tmp))
1858 case 0: 1815 {
1816 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1817 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)); 1818 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1861 return; 1819 return;
1862 1820
1863 case 1: 1821 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1822 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); 1823 decrease_ob (tmp);
1870 return; 1824 return;
1871 1825
1872 default: 1826 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1827 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); 1828 decrease_ob (tmp);
1876 return; 1829 return;
1877 } 1830 }
1878} 1831}
1879 1832
1880/** 1833/**
1881 * Actually makes op learn spell. 1834 * Actually makes op learn spell.
1882 * Informs player of what happens. 1835 * Informs player of what happens.
1883 */ 1836 */
1837void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1838do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1839{
1886 object *tmp; 1840 object *tmp;
1887 1841
1888 if (op->type != PLAYER) { 1842 if (op->type != PLAYER)
1843 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1844 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1845 return;
1891 } 1846 }
1892 1847
1893 /* Upgrade special prayers to normal prayers */ 1848 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1849 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1850 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1851 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1852 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1853 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1854 return;
1898 } 1855 }
1899 return; 1856 return;
1900 } 1857 }
1901 1858
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1859 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object(); 1860 tmp = spell->clone ();
1904 copy_object(spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1861 insert_ob_in_ob (tmp, op);
1906 1862
1907 if (special_prayer) { 1863 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1865
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); 1866 esrv_add_spells (op->contr, tmp);
1915} 1867}
1916 1868
1917/** 1869/**
1918 * Erases spell from player's inventory. 1870 * Erases spell from player's inventory.
1919 */ 1871 */
1872void
1920void do_forget_spell (object *op, const char *spell) 1873do_forget_spell (object *op, const char *spell)
1921{ 1874{
1922 object *spob; 1875 object *spob;
1923 1876
1924 if (op->type != PLAYER) { 1877 if (op->type != PLAYER)
1878 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1879 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1880 return;
1927 } 1881 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1882 if ((spob = check_spell_known (op, spell)) == NULL)
1883 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1884 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1885 return;
1931 }
1932 1886 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1887
1934 "You lose knowledge of %s.", spell); 1888 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1889 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1890 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1891 spob->destroy ();
1938 free_object(spob);
1939} 1892}
1940 1893
1941/** 1894/**
1942 * Handles player applying a spellbook. 1895 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1896 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1897 * stuff like that. Random learning failure too.
1945 */ 1898 */
1899static void
1946static void apply_spellbook (object *op, object *tmp) 1900apply_spellbook (object *op, object *tmp)
1947{ 1901{
1948 object *skop, *spell, *spell_skill; 1902 object *skop, *spell, *spell_skill;
1949 1903
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1904 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1905 {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1906 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1952 return; 1907 return;
1953 } 1908 }
1954 1909
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1910 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1911 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1912 * legacy spellbooks
1958 */ 1913 */
1959 1914
1960 if(tmp->slaying != NULL) { 1915 if (tmp->slaying != NULL)
1916 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1917 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1918 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1919 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1920 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1965 return; 1921 return;
1966 } 1922 }
1967 else 1923 else
1968 insert_ob_in_ob(spell, tmp); 1924 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1925 tmp->slaying = NULL;
1971 } 1926 }
1972 1927
1973 skop = find_skill_by_name(op, tmp->skill); 1928 skop = find_skill_by_name (op, tmp->skill);
1974 1929
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1930 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1931 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1932 if (!skop)
1933 {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1934 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1979 return; 1935 return;
1980 } 1936 }
1981 1937
1982 spell = tmp->inv; 1938 spell = tmp->inv;
1939
1983 if (!spell) { 1940 if (!spell)
1941 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1942 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."); 1943 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1986 return; 1944 return;
1987 }
1988 if (spell->level > (skop->level+10)) {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990 return;
1991 } 1945 }
1992 1946
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1947 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1994 "The spellbook contains the %s level spell %s.", 1948 {
1995 get_levelnumber(spell->level), spell->name); 1949 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1950 return;
1951 }
1996 1952
1953 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1954
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1955 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956 {
1998 identify(tmp); 1957 identify (tmp);
1958
1999 if (tmp->env) 1959 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1961 else
2002 op->contr->socket.update_look=1; 1962 op->contr->ns->floorbox_update ();
2003 } 1963 }
2004 1964
2005 /* I removed the check for special_prayer_mark here - it didn't make 1965 /* 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 1966 * 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 1967 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1968 * they would have a special prayer mark.
2009 */ 1969 */
2010 if (check_spell_known (op, spell->name)) { 1970 if (check_spell_known (op, spell->name))
1971 {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
2012 return; 1973 return;
2013 } 1974 }
2014 1975
2015 if (spell->skill) { 1976 if (spell->skill)
1977 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
2017 if (!spell_skill) { 1980 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1981 {
2019 "You lack the skill %s to use this spell", 1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
2020 spell->skill);
2021 return; 1983 return;
2022 } 1984 }
1985
2023 if (spell_skill->level < spell->level) { 1986 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1987 {
2025 "You need to be level %d in %s to learn this spell.", 1988 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; 1989 return;
2028 } 1990 }
2029 } 1991 }
2030 1992
2031 /* Logic as follows 1993 /* Logic as follows
2032 * 1994 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1996 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1997 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1998 * a spell.
2037 * 1999 *
2038 * 3 -Automatically fail to learn if you read while confused 2000 * 3 -Automatically fail to learn if you read while confused
2039 * 2001 *
2040 * Overall, chances are the same but a player will find having a high 2002 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 2003 * literacy rate very useful! -b.t.
2042 */ 2004 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2007 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)); 2008 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2011 (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]) { 2012 {
2049 2013
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 2015 do_learn_spell (op, spell, 0);
2052 2016
2053 /* xp gain to literacy for spell learning */ 2017 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 2020 }
2021 else
2022 {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2023 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"); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2059 } 2025 }
2060 decrease_ob(tmp); 2026 decrease_ob (tmp);
2061} 2027}
2062 2028
2063/** 2029/**
2064 * Handles applying a spell scroll. 2030 * Handles applying a spell scroll.
2065 */ 2031 */
2032void
2066void apply_scroll (object *op, object *tmp, int dir) 2033apply_scroll (object *op, object *tmp, int dir)
2067{ 2034{
2068 object *skop; 2035 object *skop;
2069 2036
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2072 return; 2040 return;
2073 } 2041 }
2074 2042
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 2043 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 2044 {
2077 "The scroll just doesn't make sense!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2078 return; 2046 return;
2079 } 2047 }
2080 2048
2081 if(op->type==PLAYER) { 2049 if (op->type == PLAYER)
2050 {
2082 /* players need a literacy skill to read stuff! */ 2051 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 2052 int exp_gain = 0;
2084 2053
2085 /* hard code literacy - tmp->skill points to where the exp 2054 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 2055 * should go for anything killed by the spell.
2087 */ 2056 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 2058
2090 if ( ! skop) { 2059 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 2060 {
2092 "You are unable to decipher the strange symbols."); 2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2093 return; 2062 return;
2094 } 2063 }
2095 2064
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 2066 change_exp (op, exp_gain, skop->skill, 0);
2098 } 2067 }
2099 2068
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 2070 identify (tmp);
2102 2071
2103 new_draw_info_format(NDI_BLACK, 0, op, 2072 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 2073
2106 2074
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 2076 decrease_ob (tmp);
2109} 2077}
2110 2078
2111/** 2079/**
2112 * Applies a treasure object - by default, chest. op 2080 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 2081 * is the person doing the applying, tmp is the treasure
2114 * chest. 2082 * chest.
2115 */ 2083 */
2084static void
2116static void apply_treasure (object *op, object *tmp) 2085apply_treasure (object *op, object *tmp)
2117{ 2086{
2118 object *treas; 2087 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120 2088
2121 2089
2122 /* Nice side effect of new treasure creation method is that the treasure 2090 /* 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 2091 * 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 2092 * 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 2093 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure 2094 * treasure
2127 */ 2095 */
2128 2096
2129 treas = tmp->inv; 2097 treas = tmp->inv;
2130 if(treas==NULL) { 2098 if (treas == NULL)
2099 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2100 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); 2101 decrease_ob (tmp);
2102 return;
2103 }
2104 while (tmp->inv)
2105 {
2106 treas = tmp->inv;
2107
2108 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110
2111 treas->x = op->x;
2112 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op);
2117
2118 /* If either player or container was destroyed, no need to do
2119 * further processing. I think this should be enclused with
2120 * spring trap above, as I don't think there is otherwise
2121 * any way for the treasure chest or player to get killed
2122 */
2123 if (op->destroyed () || tmp->destroyed ())
2124 break;
2125 }
2126
2127 if (!tmp->destroyed () && tmp->inv == NULL)
2128 decrease_ob (tmp);
2160 2129
2161} 2130}
2162 2131
2163/** 2132/**
2164 * op eats food. 2133 * op eats food.
2165 * If player, takes care of messages and dragon special food. 2134 * If player, takes care of messages and dragon special food.
