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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 1.61 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $";
4 */
5/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23 */
27 24
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <spells.h> 27#include <spells.h>
31#include <skills.h> 28#include <skills.h>
32#include <tod.h> 29#include <tod.h>
33 30
34#ifndef __CEXTRACT__
35#include <sproto.h> 31#include <sproto.h>
36#endif
37 32
38/* Want this regardless of rplay. */ 33/* Want this regardless of rplay. */
39#include <sounds.h> 34#include <sounds.h>
40 35
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h> 37#include <math.h>
43 38
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/** 39/**
201 * Check if op should abort moving victim because of it's race or slaying. 40 * 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. 41 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 42 */
43int
204int should_director_abort(object *op, object *victim) 44should_director_abort (object *op, object *victim)
205{ 45{
206 int arch_flag, name_flag, race_flag; 46 int arch_flag, name_flag, race_flag;
47
207 /* Get flags to determine what of arch, name, and race should be checked. 48 /* 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, 49 * 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, 50 * 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 51 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 52 * it. Examples:
212 * subtype 1: only arch 53 * subtype 1: only arch
213 * subtype 3: arch or name 54 * subtype 3: arch or name
214 * subtype 5: arch or race 55 * subtype 5: arch or race
215 * subtype 7: all three 56 * subtype 7: all three
216 */ 57 */
217 if (op->subtype) 58 if (op->subtype)
218 { 59 {
219 arch_flag = (op->subtype & 1); 60 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 61 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 62 race_flag = (op->subtype & 4);
222 } else { 63 }
64 else
65 {
223 arch_flag = 1; 66 arch_flag = 1;
224 name_flag = 1; 67 name_flag = 1;
225 race_flag = 1; 68 race_flag = 1;
226 } 69 }
227 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 71 * name or race that matches.
229 */ 72 */
230 if ( (op->race) && 73 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
77 {
234 return 1; 78 return 1;
235 } 79 }
236 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 81 * of arch, name, or race match.
238 */ 82 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 83 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))) || 84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
86 {
243 return 1; 87 return 1;
244 } 88 }
245 return 0; 89 return 0;
246} 90}
247 91
248/** 92/**
249 * This handles a player dropping money on an altar to identify stuff. 93 * 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. 94 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 95 * Return value: 1 if money was destroyed, 0 if not.
252 */ 96 */
97static int
253static int apply_id_altar (object *money, object *altar, object *pl) 98apply_id_altar (object *money, object *altar, object *pl)
254{ 99{
255 object *id, *marked; 100 object *id, *marked;
256 int success=0; 101 int success = 0;
257 102
258 if (pl == NULL || pl->type != PLAYER) 103 if (pl == NULL || pl->type != PLAYER)
259 return 0; 104 return 0;
260 105
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 106 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 107 * identifying' from being printed out more than it needs to be.
263 */ 108 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 110 return 0;
266 111
267 marked = find_marked_object (pl); 112 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 113 /* 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. 114 * identified. IF it doesn't, then go through the player inventory.
270 */ 115 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
272 && need_identify (marked))
273 { 117 {
274 if (operate_altar (altar, &money)) { 118 if (operate_altar (altar, &money))
119 {
275 identify (marked); 120 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 121 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) { 122 if (marked->msg)
123 {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
126 }
127 return money == NULL;
128 }
281 } 129 }
282 return money == NULL;
283 }
284 }
285 130
286 for (id=pl->inv; id; id=id->below) { 131 for (id = pl->inv; id; id = id->below)
132 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 134 {
289 if (operate_altar(altar,&money)) { 135 if (operate_altar (altar, &money))
290 identify(id); 136 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 137 identify (id);
292 "You have %s.", long_desc(id, pl)); 138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
293 if (id->msg) { 139 if (id->msg)
140 {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
296 } 143 }
297 success=1; 144 success = 1;
298 /* If no more money, might as well quit now */ 145 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 146 if (money == NULL || !check_altar_sacrifice (altar, money))
300 break; 147 break;
301 } 148 }
302 else { 149 else
150 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 152 break;
305 } 153 }
306 } 154 }
307 } 155 }
156 if (!success)
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
309 return money == NULL; 158 return money == NULL;
310} 159}
311 160
312/** 161/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 163 * matching item.
315 **/ 164 **/
165static void
316static void handle_apply_yield(object* tmp) 166handle_apply_yield (object *tmp)
317{ 167{
318 const char* yield; 168 const char *yield;
319 169
320 yield = get_ob_key_value(tmp,"on_use_yield"); 170 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 171 if (yield != NULL)
322 { 172 {
323 object* drop = get_archetype(yield); 173 object *drop = get_archetype (yield);
174
324 if (tmp->env) 175 if (tmp->env)
325 { 176 {
326 drop = insert_ob_in_ob(drop,tmp->env); 177 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 178 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 179 esrv_send_item (tmp->env, drop);
329 } 180 }
330 else 181 else
331 { 182 {
332 drop->x = tmp->x; 183 drop->x = tmp->x;
333 drop->y = tmp->y; 184 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 186 }
336 } 187 }
337} 188}
338 189
339/** 190/**
340 * Handles applying a potion. 191 * Handles applying a potion.
341 */ 192 */
193int
342int apply_potion (object * op, object * tmp) 194apply_potion (object *op, object *tmp)
343{ 195{
344 int got_one = 0, i; 196 int got_one = 0, i;
345 object *force = 0, *floor = 0; 197 object *force = 0, *floor = 0;
346 198
347 floor = get_map_ob (op->map, op->x, op->y); 199 floor = GET_MAP_OB (op->map, op->x, op->y);
348 200
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 202 {
351 if (op->type == PLAYER) 203 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 204 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); 205 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 206 return 0;
357 } 207 }
358 208
359 if (op->type == PLAYER) 209 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 210 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 211 identify (tmp);
363 }
364 212
365 handle_apply_yield (tmp); 213 handle_apply_yield (tmp);
366 214
367 /* Potion of restoration - only for players */ 215 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 216 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 218 object *depl;
371 archetype *at; 219 archetype *at;
372 220
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 222 {
375 drain_stat (op); 223 op->drain_stat ();
376 fix_player (op); 224 op->update_stats ();
377 decrease_ob (tmp); 225 decrease_ob (tmp);
378 return 1; 226 return 1;
379 } 227 }
228
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 229 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 230 {
382 LOG (llevError, "Could not find archetype depletion\n"); 231 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 232 return 0;
384 } 233 }
385 depl = present_arch_in_ob (at, op); 234 depl = present_arch_in_ob (at, op);
235
386 if (depl != NULL) 236 if (depl)
387 { 237 {
388 for (i = 0; i < NUM_STATS; i++) 238 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 239 if (get_attr_value (&depl->stats, i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 } 241
393 remove_ob (depl); 242 depl->destroy ();
394 free_object (depl); 243 op->update_stats ();
395 fix_player (op);
396 } 244 }
397 else 245 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399 247
400 decrease_ob (tmp); 248 decrease_ob (tmp);
402 } 250 }
403 251
404 /* improvement potion - only for players */ 252 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 { 254 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 255 for (i = 1; i < MIN (11, op->level); i++)
409 { 256 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 258 {
412 if (op->contr->levhp[i] != 1) 259 if (op->contr->levhp[i] != 1)
442 op->contr->levgrace[i] = 3; 289 op->contr->levgrace[i] = 3;
443 break; 290 break;
444 } 291 }
445 } 292 }
446 } 293 }
294
447 /* Just makes checking easier */ 295 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 296 if (i < MIN (11, op->level))
449 got_one = 1; 297 got_one = 1;
298
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 300 {
452 if (got_one) 301 if (got_one)
453 { 302 {
454 fix_player (op); 303 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op, 304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
456 "The Gods smile upon you and remake you"); 305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
457 new_draw_info (NDI_UNIQUE, 0, op, 306 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 } 307 }
462 else 308 else
463 new_draw_info (NDI_UNIQUE, 0, op, 309 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 } 310 }
466 else 311 else
467 { /* cursed potion */ 312 { /* cursed potion */
468 if (got_one) 313 if (got_one)
469 { 314 {
470 fix_player (op); 315 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op, 316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
472 "The Gods are angry and punish you.");
473 } 317 }
474 else 318 else
475 new_draw_info (NDI_UNIQUE, 0, op, 319 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 } 320 }
321
478 decrease_ob (tmp); 322 decrease_ob (tmp);
479 return 1; 323 return 1;
480 } 324 }
481 325
482 326
492 object *fball; 336 object *fball;
493 337
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */ 339 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 340 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 341 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; 342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 343 fball->x = op->x;
502 fball->y = op->y; 344 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 345 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 346 }
505 else 347 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 349
508 decrease_ob (tmp); 350 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */ 351 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 352 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 353 op->update_stats ();
512 return 1; 354 return 1;
513 } 355 }
514 356
515 /* Deal with protection potions */ 357 /* Deal with protection potions */
516 force = NULL; 358 force = NULL;
546 } 388 }
547 389
548 /* Only thing left are the stat potions */ 390 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 391 if (op->type == PLAYER)
550 { /* only for players */ 392 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 394 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 395 else
555 SET_FLAG (tmp, FLAG_APPLIED); 396 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 397 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
561 * that were grouped with the one consumed, his 402 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 403 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 404 * up all the stats.