2166 */ 2135 */
2136static void
2167static void apply_food (object *op, object *tmp) 2137apply_food (object *op, object *tmp)
2168{ 2138{
2169 int capacity_remaining; 2139 int capacity_remaining;
2170 2140
2171 if(op->type!=PLAYER) 2141 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 2142 op->stats.hp = op->stats.maxhp;
2173 else { 2143 else
2144 {
2174 /* check if this is a dragon (player), eating some flesh */ 2145 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2146 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 2147 ;
2177 else { 2148 else
2149 {
2178 /* usual case - no dragon meal: */ 2150 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 2151 if (op->stats.food + tmp->stats.food > 999)
2152 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 2153 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2154 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2182 else 2155 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2156 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2184 } 2157 }
2185 2158
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2159 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2160 {
2187 char buf[MAX_BUF]; 2161 char buf[MAX_BUF];
2188 2162
2189 if (!is_dragon_pl(op)) { 2163 if (!is_dragon_pl (op))
2164 {
2190 /* eating message for normal players*/ 2165 /* eating message for normal players */
2191 if(tmp->type==DRINK) 2166 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2167 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 2168 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 2169 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 2170 }
2196 } 2171 else
2197 else { 2172 {
2198 /* eating message for dragon players*/ 2173 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2174 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 2175 }
2201 2176
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2177 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 2178 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2179 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2180 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2181 op->stats.hp += capacity_remaining / 50;
2207 else 2182 else
2208 op->stats.hp+=tmp->stats.food/50; 2183 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 2184 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2185 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2186 if (op->stats.food > 999)
2212 op->stats.food = 999; 2187 op->stats.food = 999;
2213 } 2188 }
2214 2189
2215 /* special food hack -b.t. */ 2190 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2191 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2192 eat_special_food (op, tmp);
2218 } 2193 }
2219 } 2194 }
2220 handle_apply_yield(tmp); 2195 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2196 decrease_ob (tmp);
2222} 2197}
2223 2198
2224/** 2199/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2200 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 2201 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2204 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2205 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2206 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2207 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2208 */
2209int
2234int dragon_eat_flesh(object *op, object *meal) { 2210dragon_eat_flesh (object *op, object *meal)
2211{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2212 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2213 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2214 object *tmp = NULL; /* tmp. object */
2238 2215
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2216 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2217 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2218 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2219 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2220 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2222 int winners = 0; /* number of winners */
2246 int i; /* index */ 2223 int i; /* index */
2247 2224
2248 /* let's make sure and doublecheck the parameters */ 2225 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2226 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2227 return 0;
2251 2228
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2230 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2232 {
2255 if (tmp->type == FORCE) { 2233 if (tmp->type == FORCE)
2234 {
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2235 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2257 skin = tmp; 2236 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2237 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2259 abil = tmp; 2238 abil = tmp;
2260 } 2239 }
2261 } 2240 }
2262 2241
2263 /* if either skin or ability are missing, this is an old player 2242 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2243 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2244 if (skin == NULL || abil == NULL)
2266 2245 return 0;
2246
2267 /* now start by filling stomache and health, according to food-value */ 2247 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2248 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2249 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2250 else
2271 op->stats.hp += meal->stats.food/50; 2251 op->stats.hp += meal->stats.food / 50;
2272 if(op->stats.hp>op->stats.maxhp) 2252 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2253 op->stats.hp = op->stats.maxhp;
2274 2254
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2255 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2256
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2257 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2258
2279 /* on to the interesting part: chances for adding resistance */ 2259 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2260 for (i = 0; i < NROFATTACKS; i++)
2261 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2262 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2263 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2264 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2265
2284 /* this bonus makes resistance increase easier at lower levels */ 2266 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2267 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2268 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2269 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2270
2289 /* monster bonus increases with level, because high-level 2271 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2272 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2273 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2274
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2275 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2276 ((double) settings.max_level)) - skin->resist[i];
2295 2277
2296 if (chance >= 0.) 2278 if (chance >= 0.)
2297 chance += 1.; 2279 chance += 1.;
2298 else 2280 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2281 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2282
2301 /* chance is proportional to amount of resistance (max. 50) */ 2283 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2284 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2285
2304 /* doubled chance for resistance of ability-focus */ 2286 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2287 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2288 chance = MIN (100., chance * 2.);
2307 2289
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2290 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2291 if (RANDOM () % 10000 < (int) (chance * 100))
2292 {
2310 atnr_winner[winners] = i; 2293 atnr_winner[winners] = i;
2311 winners++; 2294 winners++;
2312 } 2295 }
2313 2296
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2297 if (chance >= 0.01)
2315 2298 totalchance *= 1 - chance / 100;
2299
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2300 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2301 }
2318 } 2302 }
2319 2303
2320 /* inverse totalchance as until now we have the failure-chance */ 2304 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2305 totalchance = 100 - totalchance * 100;
2322 /* print message according to totalchance */ 2306 /* print message according to totalchance */
2323 if (totalchance > 50.) 2307 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2308 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2309 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2310 sprintf (buf, "The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2311 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2312 sprintf (buf, "The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2313 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2314 sprintf (buf, "The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2315 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2316 sprintf (buf, "The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2317 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2318 sprintf (buf, "The %s tasted strange.", &meal->name);
2335 else 2319 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2320 sprintf (buf, "The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2321 new_draw_info (NDI_UNIQUE, 0, op, buf);
2338 2322
2339 /* now choose a winner if we have any */ 2323 /* now choose a winner if we have any */
2340 i = -1; 2324 i = -1;
2341 if (winners>0) 2325 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2326 i = atnr_winner[RANDOM () % winners];
2343 2327
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 {
2345 /* resistance increased! */ 2330 /* resistance increased! */
2346 skin->resist[i]++; 2331 skin->resist[i]++;
2347 fix_player(op); 2332 op->update_stats ();
2348 2333
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2334 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); 2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2351 } 2336 }
2352 2337
2353 /* if this flesh contains a new ability focus, we mark it 2338 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2339 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) 2340 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) { 2341 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2342 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2343
2359 if (meal->last_eat != abil->stats.exp) { 2344 if (meal->last_eat != abil->stats.exp)
2345 {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2346 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); 2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2348 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2349 new_draw_info (NDI_UNIQUE, 0, op, buf);
2365 } 2350 }
2366 else { 2351 else
2352 {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2353 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); 2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2355 abil->last_eat = 0;
2371 } 2356 }
2372 } 2357 }
2373 return 1; 2358 return 1;
2374}
2375
2376static void apply_savebed (object *pl)
2377{
2378#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) {
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2381 return;
2382 }
2383#endif
2384 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl);
2386 remove_ob(pl);
2387 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name);
2390
2391 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y;
2395
2396 strcpy(pl->contr->killer,"left");
2397 check_score(pl); /* Always check score */
2398 (void)save_player(pl,0);
2399 pl->map->players--;
2400#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402#endif
2403 play_again(pl);
2404 pl->speed = 0;
2405 update_ob_speed(pl);
2406} 2359}
2407 2360
2408/** 2361/**
2409 * Handles applying an improve armor scroll. 2362 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2363 * Does some sanity checks, then calls improve_armour.
2411 */ 2364 */
2365static void
2412static void apply_armour_improver (object *op, object *tmp) 2366apply_armour_improver (object *op, object *tmp)
2413{ 2367{
2414 object *armor; 2368 object *armor;
2415 2369
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2370 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2371 {
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2372 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; 2373 return;
2424 } 2374 }
2375
2376 armor = find_marked_object (op);
2377
2378 if (!armor)
2379 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2381 return;
2382 }
2383
2425 if (armor->type != ARMOUR 2384 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2385 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2386 && 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 { 2387 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2432 return; 2389 return;
2433 } 2390 }
2434 2391
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2393 improve_armour (op, tmp, armor);
2437} 2394}
2438 2395
2439 2396extern void
2440extern void apply_poison (object *op, object *tmp) 2397apply_poison (object *op, object *tmp)
2441{ 2398{
2442 if (op->type == PLAYER) { 2399 if (op->type == PLAYER)
2400 {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2401 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2402 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze"); 2403 strcpy (op->contr->killer, "poisonous booze");
2446 } 2404 }
2447 if (tmp->stats.hp > 0) { 2405 if (tmp->stats.hp > 0)
2406 {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2407 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); 2408 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 } 2409 }
2452 op->stats.food-=op->stats.food/4; 2410 op->stats.food -= op->stats.food / 4;
2453 handle_apply_yield(tmp); 2411 handle_apply_yield (tmp);
2454 decrease_ob(tmp); 2412 decrease_ob (tmp);
2455} 2413}
2456 2414
2457/** 2415/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2416 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459 * A valid 2 way exit means: 2417 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side) 2418 * -You can come back (there is another exit at the other side)
2461 * -You are 2419 * -You are
2462 * ° the owner of the exit 2420 * ° the owner of the exit
2463 * ° or in the same party as the owner 2421 * ° or in the same party as the owner
2464 * 2422 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2423 * 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 2424 * 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). 2425 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2426 */
2427int
2469int is_legal_2ways_exit (object* op, object *exit) 2428is_legal_2ways_exit (object *op, object *exit)
2470 { 2429{
2430 if (exit->stats.exp != 1)
2431 return 1; /*This is not a 2 way, so it is legal */
2432
2433#if 0 //TODO
2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2435 return 0; /* This is a reset town portal */
2436#endif
2437
2438 maptile *exitmap = maptile::load_map_sync (EXIT_PATH (exit), exit->map);
2439
2471 object * tmp; 2440 object *tmp;
2472 object * exit_owner; 2441 object *exit_owner;
2473 player * pp; 2442
2474 mapstruct * exitmap;
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at
2478 * all the exits in destination and try to find one with same path as
2479 * the current exit's position */
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483 if (exitmap) 2443 if (exitmap)
2484 { 2444 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2445 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2486 if (!tmp) return 0; 2446
2447 if (!tmp)
2448 return 0;
2449
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2488 { 2451 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2452 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2453 continue; /*Not an exit */
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2493 2454
2455 if (!EXIT_PATH (tmp))
2456 continue; /*Not a valid exit */
2457
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */
2460
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2462 continue; /*Not in the same map */
2463
2494 /* From here we have found the exit is valid. However we do 2464 /* 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 2465 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2466 * town portals to prevent strangers from visiting your appartments
2497 */ 2467 */
2468 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2469 return 1; /*No owner, free for all! */
2470
2499 exit_owner=NULL; 2471 exit_owner = NULL;
2500 for (pp=first_player;pp;pp=pp->next) 2472
2473 for_all_players (pp)
2501 { 2474 {
2502 if (!pp->ob) continue; 2475 if (!pp->ob)
2476 continue;
2477
2503 if (pp->ob->name!=exit->race) continue; 2478 if (pp->ob->name != exit->race)
2479 continue;
2480
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2481 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2482 break;
2506 } 2483 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2484
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2485 if (!exit_owner)
2486 return 0; /* No more owner */
2487
2488 if (exit_owner->contr == op->contr)
2489 return 1; /*It is your exit */
2490
2509 if ( exit_owner && /*There is a owner*/ 2491 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2492 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2493 ((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*/ 2494 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2495 return 0;
2496
2514 return 1; 2497 return 1;
2515 } 2498 }
2516 } 2499 }
2500
2517 return 0; 2501 return 0;
2518 } 2502}
2519 2503
2520 2504
2521/** 2505/**
2522 * Main apply handler. 2506 * Main apply handler.
2523 * 2507 *
2533 * 2517 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2518 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2519 * them in this function - they are passed to apply_special
2536 */ 2520 */
2537 2521
2522int
2538int manual_apply (object *op, object *tmp, int aflag) 2523manual_apply (object *op, object *tmp, int aflag)
2539{ 2524{
2540 if (tmp->head) tmp=tmp->head; 2525 if (tmp->head)
2526 tmp = tmp->head;
2541 2527
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529 {
2543 if (op->type == PLAYER) { 2530 if (op->type == PLAYER)
2531 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1; 2533 return 1;
2546 } else { 2534 }
2535 else
2547 return 0; /* monsters just skip unpaid items */ 2536 return 0; /* monsters just skip unpaid items */
2548 } 2537 }
2538
2539 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2540 return RESULT_INT (0);
2541
2542 switch (tmp->type)
2549 } 2543 {
2550 2544 case CF_HANDLE:
2551 2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2552 /* Lauwenmark: Handle for plugin apply event */ 2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2553 //TODO: remove 2547 tmp->value = tmp->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2548 SET_ANIMATION (tmp, tmp->value);
2549 update_object (tmp, UP_OBJ_FACE);
2550 push_button (tmp);
2555 return 1; 2551 return 1;
2556 2552
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2553 case TRIGGER:
2554 if (check_trigger (tmp, op))
2555 {
2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2558 }
2559 else
2560 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2561
2558 return 1; 2562 return 1;
2559 2563
2560 switch (tmp->type) { 2564 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) 2565 if (op->type != PLAYER)
2585 return 0; 2566 return 0;
2567
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2571 }
2589 } else { 2572 else
2573 {
2590 /* Don't display messages for random maps. */ 2574 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2592 strncmp(EXIT_PATH(tmp), "/random/", 8))
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2577
2595 } 2578 op->enter_exit (tmp);
2579 }
2596 return 1; 2580 return 1;
2597 2581
2598 case SIGN: 2582 case SIGN:
2599 apply_sign (op, tmp, 0); 2583 apply_sign (op, tmp, 0);
2600 return 1; 2584 return 1;
2601 2585
2602 case BOOK: 2586 case BOOK:
2603 if (op->type == PLAYER) { 2587 if (op->type == PLAYER)
2588 {
2604 apply_book (op, tmp); 2589 apply_book (op, tmp);
2605 return 1; 2590 return 1;
2606 } else { 2591 }
2607 return 0; 2592 else
2608 } 2593 {
2594 return 0;
2595 }
2609 2596
2610 case SKILLSCROLL: 2597 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2598 if (op->type == PLAYER)
2599 {
2612 apply_skillscroll (op, tmp); 2600 apply_skillscroll (op, tmp);
2613 return 1; 2601 return 1;
2614 } 2602 }
2615 return 0; 2603 return 0;
2616 2604
2617 case SPELLBOOK: 2605 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2606 if (op->type == PLAYER)
2607 {
2619 apply_spellbook (op, tmp); 2608 apply_spellbook (op, tmp);
2620 return 1; 2609 return 1;
2621 } 2610 }
2622 return 0; 2611 return 0;
2623 2612
2624 case SCROLL: 2613 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2614 apply_scroll (op, tmp, 0);
2626 return 1; 2615 return 1;
2627 2616
2628 case POTION: 2617 case POTION:
2629 (void) apply_potion(op, tmp); 2618 (void) apply_potion (op, tmp);
2630 return 1; 2619 return 1;
2631 2620
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2621 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON: 2622 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) { 2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env);
2627 return 1;
2628
2629 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp);
2634 return 1;
2635
2636 case TREASURE:
2637 if (op->type == PLAYER)
2638 {
2649 apply_treasure (op, tmp); 2639 apply_treasure (op, tmp);
2650 return 1; 2640 return 1;
2651 } else { 2641 }
2652 return 0; 2642 else
2653 } 2643 {
2644 return 0;
2645 }
2654 2646
2655 case WEAPON: 2647 case WEAPON:
2656 case ARMOUR: 2648 case ARMOUR:
2657 case BOOTS: 2649 case BOOTS:
2658 case GLOVES: 2650 case GLOVES:
2659 case AMULET: 2651 case AMULET:
2660 case GIRDLE: 2652 case GIRDLE:
2661 case BRACERS: 2653 case BRACERS:
2662 case SHIELD: 2654 case SHIELD:
2663 case HELMET: 2655 case HELMET:
2664 case RING: 2656 case RING:
2665 case CLOAK: 2657 case CLOAK:
2666 case WAND: 2658 case WAND:
2667 case ROD: 2659 case ROD:
2668 case HORN: 2660 case HORN:
2669 case SKILL: 2661 case SKILL:
2670 case BOW: 2662 case BOW:
2671 case LAMP: 2663 case LAMP:
2672 case BUILDER: 2664 case BUILDER:
2673 case SKILL_TOOL: 2665 case SKILL_TOOL:
2674 if (tmp->env != op) 2666 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2667 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag); 2668 (void) apply_special (op, tmp, aflag);
2677 return 1; 2669 return 1;
2678 2670
2679 case DRINK: 2671 case DRINK:
2680 case FOOD: 2672 case FOOD:
2681 case FLESH: 2673 case FLESH:
2682 apply_food (op, tmp); 2674 apply_food (op, tmp);
2683 return 1; 2675 return 1;
2684 2676
2685 case POISON: 2677 case POISON:
2686 apply_poison (op, tmp); 2678 apply_poison (op, tmp);
2687 return 1; 2679 return 1;
2688 2680
2689 case SAVEBED: 2681 case SAVEBED:
2682 return 1;
2683
2684 case ARMOUR_IMPROVER:
2690 if (op->type == PLAYER) { 2685 if (op->type == PLAYER)
2691 apply_savebed (op); 2686 {
2692 return 1;
2693 } else {
2694 return 0;
2695 }
2696
2697 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) {
2699 apply_armour_improver (op, tmp); 2687 apply_armour_improver (op, tmp);
2700 return 1; 2688 return 1;
2701 } else { 2689 }
2702 return 0; 2690 else
2703 } 2691 return 0;
2704 2692
2705 case WEAPON_IMPROVER: 2693 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp); 2694 (void) check_improve_weapon (op, tmp);
2707 return 1; 2695 return 1;
2708 2696
2709 case CLOCK: 2697 case CLOCK:
2710 if (op->type == PLAYER) { 2698 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2699 {
2712 timeofday_t tod; 2700 char buf[MAX_BUF];
2701 timeofday_t tod;
2713 2702
2714 get_tod(&tod); 2703 get_tod (&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2704 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2705 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2706 ((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); 2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf); 2708 new_draw_info (NDI_UNIQUE, 0, op, buf);
2721 return 1; 2709 return 1;
2722 } else { 2710 }
2723 return 0; 2711 else
2724 } 2712 {
2713 return 0;
2714 }
2725 2715
2726 case MENU: 2716 case MENU:
2727 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2728 shop_listing (op); 2718 {
2729 return 1; 2719 shop_listing (op);
2730 } else { 2720 return 1;
2731 return 0; 2721 }
2732 } 2722 else
2723 {
2724 return 0;
2725 }
2733 2726
2734 case POWER_CRYSTAL: 2727 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2728 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2729 return 1;
2737 2730
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2731 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2732 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2733 {
2741 return 1; 2734 apply_lighter (op, tmp);
2742 } else { 2735 return 1;
2743 return 0; 2736 }
2744 } 2737 else
2738 {
2739 return 0;
2740 }
2745 2741
2746 case ITEM_TRANSFORMER: 2742 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2743 apply_item_transformer (op, tmp);
2748 return 1; 2744 return 1;
2749 2745
2750 default: 2746 default:
2751 return 0; 2747 return 0;
2752 } 2748 }
2753} 2749}
2754 2750
2755 2751
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2752/* 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 2753 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2754 * "but you are floating high above the ground" messages.