564 */ 405 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 406 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 407 op->update_stats ();
567 decrease_ob (tmp); 408 decrease_ob (tmp);
568 return 1; 409 return 1;
569} 410}
570 411
571/**************************************************************************** 412/****************************************************************************
573 ****************************************************************************/ 414 ****************************************************************************/
574 415
575/** 416/**
576 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
577 */ 418 */
419static int
578static int check_item(object *op, const char *item) 420check_item (object *op, const char *item)
579{ 421{
580 int count=0; 422 int count = 0;
581 423
582 424
583 if (item==NULL) return 0; 425 if (item == NULL)
426 return 0;
584 op=op->below; 427 op = op->below;
585 while(op!=NULL) { 428 while (op != NULL)
429 {
586 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 434 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 436 count++;
592 else 437 else
593 count += op->nrof; 438 count += op->nrof;
439 }
440 }
441 op = op->below;
594 } 442 }
595 }
596 op=op->below;
597 }
598 return count; 443 return count;
599} 444}
600 445
601/** 446/**
602 * This removes 'nrof' of what item->slaying says to remove. 447 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 448 * op is typically the player, which is only
604 * really used to determine what space to look at. 449 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 450 * Modified to only eat 'nrof' of objects.
606 */ 451 */
452static void
607static void eat_item(object *op,const char *item, uint32 nrof) 453eat_item (object *op, const char *item, uint32 nrof)
608{ 454{
609 object *prev; 455 object *prev;
610 456
457 prev = op;
458 op = op->below;
459
460 while (op != NULL)
461 {
462 if (strcmp (op->arch->name, item) == 0)
463 {
464 if (op->nrof >= nrof)
465 {
466 decrease_ob_nr (op, nrof);
467 return;
468 }
469 else
470 {
471 decrease_ob_nr (op, op->nrof);
472 nrof -= op->nrof;
473 }
474 op = prev;
475 }
611 prev = op; 476 prev = op;
612 op=op->below; 477 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 } 478 }
628} 479}
629 480
630/** 481/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 482 * 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 483 * 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 484 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 485 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 486 * we return 1 (true) if the player can use the weapon.
636 */ 487 */
488static int
637static int check_weapon_power(const object *who, int improvs) 489check_weapon_power (const object *who, int improvs)
638{ 490{
491
639/* Old code is below (commented out). Basically, since weapons are the only 492/* 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 493 * 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. 494 * require high level in some combat skill, so we just use overall level.
642 */ 495 */
643#if 1 496#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
645 else return 0; 500 return 0;
646 501
647#else 502#else
648 int level=0; 503 int level = 0;
649 504
650 /* The skill system hands out wc and dam bonuses to fighters 505 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 506 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 507 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 508 * 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 509 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 510 * using normal level - it is just a matter of play balance.