2759 * 2755 *
2760 * Same return value as apply() function. 2756 * Same return value as apply() function.
2761 */ 2757 */
2758int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2759player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2760{
2764 int tmp; 2761 int tmp;
2765 2762
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2763 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2764 {
2767 /* player is flying and applying object not in inventory */ 2765 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2766 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767 {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2768 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2770 "above the ground!");
2771 return 0; 2769 return 0;
2772 } 2770 }
2773 } 2771 }
2774 2772
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied. 2774 * applied.
2777 */ 2775 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2777 {
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2778 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 " 2779 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."); 2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op); 2781 op->destroy ();
2785 free_object (op);
2786 return 1; 2782 return 1;
2787 } 2783 }
2788 2784
2789 pl->contr->last_used = op; 2785 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2786
2792 tmp = manual_apply (pl, op, aflag); 2787 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2788 if (!quiet)
2789 {
2794 if (tmp == 0) 2790 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2791 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) 2792 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2793 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2794 }
2802 return tmp; 2795 return tmp;
2803} 2796}
2804 2797
2805/** 2798/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2799 * 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 2800 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2801 * we use the ground.
2809 */ 2802 */
2810 2803
2804void
2811void player_apply_below (object *pl) 2805player_apply_below (object *pl)
2812{ 2806{
2813 object *tmp, *next; 2807 object *tmp, *next;
2814 int floors; 2808 int floors;
2815 2809
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 2810 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2811 * item in the container. Otherwise, use the map.
2823 */ 2812 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825 2814
2826 /* This is perhaps more complicated. However, I want to make sure that 2815 /* 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 2816 * 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 2817 * 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 2818 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2819 * not return a proper value.
2831 */ 2820 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2821 for (floors = 0; tmp != NULL; tmp = next)
2822 {
2833 next = tmp->below; 2823 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2825 floors++;
2836 else if (floors > 0) 2826 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2827 return; /* process only floor objects after first floor object */
2838 2828
2839 /* If it is visible, player can apply it. If it is applied by 2829 /* 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 2830 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2831 * so that at least one of players movement types be that which
2842 * the item needs. 2832 * the item needs.
2843 */ 2833 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2834 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2835 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2836 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2837 return;
2847 } 2838 }
2848 if (floors >= 2) 2839 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2840 return; /* process at most two floor objects */
2850 } 2841 }
2851} 2842}
2852 2843
2853/** 2844/**
2854 * Unapplies specified item. 2845 * Unapplies specified item.
2855 * No check done on cursed/damned. 2846 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2847 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2848 * to keep the size of apply_special to a more managable size.
2858 */ 2849 */
2850static int
2859static int unapply_special (object *who, object *op, int aflags) 2851unapply_special (object *who, object *op, int aflags)
2860{ 2852{
2853 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2854 return RESULT_INT (0);
2855
2861 object *tmp2; 2856 object *tmp2;
2862 2857
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2858 CLEAR_FLAG (op, FLAG_APPLIED);
2864 switch(op->type) { 2859 switch (op->type)
2860 {
2865 case WEAPON: 2861 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2867 2863
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); 2864 (void) change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2867 clear_skill (who);
2868 break;
2869
2870 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL:
2872 if (op != who->chosen_skill)
2873 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 }
2876 if (who->type == PLAYER)
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 }
2888 }
2889 (void) change_abil (who, op);
2895 who->chosen_skill = NULL; 2890 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL); 2891 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break; 2892 break;
2898 2893
2899 case ARMOUR: 2894 case ARMOUR:
2900 case HELMET: 2895 case HELMET:
2901 case SHIELD: 2896 case SHIELD:
2902 case RING: 2897 case RING:
2903 case BOOTS: 2898 case BOOTS:
2904 case GLOVES: 2899 case GLOVES:
2905 case AMULET: 2900 case AMULET:
2906 case GIRDLE: 2901 case GIRDLE:
2907 case BRACERS: 2902 case BRACERS:
2908 case CLOAK: 2903 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2910 (void) change_abil (who,op); 2905 (void) change_abil (who, op);
2911 break; 2906 break;
2912 case LAMP: 2907 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2908 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); 2909 tmp2 = arch_to_object (op->other_arch);
2916 tmp2->x = op->x; 2910 tmp2->x = op->x;
2917 tmp2->y = op->y; 2911 tmp2->y = op->y;
2918 tmp2->map = op->map; 2912 tmp2->map = op->map;
2919 tmp2->below = op->below; 2913 tmp2->below = op->below;
2920 tmp2->above = op->above; 2914 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food; 2915 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2916 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2919 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920
2925 if (who->type == PLAYER) 2921 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count); 2922 esrv_del_item (who->contr, op->count);
2927 remove_ob(op); 2923
2928 free_object(op); 2924 op->destroy ();
2929 insert_ob_in_ob(tmp2, who); 2925 insert_ob_in_ob (tmp2, who);
2930 fix_player(who); 2926 who->update_stats ();
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 {
2932 if (who->type == PLAYER) { 2929 if (who->type == PLAYER)
2930 {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2935 } 2933 }
2936 } 2934 }
2937 if(who->type==PLAYER) 2935 if (who->type == PLAYER)
2938 esrv_send_item(who, tmp2); 2936 esrv_send_item (who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */ 2937 return 1; /* otherwise, an attempt to drop causes problems */
2940 break; 2938 break;
2941 case BOW: 2939 case BOW:
2942 case WAND: 2940 case WAND:
2943 case ROD: 2941 case ROD:
2944 case HORN: 2942 case HORN:
2945 clear_skill(who); 2943 clear_skill (who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 if(who->type==PLAYER) { 2945 if (who->type == PLAYER)
2946 {
2948 who->contr->shoottype = range_none; 2947 who->contr->shoottype = range_none;
2949 } else { 2948 }
2950 if (op->type == BOW) 2949 else
2950 {
2951 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2952 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2953 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE); 2954 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 2955 }
2955 break; 2956 break;
2956 2957
2957 case BUILDER: 2958 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none; 2960 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL; 2961 who->contr->ranges[range_builder] = NULL;
2961 break; 2962 break;
2962 2963
2963 default: 2964 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break; 2966 break;
2966 } 2967 }
2967 2968
2968 fix_player(who); 2969 who->update_stats ();
2969 2970
2970 if ( ! (aflags & AP_NO_MERGE)) { 2971 if (!(aflags & AP_NO_MERGE))
2972 {
2971 object *tmp; 2973 object *tmp;
2972 2974
2973 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL); 2975 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) { 2976 if (who->type == PLAYER)
2976 if (tmp) { /* it was merged */ 2977 {
2978 if (tmp)
2979 { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 2980 esrv_del_item (who->contr, op->count);
2978 op = tmp; 2981 op = tmp;
2979 } 2982 }
2983
2980 esrv_send_item (who, op); 2984 esrv_send_item (who, op);
2981 } 2985 }
2982 } 2986 }
2983 return 0; 2987 return 0;
2984} 2988}
2985 2989
2986/** 2990/**
2987 * Returns the object that is using location 'loc'. 2991 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 2992 * 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. 2999 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 3000 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3001 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3002 * up body locations can be used as restrictions.
2999 */ 3003 */
3004object *
3000object *get_item_from_body_location(object *start, int loc) 3005get_item_from_body_location (object *start, int loc)
3001{ 3006{
3002 object *tmp; 3007 object *tmp;
3003 3008
3004 if (!start) return NULL; 3009 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; 3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below)
3013 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3014 return tmp;
3015
3016 return NULL;
3011} 3017}
3012 3018
3013 3019
3014 3020
3015/** 3021/**
3021 * Returns 0 on success, returns 1 if there is some problem. 3027 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 3028 * 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 3029 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 3030 * another function that does just that.
3025 */ 3031 */
3032int
3026int unapply_for_ob(object *who, object *op, int aflags) 3033unapply_for_ob (object *who, object *op, int aflags)
3027{ 3034{
3028 int i; 3035 int i;
3029 object *tmp=NULL, *last; 3036 object *tmp = NULL, *last;
3030 3037
3031 /* If we are applying a shield or weapon, unapply any equipped shield 3038 /* 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. 3039 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */ 3040 */
3034 if (op->type == WEAPON || op->type == SHIELD) { 3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 3043 for (tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3046 {
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 {
3039 if (aflags & AP_PRINT) 3049 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 3051 else
3042 unapply_special(who, tmp, aflags); 3052 unapply_special (who, tmp, aflags);
3043 } 3053 }
3044 else { 3054 else
3055 {
3045 /* In this case, we want to try and remove a cursed item. 3056 /* 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 3057 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 3058 * at least generate the message.
3048 */ 3059 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 3060 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.", 3061 return 1;
3051 query_name(tmp)); 3062 }
3052 return 1;
3053 }
3054 3063
3064 }
3065 }
3055 } 3066 }
3056 }
3057 }
3058 3067
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 {
3060 /* this used up a slot that we need to free */ 3070 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3071 if (op->body_info[i])
3072 {
3062 last = who->inv; 3073 last = who->inv;
3063 3074
3064 /* We do a while loop - may need to remove several items in order 3075 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 3076 * to free up enough slots.
3066 */ 3077 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3078 while ((who->body_used[i] + op->body_info[i]) < 0)
3079 {
3068 tmp = get_item_from_body_location(last, i); 3080 tmp = get_item_from_body_location (last, i);
3069 if (!tmp) { 3081 if (!tmp)
3082 {
3070#if 0 3083#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 3084 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 3085 * equipped.
3073 */ 3086 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3087 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 3088#endif
3077 return 1; 3089 return 1;
3078 } 3090 }
3079 /* If we are just printing, we don't care about cursed status */ 3091 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3092 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)))) { 3093 {
3082 if (aflags & AP_PRINT) 3094 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 3096 else
3085 unapply_special(who, tmp, aflags); 3097 unapply_special (who, tmp, aflags);
3086 } 3098 }
3087 else { 3099 else
3100 {
3088 /* Cursed item that we can't unequip - tell the player. 3101 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 3102 * 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 3103 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 3104 * one cursed ring.)
3092 */ 3105 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 3107 }
3095 last = tmp->below; 3108 last = tmp->below;
3096 } 3109 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3110 /* 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. 3111 * return in the !tmp would have kicked in.
3099 */ 3112 */
3100 } /* if op is using this body location */ 3113 } /* if op is using this body location */
3101 } /* for body lcoations */ 3114 } /* for body lcoations */
3102 return 0; 3115 return 0;
3103} 3116}
3104 3117
3105/** 3118/**
3106 * Checks to see if 'who' can apply object 'op'. 3119 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3120 * Returns 0 if apply can be done without anything special.
3111 * is set, do we really are what the other flags may be?) 3124 * is set, do we really are what the other flags may be?)
3112 * 3125 *
3113 * See include/define.h for detailed description of the meaning of 3126 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3127 * these return values.
3115 */ 3128 */
3129int
3116int can_apply_object(object *who, object *op) 3130can_apply_object (object *who, object *op)
3117{ 3131{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0);
3134
3118 int i, retval=0; 3135 int i, retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3136 object *tmp = NULL, *ws = NULL;
3120 3137
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3138 /* 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 3139 * 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 3140 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way. 3141 * in place and store that way.
3125 */ 3142 */
3126 if (op->type == WEAPON || op->type == SHIELD) { 3143 if (op->type == WEAPON || op->type == SHIELD)
3144 {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3146 {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3148 {
3129 retval = CAN_APPLY_UNAPPLY; 3149 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp; 3150 ws = tmp;
3151 }
3152 }
3131 } 3153 }
3132 }
3133 }
3134
3135 3154
3155
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3137 if (op->body_info[i]) { 3158 if (op->body_info[i])
3159 {
3138 /* Item uses more slots than we have */ 3160 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3140 /* Could return now for efficiently - rest of info below isn' 3163 /* Could return now for efficiently - rest of info below isn'
3141 * really needed. 3164 * really needed.
3142 */ 3165 */
3143 retval |= CAN_APPLY_NEVER; 3166 retval |= CAN_APPLY_NEVER;
3167 }
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3168 else if ((who->body_used[i] + op->body_info[i]) < 0)
3169 {
3145 /* in this case, equipping this would use more free spots than 3170 /* in this case, equipping this would use more free spots than
3146 * we have. 3171 * we have.
3147 */ 3172 */
3148 object *tmp1; 3173 object *tmp1;
3149 3174
3150 3175
3151 /* if we have an applied weapon/shield, and unapply it would free 3176 /* 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 3177 * 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 3178 * continue. We don't care about the logic below - if you have
3154 * shield equipped and try to equip another shield, there is only 3179 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3180 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3181 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3182 * may be two handed for example.
3158 */ 3183 */
3159 if (ws) { 3184 if (ws)
3185 {
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 3187 {
3162 continue; 3188 retval |= CAN_APPLY_UNAPPLY;
3163 } 3189 continue;
3164 } 3190 }
3191 }
3165 3192
3166 tmp1 = get_item_from_body_location(who->inv, i); 3193 tmp1 = get_item_from_body_location (who->inv, i);
3167 if (!tmp1) { 3194 if (!tmp1)
3195 {
3168#if 0 3196#if 0
3169 /* This is sort of an error, but happens a lot when old players 3197 /* 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. 3198 * join in with more stuff equipped than they are now allowed.
3171 */ 3199 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 3200 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 3201#endif
3175 retval |= CAN_APPLY_NEVER; 3202 retval |= CAN_APPLY_NEVER;
3176 } else { 3203 }
3204 else
3205 {
3177 /* need to unapply something. However, if this something 3206 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3207 * is different than we had found before, it means they need
3179 * to apply multiple objects 3208 * to apply multiple objects
3180 */ 3209 */
3181 retval |= CAN_APPLY_UNAPPLY; 3210 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3211 if (!tmp)
3183 else if (tmp != tmp1) { 3212 tmp = tmp1;
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3213 else if (tmp != tmp1)
3185 } 3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 }
3186 /* This object isn't using up all the slots, so there must 3217 /* 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 3218 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3219 * the slots, the player then has a choice.
3189 */ 3220 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3221 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; 3222 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3223
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3224 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3225 * equipped? If not, there must be something else to unapply.
3196 */ 3226 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3228 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3229
3200 } 3230 }
3201 } /* if not enough free slots */ 3231 } /* if not enough free slots */
3202 } /* if this object uses location i */ 3232 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3233 } /* for i -> num_body_locations loop */
3204 3234
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3235 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3236 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3237 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3238 * 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 3239 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3240 * all use the same location.
3211 */ 3241 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3242 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; 3243 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3245 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3246
3247
3248 if (who->type != PLAYER)
3249 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION;
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION;
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION;
3228 } 3258 }
3229 return retval; 3259 return retval;
3230} 3260}
3231 3261
3232 3262
3233 3263
3234/** 3264/**
3235 * who is the object using the object. It can be a monster. 3265 * 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, 3266 * 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 3267 * eg, one which you put on and keep on for a while, and not something
3251 * 3281 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3283 *
3254 * apply_special() doesn't check for unpaid items. 3284 * apply_special() doesn't check for unpaid items.
3255 */ 3285 */
3286int
3256int apply_special (object *who, object *op, int aflags) 3287apply_special (object *who, object *op, int aflags)
3257{ 3288{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3289 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3290 object *tmp, *tmp2, *skop = NULL;
3260 int i; 3291 int i;
3261 3292
3262 if(who==NULL) { 3293 if (who == NULL)
3294 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3295 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3296 return 1;
3265 } 3297 }
3266 3298
3267 if(op->env!=who) 3299 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3300 return 1; /* op is not in inventory */
3269 3301
3270 /* trying to unequip op */ 3302 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3303 if (QUERY_FLAG (op, FLAG_APPLIED))
3304 {
3272 /* always apply, so no reason to unapply */ 3305 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3306 if (basic_flag == AP_APPLY)
3307 return 0;
3274 3308
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3309 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))) { 3310 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3311 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; 3312 return 1;
3281 } 3313 }
3282 return unapply_special(who, op, aflags); 3314 return unapply_special (who, op, aflags);
3283 } 3315 }
3284 3316
3285 if (basic_flag == AP_UNAPPLY) return 0; 3317 if (basic_flag == AP_UNAPPLY)
3318 return 0;
3286 3319
3287 i = can_apply_object(who, op); 3320 i = can_apply_object (who, op);
3288 3321
3289 /* Can't just apply this object. Lets see what not and what to do */ 3322 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3323 if (i)
3324 {
3291 if (i & CAN_APPLY_NEVER) { 3325 if (i & CAN_APPLY_NEVER)
3326 {
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3327 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; 3328 return 1;
3329 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3330 else if (i & CAN_APPLY_RESTRICTION)
3331 {
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3296 return 1; 3333 return 1;
3297 } 3334 }
3298 if (who->type != PLAYER) { 3335 if (who->type != PLAYER)
3336 {
3299 /* Some error, so don't try to equip something more */ 3337 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3338 if (unapply_for_ob (who, op, aflags))
3301 } else { 3339 return 1;
3302 if (who->contr->unapply == unapply_never || 3340 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3341 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3342 {
3343 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3344 {
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 3346 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3347 return 1;
3307 } 3348 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3309 i = unapply_for_ob(who, op, aflags); 3351 i = unapply_for_ob (who, op, aflags);
3310 if (i) return 1; 3352 if (i)
3353 return 1;
3354 }
3355 }
3311 } 3356 }
3312 } 3357
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 {
3315 skop=find_skill_by_name(who, op->skill); 3360 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3361 if (!skop)
3362 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3318 return 1; 3364 return 1;
3319 } else { 3365 }
3366 else
3367 {
3320 /* While experience will be credited properly, we want to change the 3368 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3369 * skill so that the dam and wc get updated
3322 */ 3370 */
3323 change_skill(who, skop, 0); 3371 change_skill (who, skop, 0);
3324 } 3372 }
3373 }
3374
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3325 } 3376 {
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!"); 3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1; 3378 return 1;
3331 } 3379 }
3332
3333 3380
3381
3334 /* Ok. We are now at the state where we can apply the new object. 3382 /* 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_... 3383 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3384 * below - that is already taken care of by can_apply_object.