656 */ 511 */
657 if(who->type==PLAYER) { 512 if (who->type == PLAYER)
513 {
658 object *wc_obj=NULL; 514 object *wc_obj = NULL;
659 515
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 516 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) 517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 518 level = wc_obj->level;
663 519
664 if (!level ) { 520 if (!level)
521 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
666 level = who->level; 527 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 528
672 return (improvs <= ((level/5)+5)); 529 return (improvs <= ((level / 5) + 5));
673#endif 530#endif
674} 531}
675 532
676/** 533/**
677 * Returns how many items of type improver->slaying there are under op. 534 * 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. 535 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 536 */
537static int
680static int check_sacrifice(object *op, const object *improver) 538check_sacrifice (object *op, const object *improver)
681{ 539{
682 int count=0; 540 int count = 0;
683 541
684 if (improver->slaying!=NULL) { 542 if (improver->slaying != NULL)
543 {
685 count = check_item(op,improver->slaying); 544 count = check_item (op, improver->slaying);
686 if (count<1) { 545 if (count < 1)
546 {
687 char buf[200]; 547 char buf[200];
548
688 sprintf(buf,"The gods want more %ss",improver->slaying); 549 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 550 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 551 return 0;
691 } 552 }
692 } 553 }
693 else 554 else
694 count=1; 555 count = 1;
695 556
696 return count; 557 return count;
697} 558}
698 559
699/** 560/**
700 * Actually improves the weapon, and tells user. 561 * Actually improves the weapon, and tells user.
701 */ 562 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 563int
703 signed char *stat,int sacrifice_count,const char *statname) 564improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
704{ 565{
705 566
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 568 *stat += sacrifice_count;
708 weapon->last_eat++; 569 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 570 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); 571 decrease_ob (improver);
712 572
713 /* So it updates the players stats and the window */ 573 /* So it updates the players stats and the window */
714 fix_player(op); 574 op->update_stats ();
715 return 1; 575 return 1;
716} 576}
717 577
718/* Types of improvements, hidden in the sp field. */ 578/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 579#define IMPROVE_PREPARE 1
732/** 592/**
733 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
735 */ 595 */
736 596
597int
737int prepare_weapon(object *op, object *improver, object *weapon) 598prepare_weapon (object *op, object *improver, object *weapon)
738{ 599{
739 int sacrifice_count,i; 600 int sacrifice_count, i;
740 char buf[MAX_BUF]; 601 char buf[MAX_BUF];
741 602
742 if (weapon->level!=0) { 603 if (weapon->level != 0)
604 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 606 return 0;
745 } 607 }
746 for (i=0; i<NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 609 if (weapon->resist[i])
610 break;
748 611
749 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 613 * improvement of items that already have protections.
751 */ 614 */
752 if (i<NROFATTACKS || 615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 617 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
757 { 619 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 621 return 0;
760 } 622 }
761 sacrifice_count=check_sacrifice(op,improver); 623 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 624 if (sacrifice_count <= 0)
763 return 0; 625 return 0;
764 weapon->level=isqrt(sacrifice_count); 626 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 628 eat_item (op, improver->slaying, sacrifice_count);
767 629
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
769 weapon->name,weapon->level);
770 631
771 sprintf(buf,"%s's %s",op->name,weapon->name); 632 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 633 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 634 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 635 slot at once! */
776 decrease_ob(improver); 636 decrease_ob (improver);
777 weapon->last_eat=0; 637 weapon->last_eat = 0;
778 return 1; 638 return 1;
779} 639}
780 640
781 641
782/** 642/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 643 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
788 * 648 *
789 * We are hiding extra information about the weapon in the level and 649 * 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 ?? 650 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 651 * level == max improve last_eat == current improve
792 */ 652 */
653int
793int improve_weapon(object *op,object *improver,object *weapon) 654improve_weapon (object *op, object *improver, object *weapon)
794{ 655{
795 int sacrifice_count, sacrifice_needed=0; 656 int sacrifice_count, sacrifice_needed = 0;
796 657
797 if(improver->stats.sp==IMPROVE_PREPARE) { 658 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
798 return prepare_weapon(op, improver, weapon); 660 return prepare_weapon (op, improver, weapon);
799 } 661 }
800 if (weapon->level==0) { 662 if (weapon->level == 0)
663 {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
802 return 0; 665 return 0;
803 } 666 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668 {
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
806 return 0; 670 return 0;
807 } 671 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 673 {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 674 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"); 675 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."); 676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
813 return 0; 677 return 0;
814 } 678 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice 679 /* 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, 680 * 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 681 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 682 * weapon can be improved.