3337 */ 3385 */
3338
3339 3386
3387
3340 if(op->nrof > 1) 3388 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3389 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3390 else
3343 tmp = NULL; 3391 tmp = NULL;
3344 3392
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0);
3395
3345 switch(op->type) { 3396 switch (op->type)
3397 {
3346 case WEAPON: 3398 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3399 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3400 {
3349 "That weapon is too powerful for you to use."); 3401 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!."); 3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL) 3403 if (tmp != NULL)
3352 (void) insert_ob_in_ob(tmp,who); 3404 (void) insert_ob_in_ob (tmp, who);
3353 return 1; 3405 return 1;
3354 } 3406 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3409 /* 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) */ 3410 /* (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."); 3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3359 if(tmp!=NULL) 3412 if (tmp != NULL)
3360 (void) insert_ob_in_ob(tmp,who); 3413 (void) insert_ob_in_ob (tmp, who);
3361 return 1; 3414 return 1;
3362 } 3415 }
3363 SET_FLAG(op, FLAG_APPLIED); 3416 SET_FLAG (op, FLAG_APPLIED);
3364 3417
3365 if (skop) change_skill(who, skop, 1); 3418 if (skop)
3419 change_skill (who, skop, 1);
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3421 SET_FLAG (who, FLAG_READY_WEAPON);
3368 3422
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3370 3424
3371 (void) change_abil (who,op); 3425 (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; 3426 break;
3380 3427
3381 case ARMOUR: 3428 case ARMOUR:
3382 case HELMET: 3429 case HELMET:
3383 case SHIELD: 3430 case SHIELD:
3384 case BOOTS: 3431 case BOOTS:
3385 case GLOVES: 3432 case GLOVES:
3386 case GIRDLE: 3433 case GIRDLE:
3387 case BRACERS: 3434 case BRACERS:
3388 case CLOAK: 3435 case CLOAK:
3389 case RING: 3436 case RING:
3390 case AMULET: 3437 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED); 3438 SET_FLAG (op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3393 (void) change_abil (who,op); 3440 (void) change_abil (who, op);
3394 break; 3441 break;
3395 case LAMP: 3442 case LAMP:
3396 if (op->stats.food < 1) { 3443 if (op->stats.food < 1)
3444 {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3398 " fuel!", op->name); 3446 return 1;
3399 return 1; 3447 }
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3448 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); 3449 tmp2 = arch_to_object (op->other_arch);
3404 tmp2->stats.food = op->stats.food; 3450 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED); 3451 SET_FLAG (tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3453 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3454 insert_ob_in_ob (tmp2, who);
3409 3455
3410 /* Remove the old lantern */ 3456 /* Remove the old lantern */
3411 if (who->type == PLAYER) 3457 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count); 3458 esrv_del_item (who->contr, op->count);
3413 remove_ob(op);
3414 free_object(op);
3415 3459
3460 op->destroy ();
3461
3416 /* insert the portion that was split off */ 3462 /* insert the portion that was split off */
3417 if(tmp!=NULL) { 3463 if (tmp != NULL)
3464 {
3418 (void) insert_ob_in_ob(tmp,who); 3465 (void) insert_ob_in_ob (tmp, who);
3419 if(who->type==PLAYER) 3466 if (who->type == PLAYER)
3420 esrv_send_item(who, tmp); 3467 esrv_send_item (who, tmp);
3421 } 3468 }
3422 fix_player(who); 3469 who->update_stats ();
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3424 if (who->type == PLAYER) { 3472 if (who->type == PLAYER)
3473 {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3427 } 3476 }
3428 } 3477 }
3429 if(who->type==PLAYER) 3478 if (who->type == PLAYER)
3430 esrv_send_item(who, tmp2); 3479 esrv_send_item (who, tmp2);
3431 return 0; 3480 return 0;
3432 break; 3481 break;
3433 3482
3434 /* this part is needed for skill-tools */ 3483 /* this part is needed for skill-tools */
3435 case SKILL: 3484 case SKILL:
3436 case SKILL_TOOL: 3485 case SKILL_TOOL:
3437 if (who->chosen_skill) { 3486 if (who->chosen_skill)
3487 {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1; 3489 return 1;
3440 } 3490 }
3441 if (who->type == PLAYER) { 3491 if (who->type == PLAYER)
3492 {
3442 who->contr->shoottype = range_skill; 3493 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op; 3494 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) { 3495 if (!op->invisible)
3496 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3446 query_name (op)); 3498 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, 3499 }
3448 "You can now use the skill: %s.", 3500 else
3449 op->skill); 3501 {
3450 } else { 3502 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.", 3503 }
3452 op->skill? op->skill:op->name); 3504 }
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED); 3505 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3506 (void) change_abil (who, op);
3457 who->chosen_skill = op; 3507 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL); 3508 SET_FLAG (who, FLAG_READY_SKILL);
3459 break; 3509 break;
3460 3510
3461 case BOW: 3511 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) { 3512 if (!check_weapon_power (who, op->last_eat))
3463 new_draw_info(NDI_UNIQUE, 0, who, 3513 {
3464 "That item is too powerful for you to use."); 3514 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!."); 3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL) 3516 if (tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who); 3517 (void) insert_ob_in_ob (tmp, who);
3468 return 1; 3518 return 1;
3469 } 3519 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3471 new_draw_info(NDI_UNIQUE, 0, who, 3521 {
3472 "The weapon does not recognize you as its owner."); 3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL) 3523 if (tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who); 3524 (void) insert_ob_in_ob (tmp, who);
3475 return 1; 3525 return 1;
3476 } 3526 }
3477 /*FALLTHROUGH*/ 3527 /*FALLTHROUGH*/ case WAND:
3478 case WAND: 3528 case ROD:
3479 case ROD: 3529 case HORN:
3480 case HORN:
3481 /* check for skill, alter player status */ 3530 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED); 3531 SET_FLAG (op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0); 3532 if (skop)
3533 change_skill (who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3485 3535
3486 if(who->type==PLAYER) { 3536 if (who->type == PLAYER)
3487 if (op->type == BOW) { 3537 {
3538 if (op->type == BOW)
3539 {
3488 (void)change_abil(who, op); 3540 (void) change_abil (who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3541 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.", 3542 "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; 3543 who->contr->shoottype = range_bow;
3493 } else { 3544 }
3545 else
3546 {
3494 who->contr->shoottype = range_misc; 3547 who->contr->shoottype = range_misc;
3495 } 3548 }
3496 } else { 3549 }
3497 if (op->type == BOW) 3550 else
3551 {
3552 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW); 3553 SET_FLAG (who, FLAG_READY_BOW);
3499 else 3554 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3555 SET_FLAG (who, FLAG_READY_RANGE);
3501 } 3556 }
3502 break; 3557 break;
3503 3558
3504 case BUILDER: 3559 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] ) 3560 if (who->contr->ranges[range_builder])
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3561 unapply_special (who, who->contr->ranges[range_builder], 0);
3507 who->contr->shoottype = range_builder; 3562 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op; 3563 who->contr->ranges[range_builder] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3510 break; 3565 break;
3511 3566
3512 default: 3567 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3514 } /* end of switch op->type */ 3569 } /* end of switch op->type */
3515 3570
3516 SET_FLAG(op, FLAG_APPLIED); 3571 SET_FLAG (op, FLAG_APPLIED);
3517 3572
3518 if(tmp!=NULL) 3573 if (tmp != NULL)
3519 tmp = insert_ob_in_ob(tmp,who); 3574 tmp = insert_ob_in_ob (tmp, who);
3520 3575
3521 fix_player(who); 3576 who->update_stats ();
3522 3577
3523 /* We exclude spell casting objects. The fire code will set the 3578 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3579 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3580 * you don't know anything about them.
3526 */ 3581 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3582 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3583 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3584
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3585 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3586 {
3532 if (who->type == PLAYER) { 3587 if (who->type == PLAYER)
3588 {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3590 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3591 }
3536 } 3592 }
3537 if(who->type==PLAYER) { 3593 if (who->type == PLAYER)
3594 {
3538 /* if multiple objects were applied, update both slots */ 3595 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3596 if (tmp)
3540 esrv_send_item(who, tmp); 3597 esrv_send_item (who, tmp);
3541 esrv_send_item(who, op); 3598 esrv_send_item (who, op);
3542 } 3599 }
3543 return 0; 3600 return 0;
3544} 3601}
3545 3602
3546 3603
3604int
3547int monster_apply_special (object *who, object *op, int aflags) 3605monster_apply_special (object *who, object *op, int aflags)
3548{ 3606{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3608 return 1;
3551 return apply_special (who, op, aflags); 3609 return apply_special (who, op, aflags);
3552} 3610}
3553 3611
3554/** 3612/**
3555 * Map was just loaded, handle op's initialisation. 3613 * Map was just loaded, handle op's initialisation.
3556 * 3614 *
3557 * Generates shop floor's item, and treasures. 3615 * Generates shop floor's item, and treasures.
3558 */ 3616 */
3617int
3559int auto_apply (object *op) { 3618auto_apply (object *op)
3619{
3560 object *tmp = NULL, *tmp2; 3620 object *tmp = NULL, *tmp2;
3561 int i; 3621 int i;
3562 3622
3563 switch(op->type) { 3623 switch (op->type)
3624 {
3564 case SHOP_FLOOR: 3625 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3626 if (!op->has_random_items ())
3566 do { 3627 return 0;
3567 i=10; /* let's give it 10 tries */ 3628
3629 do
3630 {
3631 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3632 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3633 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3634 if (tmp == NULL)
3571 return 0; 3635 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3636 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3637 {
3574 tmp = NULL; 3638 tmp->destroy ();
3575 } 3639 tmp = NULL;
3576 } while(!tmp); 3640 }
3641 }
3642 while (!tmp);
3643
3577 tmp->x=op->x; 3644 tmp->x = op->x;
3578 tmp->y=op->y; 3645 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3646 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3647 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3648 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3649 identify (tmp);
3583 break; 3650 break;
3584 3651
3585 case TREASURE: 3652 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3654 return 0;
3655
3588 while ((op->stats.hp--)>0) 3656 while ((op->stats.hp--) > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3658 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 3659
3593 /* If we generated an object and put it in this object inventory, 3660 /* 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 3661 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3662 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3663 * that is put inside other objects.
3597 */ 3664 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3665 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3666 {
3600 remove_ob(tmp); 3667 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3668 tmp->remove ();
3602 else free_object(tmp); 3669
3670 if (op->env)
3671 insert_ob_in_ob (tmp, op->env);
3672 else
3673 tmp->destroy ();
3674 }
3675
3676 op->destroy ();
3677 break;
3603 } 3678 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3679 return tmp ? 1 : 0;
3609} 3680}
3610 3681
3611/** 3682/**
3612 * fix_auto_apply goes through the entire map (only the first time 3683 * fix_auto_apply goes through the entire map (only the first time
3613 * when an original map is loaded) and performs special actions for 3684 * when an original map is loaded) and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3685 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3686 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3687 */
3688void
3689maptile::fix_auto_apply ()
3690{
3691 if (!spaces)
3692 return;
3617 3693
3618void fix_auto_apply(mapstruct *m) { 3694 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619 object *tmp,*above=NULL; 3695 for (object *tmp = ms->bot; tmp; )
3620 int x,y; 3696 {
3697 object *above = tmp->above;
3621 3698
3622 if(m==NULL) return; 3699 if (tmp->inv)
3623 3700 {
3624 for(x=0;x<MAP_WIDTH(m);x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3627 above=tmp->above;
3628
3629 if (tmp->inv) {
3630 object *invtmp, *invnext; 3701 object *invtmp, *invnext;
3631 3702
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3703 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3704 {
3705 invnext = invtmp->below;
3634 3706
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3707 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3708 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3709 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3710 {
3638 while ((invtmp->stats.hp--)>0) 3711 while ((invtmp->stats.hp--) > 0)
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3712 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3640 m->difficulty,0); 3713
3641 invtmp->randomitems = NULL; 3714 invtmp->randomitems = NULL;
3642 } 3715 }
3643 else if (invtmp && invtmp->arch && 3716 else if (invtmp && invtmp->arch
3644 invtmp->type!=TREASURE && 3717 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3645 invtmp->type != SPELL && 3718 {
3646 invtmp->type != CLASS && 3719 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647 HAS_RANDOM_ITEMS(invtmp)) {
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3720 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3721 * treasure again for this object
3652 */ 3722 */
3653 invtmp->randomitems = NULL; 3723 invtmp->randomitems = NULL;
3654 } 3724 }
3655 } 3725 }
3656 /* This is really temporary - the code at the bottom will 3726 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3727 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3728 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3729 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3730 * MSW 2004-05-13
3661 * 3731 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3732 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3733 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3734 * Ryo 2004-08-16
3665 */ 3735 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3736 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3737 || 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; 3738 tmp->randomitems = NULL;
3670 3739
3671 } 3740 }
3672 3741
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3743 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3744 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3745 {
3676 while ((tmp->stats.hp--)>0) 3746 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3747 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3748 tmp->randomitems = NULL;
3680 } 3749 }
3681 else if(tmp->type==TIMED_GATE) { 3750 else if (tmp->type == TIMED_GATE)
3751 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3752 object *head = tmp->head != NULL ? tmp->head : tmp;
3753
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3754 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3755 tmp->set_speed (0);
3685 update_ob_speed(tmp); 3756 }
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when 3757 /* 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 3758 * 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 3759 * 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. 3760 * 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 3761 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3762 * which say how many times to make the treasure.
3694 */ 3763 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3764 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3765 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3766 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3767 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3769 tmp->randomitems = NULL;
3701 } 3770 }
3771
3772 tmp = above;
3702 } 3773 }
3703 3774
3704 for(x=0;x<MAP_WIDTH(m);x++) 3775 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3707 if (tmp->above &&
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3777 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3778 check_trigger (tmp, tmp->above);
3710} 3779}
3711 3780
3712/** 3781/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3782 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3783 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3784 * 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. 3785 * the food changes, just grab a force and use that instead.
3717 */ 3786 */
3718 3787
3788void
3719void eat_special_food(object *who, object *food) { 3789eat_special_food (object *who, object *food)
3790{
3720 object *force; 3791 object *force;
3721 int i, did_one=0; 3792 int i, did_one = 0;
3722 sint8 k; 3793 sint8 k;
3723 3794
3724 force = get_archetype(FORCE_NAME); 3795 force = get_archetype (FORCE_NAME);
3725 3796
3726 for (i=0; i < NUM_STATS; i++) { 3797 for (i = 0; i < NUM_STATS; i++)
3798 {
3727 k = get_attr_value(&food->stats, i); 3799 k = get_attr_value (&food->stats, i);
3728 if (k) { 3800 if (k)
3801 {
3729 set_attr_value(&force->stats, i, k); 3802 set_attr_value (&force->stats, i, k);
3730 did_one = 1; 3803 did_one = 1;
3731 } 3804 }
3732 } 3805 }
3733 3806
3734 /* check if we can protect the eater */ 3807 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3808 for (i = 0; i < NROFATTACKS; i++)
3809 {
3736 if (food->resist[i]>0) { 3810 if (food->resist[i] > 0)
3811 {
3737 force->resist[i] = food->resist[i] / 2; 3812 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3813 did_one = 1;
3739 } 3814 }
3740 } 3815 }
3816
3741 if (did_one) { 3817 if (did_one)
3742 force->speed = 0.1; 3818 {
3743 update_ob_speed(force); 3819 force->set_speed (0.1);
3744 /* bigger morsel of food = longer effect time */ 3820 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3821 force->duration = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3822 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3823 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3824 insert_ob_in_ob (force, who);
3750 } else {
3751 free_object(force);
3752 } 3825 }
3826 else
3827 force->destroy ();
3753 3828
3754 /* check for hp, sp change */ 3829 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3830 if (food->stats.hp != 0)
3831 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3832 if (QUERY_FLAG (food, FLAG_CURSED))
3833 {
3757 strcpy(who->contr->killer,food->name); 3834 strcpy (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3835 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3837 }
3838 else
3839 {
3761 if(food->stats.hp>0) 3840 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3841 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3842 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3843 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3844 who->stats.hp += food->stats.hp;
3766 } 3845 }
3767 } 3846 }
3768 if(food->stats.sp!=0) { 3847 if (food->stats.sp != 0)
3848 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3849 if (QUERY_FLAG (food, FLAG_CURSED))
3850 {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3852 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3853 if (who->stats.sp < 0)
3773 } else { 3854 who->stats.sp = 0;
3855 }
3856 else
3857 {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3858 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3859 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3860 /* place limit on max sp from food? */
3861 }
3777 } 3862 }
3778 } 3863 who->update_stats ();
3779 fix_player(who);
3780} 3864}
3781
3782 3865
3783/** 3866/**
3784 * Designed primarily to light torches/lanterns/etc. 3867 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3868 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3869 * the selected object to "burn". -b.t.
3787 */ 3870 */
3788 3871void
3789void apply_lighter(object *who, object *lighter) { 3872apply_lighter (object *who, object *lighter)
3873{
3790 object *item; 3874 object *item;
3791 int is_player_env=0; 3875 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3876
3796 item=find_marked_object(who); 3877 item = find_marked_object (who);
3797 if(item) { 3878 if (item)
3879 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3880 if (lighter->last_eat && lighter->stats.food)
3881 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3882 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3883 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3884 if (lighter->nrof > 1)
3802 object *oneLighter = get_object(); 3885 {
3803 copy_object(lighter, oneLighter); 3886 object *oneLighter = lighter->clone ();
3887
3804 lighter->nrof -= 1; 3888 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3889 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3890 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3891 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3892 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3893 esrv_send_item (who, oneLighter);
3810 } else { 3894 }
3895 else
3811 lighter->stats.food--; 3896 lighter->stats.food--;
3812 } 3897 }
3813 3898 else if (lighter->last_eat)
3814 } else if(lighter->last_eat) { /* no charges left in lighter */ 3899 { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who, 3900 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3816 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name);
3818 return; 3901 return;
3819 } 3902 }
3903
3820 /* Perhaps we should split what we are trying to light on fire? 3904 /* 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 3905 * I can't see many times when you would want to light multiple
3822 * objects at once. 3906 * objects at once.