819 */ 683 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 684 if (improver->stats.sp == IMPROVE_DAMAGE)
685 {
821 weapon->stats.dam += 5; 686 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 687 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op, 688 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++; 689 weapon->last_eat++;
826 690
827 weapon->item_power++; 691 weapon->item_power++;
828 decrease_ob(improver); 692 decrease_ob (improver);
829 return 1; 693 return 1;
830 } 694 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
832 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 701 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++; 702 weapon->last_eat++;
839 weapon->item_power++; 703 weapon->item_power++;
840 decrease_ob(improver); 704 decrease_ob (improver);
841 return 1; 705 return 1;
842 } 706 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 707 if (improver->stats.sp == IMPROVE_ENCHANT)
708 {
844 weapon->magic++; 709 weapon->magic++;
845 weapon->last_eat++; 710 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 711 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); 712 decrease_ob (improver);
849 weapon->item_power++; 713 weapon->item_power++;
850 return 1; 714 return 1;
851 } 715 }
852 716
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 718 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 719
857 if (sacrifice_needed<1) 720 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 721 sacrifice_needed = 1;
859 sacrifice_needed *=2; 722 sacrifice_needed *= 2;
860 723
861 sacrifice_count = check_sacrifice(op,improver); 724 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 725 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 726 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
865 return 0; 728 return 0;
866 } 729 }
867 eat_item(op,improver->slaying, sacrifice_needed); 730 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 731 weapon->item_power++;
869 732
870 switch (improver->stats.sp) { 733 switch (improver->stats.sp)
734 {
871 case IMPROVE_STR: 735 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 736 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: 737 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 738 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: 739 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 740 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: 741 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 742 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: 743 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 744 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: 745 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 746 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: 747 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 748 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: 749 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 751 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 752 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 753 return 0;
904} 754}
905 755
906/** 756/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 757 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 758 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 759 * then calls improve_weapon to do the dirty work.
910 */ 760 */
761int
911int check_improve_weapon (object *op, object *tmp) 762check_improve_weapon (object *op, object *tmp)
912{ 763{
913 object *otmp; 764 object *otmp;
914 765
915 if(op->type!=PLAYER) 766 if (op->type != PLAYER)
767 return 0;
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
916 return 0; 771 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 } 772 }
921 otmp=find_marked_object(op); 773 otmp = find_marked_object (op);
922 if(!otmp) { 774 if (!otmp)
775 {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 777 return 0;
925 } 778 }
926 if (otmp->type != WEAPON && otmp->type != BOW) { 779 if (otmp->type != WEAPON && otmp->type != BOW)
780 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
928 return 0; 782 return 0;
929 } 783 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 785 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 786 esrv_send_item (op, otmp);
933 return 1; 787 return 1;
934} 788}
935 789
936/** 790/**
937 * This code deals with the armour improvment scrolls. 791 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 792 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 807 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 808 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 809 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 810 * changing of physical area right now.
957 */ 811 */
812int
958int improve_armour(object *op, object *improver, object *armour) 813improve_armour (object *op, object *improver, object *armour)
959{ 814{
960 object *tmp; 815 object *tmp;
961 816
962 if (armour->magic >= settings.armor_max_enchant) { 817 if (armour->magic >= settings.armor_max_enchant)
818 {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
964 return 0; 820 return 0;
965 } 821 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 822 /* 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. 823 * 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 824 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 825 * of gnarg and what not?)
970 */ 826 */
971 if (armour->title) { 827 if (armour->title)
828 {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 830 return 0;
974 } 831 }
975 832
976 /* Split objects if needed. Can't insert tmp until the 833 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 834 * end of this function - otherwise it will just re-merge.
978 */ 835 */
979 if(armour->nrof > 1) 836 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 837 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 838 else
982 tmp = NULL; 839 tmp = NULL;
983 840
984 armour->magic++; 841 armour->magic++;
985 842
986 if ( !settings.armor_speed_linear ) 843 if (!settings.armor_speed_linear)
987 { 844 {
988 int base = 100; 845 int base = 100;
989 int pow = 0; 846 int pow = 0;
847
990 while ( pow < armour->magic ) 848 while (pow < armour->magic)
991 { 849 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 850 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 851 pow++;
994 } 852 }
995 853
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
997 } 855 }
998 else 856 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 858
1001 if ( !settings.armor_weight_linear ) 859 if (!settings.armor_weight_linear)
1002 { 860 {
1003 int base = 100; 861 int base = 100;
1004 int pow = 0; 862 int pow = 0;
863
1005 while ( pow < armour->magic ) 864 while (pow < armour->magic)
1006 { 865 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 866 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 867 pow++;
1009 } 868 }
1010 869
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 870 armour->weight = (armour->arch->clone.weight * base) / 100;
1012 } 871 }
1013 else 872 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 874
1016 if ( armour->weight <= 0 ) 875 if (armour->weight <= 0)
1017 { 876 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 878 armour->weight = 1;
1020 } 879 }
1021 880
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
1023 882
1024 if (op->type == PLAYER) { 883 if (op->type == PLAYER)
884 {
1025 esrv_send_item(op, armour); 885 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 887 op->update_stats ();
1028 } 888 }
1029 decrease_ob(improver); 889 decrease_ob (improver);
1030 if (tmp) { 890 if (tmp)
891 {
1031 insert_ob_in_ob(tmp, op); 892 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 893 esrv_send_item (op, tmp);
1033 } 894 }
1034 return 1; 895 return 1;
1035} 896}
1036 897
1037 898
1038/* 899/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 900 * convert_item() returns 1 if anything was converted, 0 if the item was not
1047/* Takes one items and makes another. 908/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 909 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 910 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 911 * what the converter wants, this will not do anything.
1051 */ 912 */
913int
1052int convert_item(object *item, object *converter) { 914convert_item (object *item, object *converter)
915{
1053 int nr=0; 916 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 917 uint32 price_in;
1057 918
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, 919 /* 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 920 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 921 * 3 gp and player drops a platinum, tough luck)
1069 */ 922 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 923 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 924 {
925 int cost;
1072 926
1073 if(item->type!=MONEY) 927 if (item->type != MONEY)
1074 return 0; 928 return 0;
1075 929
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 930 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 931 if (!nr)
932 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 933 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 934 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 935 if (nr * CONV_NEED (converter) % item->value)
936 cost++;
1081 decrease_ob_nr(item, cost); 937 decrease_ob_nr (item, cost);
1082 938
1083 price_in = cost*item->value; 939 price_in = cost * item->value;
940 }
941 else
1084 } 942 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 945 return 0;
1089 946
1090 if(CONV_NEED(converter)) { 947 if (CONV_NEED (converter))
948 {
1091 nr=item->nrof/CONV_NEED(converter); 949 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 950 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 951 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 952 }
953 else
954 {
1095 price_in = item->value; 955 price_in = item->value;
1096 remove_ob(item); 956 item->destroy ();
1097 free_object(item); 957 }
1098 }
1099 } 958 }
1100 959
1101 if (converter->inv != NULL) { 960 if (converter->inv != NULL)
961 {
1102 object *ob; 962 object *ob;
1103 int i; 963 int i;
1104 object *ob_to_copy; 964 object *ob_to_copy;
1105 965
1106 /* select random object from inventory to copy */ 966 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 967 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
969 {
1109 if (rndm(0, i) == 0) { 970 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 971 {
972 ob_to_copy = ob;
973 }
974 }
975 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 978 }
1112 } 979 else
1113 item = object_create_clone(ob_to_copy); 980 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 981 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); 982 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y);
1119 return -1; 985 return -1;
1120 } 986 }
1121 987
1122 item = object_create_arch(converter->other_arch); 988 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 990 }
1125 991
1126 if(CONV_NR(converter)) 992 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 993 item->nrof = CONV_NR (converter);
1128 if(nr) 994 if (nr)
1129 item->nrof*=nr; 995 item->nrof *= nr;
1130 if(is_in_shop) 996 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 997 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 998 else if (price_in < item->nrof * item->value)
999 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1000 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, 1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name); 1002
1136 /** 1003 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1004 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1005 * propably had something in mind when doing this
1139 */ 1006 */
1140 } 1007 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1009 return 1;
1143} 1010}
1144 1011
1145/** 1012/**
1146 * Handle apply on containers. 1013 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1014 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1016 * added the alchemical cauldron to the code -b.t.