3823 */ 3907 */
3824 nrof=item->nrof;
3825 count=item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the
3827 * name object, so make a copy so the message we print out makes
3828 * some sense.
3829 */
3830 strcpy(item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1;
3832 3908
3909 if (who == item->in_player ())
3910 is_player_env = 1;
3911
3833 save_throw_object(item,AT_FIRE,who); 3912 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3913
3835 * may have gotten recycled 3914 if (item->destroyed ())
3836 */ 3915 {
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3916 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3838 new_draw_info_format(NDI_UNIQUE, 0,who,
3839 "You light the %s with the %s.",item_name,lighter->name);
3840 /* Need to update the player so that the players glow radius 3917 /* Need to update the player so that the players glow radius
3841 * gets changed. 3918 * gets changed.
3842 */ 3919 */
3843 if (is_player_env) fix_player(who); 3920 if (is_player_env)
3844 } else { 3921 who->update_stats ();
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3922 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3923 else
3847 } 3924 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3848 3925 }
3849 } else /* nothing to light */ 3926 else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3927 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 3928
3852} 3929}
3853 3930
3854/** 3931/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3857 */ 3934 */
3935void
3858void scroll_failure(object *op, int failure, int power) 3936scroll_failure (object *op, int failure, int power)
3859{ 3937{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3861 3940
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3863 object *tmp; 3943 object *tmp;
3864 3944
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3945 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 3948 tmp->destroy ();
3949 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3952 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3873 } else if (settings.spell_failure_effects == TRUE) { 3957 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3961 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 confuse_player(op,op,power); 3962 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3966 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3879 "you!");
3880 paralyze_player(op,op,power); 3967 paralyze_player (op, op, power);
3968 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3971 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3883 blind_player(op,op,power); 3972 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3885 object *tmp; 3976 object *tmp;
3977
3886 tmp=get_archetype(LOOSE_MANA); 3978 tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 3979 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3889 free_object(tmp); 3981 tmp->destroy ();
3890 } 3982 }
3891 } 3983 }
3892} 3984}
3893 3985
3986void
3894void apply_changes_to_player(object *pl, object *change) { 3987apply_changes_to_player (object *pl, object *change)
3988{
3895 int excess_stat=0; /* if the stat goes over the maximum 3989 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 3990 for the race, put the excess stat some
3897 where else. */ 3991 where else. */
3898 3992
3899 switch (change->type) { 3993 switch (change->type)
3900 case CLASS: { 3994 {
3995 case CLASS:
3996 {
3901 living *stats = &(pl->contr->orig_stats); 3997 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 3998 living *ns = &(change->stats);
3903 object *walk; 3999 object *walk;
3904 int flag_change_face=1; 4000 int flag_change_face = 1;
3905 4001
3906 /* the following code assigns stats up to the stat max 4002 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 4003 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 4004 * tries to randomly reassign the excess stat
3909 */ 4005 */
3910 int i,j; 4006 int i, j;
4007
3911 for(i=0;i<NUM_STATS;i++) { 4008 for (i = 0; i < NUM_STATS; i++)
4009 {
3912 sint8 stat=get_attr_value(stats,i); 4010 sint8 stat = get_attr_value (stats, i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4012
3914 stat += get_attr_value(ns,i); 4013 stat += get_attr_value (ns, i);
3915 if(stat > 20 + race_bonus) { 4014 if (stat > 20 + race_bonus)
3916 excess_stat++; 4015 {
3917 stat = 20+race_bonus; 4016 excess_stat++;
3918 } 4017 stat = 20 + race_bonus;
4018 }
3919 set_attr_value(stats,i,stat); 4019 set_attr_value (stats, i, stat);
3920 } 4020 }
3921 4021
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4022 for (j = 0; excess_stat > 0 && j < 100; j++)
3923 int i = rndm(0, 6); 4023 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6);
3924 int stat=get_attr_value(stats,i); 4025 int stat = get_attr_value (stats, i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3926 if(i==CHA) continue; /* exclude cha from this */ 4027
3927 if( stat < 20 + race_bonus) { 4028 if (i == CHA)
4029 continue; /* exclude cha from this */
4030 if (stat < 20 + race_bonus)
4031 {
3928 change_attr_value(stats,i,1); 4032 change_attr_value (stats, i, 1);
3929 excess_stat--; 4033 excess_stat--;
3930 } 4034 }
3931 } 4035 }
3932 4036
3933 /* insert the randomitems from the change's treasurelist into 4037 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 4038 * the player ref: player.c
3935 */ 4039 */
3936 if(change->randomitems!=NULL) 4040 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 4041 give_initial_items (pl, change->randomitems);
3938 4042
3939 4043
3940 /* set up the face, for some races. */ 4044 /* set up the face, for some races. */
3941 4045
3942 /* first, look for the force object banning 4046 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 4047 * changing the face. Certain races never change face with class.
3944 */ 4048 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4049 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4050 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4051 flag_change_face = 0;
3947 4052
3948 if(flag_change_face) { 4053 if (flag_change_face)
4054 {
3949 pl->animation_id = GET_ANIM_ID(change); 4055 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 4056 pl->face = change->face;
3951 4057
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4058 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 4059 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 4060 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 4061 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 4062 }
3957 4063
3958 /* check the special case of can't use weapons */ 4064 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4065 /*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); 4066 if (!strcmp (change->name, "monk"))
4067 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 4068
3962 break; 4069 break;
3963 } 4070 }
3964 } 4071 }
3965} 4072}
3966 4073
3967/** 4074/**
3968 * This handles items of type 'transformer'. 4075 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 4079 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4080 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 4081 * 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. 4082 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 4083 */
4084void
3977void apply_item_transformer( object* pl, object* transformer ) 4085apply_item_transformer (object *pl, object *transformer)
3978 { 4086{
3979 object* marked; 4087 object *marked;
3980 object* new_item; 4088 object *new_item;
3981 char* find; 4089 char *find;
3982 char* separator; 4090 char *separator;
3983 int yield; 4091 int yield;
3984 char got[ MAX_BUF ]; 4092 char got[MAX_BUF];
3985 int len; 4093 int len;
3986 4094
3987 if ( !pl || !transformer ) 4095 if (!pl || !transformer)
3988 return; 4096 return;
3989 marked = find_marked_object( pl ); 4097 marked = find_marked_object (pl);
3990 if ( !marked ) 4098 if (!marked)
3991 { 4099 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4100 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3993 return; 4101 return;
3994 } 4102 }
3995 if ( !marked->slaying ) 4103 if (!marked->slaying)
3996 { 4104 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4105 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; 4106 return;
3999 } 4107 }
4000 /* check whether they are compatible or not */ 4108 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 4109 find = strstr (marked->slaying, transformer->arch->name);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4003 { 4111 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4112 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; 4113 return;
4006 } 4114 }
4007 find += strlen( transformer->arch->name ) + 1; 4115 find += strlen (transformer->arch->name) + 1;
4008 /* Item can be used, now find how many and what it yields */ 4116 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 4117 if (isdigit (*(find)))
4010 { 4118 {
4011 yield = atoi( find ); 4119 yield = atoi (find);
4012 if ( yield < 1 ) 4120 if (yield < 1)
4013 { 4121 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4122 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 4123 yield = 1;
4016 } 4124 }
4017 } 4125 }
4018 else 4126 else
4019 yield = 1; 4127 yield = 1;
4020 4128
4021 while ( isdigit( *find ) ) 4129 while (isdigit (*find))
4022 find++; 4130 find++;
4023 while ( *find == ' ' ) 4131 while (*find == ' ')
4024 find++; 4132 find++;
4025 memset( got, 0, MAX_BUF ); 4133 memset (got, 0, MAX_BUF);
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4134 if ((separator = strchr (find, ';')) != NULL)
4027 { 4135 {
4028 len = separator - find; 4136 len = separator - find;
4029 } 4137 }
4030 else 4138 else
4031 { 4139 {
4032 len = strlen(find); 4140 len = strlen (find);
4033 } 4141 }
4034 if ( len > MAX_BUF-1) 4142 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4143 len = MAX_BUF - 1;
4036 strcpy( got, find ); 4144 strcpy (got, find);
4037 got[len] = '\0'; 4145 got[len] = '\0';
4038 4146
4039 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4148 new_item = get_archetype (got);
4041 if ( !new_item ) 4149 if (!new_item)
4042 { 4150 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4044 return; 4152 return;
4045 } 4153 }
4154
4046 new_item->nrof = yield; 4155 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4156 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 ); 4157 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4158 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4159 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4160 decrease_ob_nr (marked, 1);
4052 /* Eat one transformer if needed */ 4161 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4162 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4163 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4164 decrease_ob_nr (transformer, 1);
4056 } 4165}

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