1150 */ 1017 */
1151 1018
1019int
1152int apply_container (object *op, object *sack) 1020apply_container (object *op, object *sack)
1153{ 1021{
1154 char buf[MAX_BUF]; 1022 char buf[MAX_BUF];
1155 object *tmp; 1023 object *tmp;
1156 1024
1157 if(op->type!=PLAYER) 1025 if (op->type != PLAYER)
1158 return 0; /* This might change */ 1026 return 0; /* This might change */
1159 1027
1160 if (sack==NULL || sack->type != CONTAINER) { 1028 if (sack == NULL || sack->type != CONTAINER)
1029 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1031 return 0;
1163 } 1032 }
1164 op->contr->last_used = NULL; 1033
1165 op->contr->last_used_id = 0; 1034 op->contr->last_used = 0;
1166 1035
1167 if (sack->env!=op) { 1036 if (sack->env != op)
1037 {
1168 if (sack->other_arch == NULL || sack->env != NULL) { 1038 if (sack->other_arch == NULL || sack->env != NULL)
1039 {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1170 return 1; 1041 return 1;
1171 } 1042 }
1043
1172 /* It's on the ground, the problems begin */ 1044 /* It's on the ground, the problems begin */
1173 if (op->container != sack) { 1045 if (op->container != sack)
1046 {
1174 /* it's closed OR some player has opened it */ 1047 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1049 {
1177 tmp && tmp->container != sack; tmp=tmp->above); 1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1178 if (tmp) { 1051 if (tmp)
1052 {
1179 /* some other player have opened it */ 1053 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op, 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1181 "%s is already occupied.", query_name(sack)); 1055 return 1;
1182 return 1; 1056 }
1183 } 1057 }
1184 } 1058 }
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)) { 1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1212 if (op->container) { 1060 {
1213 if (op->container != sack) { 1061 if (op->container == NULL)
1214 tmp = op->container; 1062 {
1215 apply_container (op, tmp); 1063 tmp = arch_to_object (sack->other_arch);
1216 sprintf (buf, "You close %s and open ", query_name(tmp)); 1064 /* not good, but insert_ob_in_ob() is too smart */
1217 op->container = sack; 1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1218 strcat (buf, query_name(sack)); 1066 tmp->x = tmp->y = 0;
1219 strcat (buf, "."); 1067 tmp->map = NULL;
1220 } else { 1068 tmp->env = sack;
1221 CLEAR_FLAG (sack, FLAG_APPLIED); 1069 if (sack->inv)
1222 op->container = NULL; 1070 sack->inv->above = tmp;
1223 sprintf (buf, "You close %s.", query_name(sack)); 1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080
1081 if (tmp && tmp->type == CLOSE_CON)
1082 tmp->destroy ();
1083 }
1084 }
1224 } 1085 }
1225 } else { 1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else
1108 {
1226 CLEAR_FLAG (sack, FLAG_APPLIED); 1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack)); 1110 sprintf (buf, "You open %s.", query_name (sack));
1228 SET_FLAG (sack, FLAG_APPLIED); 1111 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack; 1112 op->container = sack;
1230 } 1113 }
1231 } else { /* not applied */ 1114 }
1232 if (sack->slaying) { /* it's locked */ 1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1233 tmp = find_key(op, op, sack); 1119 tmp = find_key (op, op, sack);
1234 if (tmp) { 1120 if (tmp)
1121 {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1236 SET_FLAG (sack, FLAG_APPLIED); 1123 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */ 1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf); 1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1239 apply_container (op, sack); 1128 apply_container (op, sack);
1240 return 1; 1129 return 1;
1241 } 1130 }
1242 } else { 1131 }
1132 else
1243 sprintf (buf, "You don't have the key to unlock %s.", 1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1244 query_name(sack)); 1134 }
1245 } 1135 else
1246 } else { 1136 {
1247 sprintf (buf, "You readied %s.", query_name(sack)); 1137 sprintf (buf, "You readied %s.", query_name (sack));
1248 SET_FLAG (sack, FLAG_APPLIED); 1138 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */ 1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack); 1143 apply_container (op, sack);
1252 return 1; 1144 return 1;
1145 }
1146 }
1253 } 1147 }
1254 } 1148
1255 }
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1257 if (op->contr) op->contr->socket.update_look=1; 1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153
1258 return 1; 1154 return 1;
1259} 1155}
1260 1156
1261/** 1157/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc. 1159 * the player has in their inventory, eg, sacks, luggages, etc.
1270 * Reminder - there are three states for any container - closed (non applied), 1166 * 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 1167 * 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) 1168 * (applied flag set, and op->container points to the open container)
1273 */ 1169 */
1274 1170
1171int
1275int esrv_apply_container (object *op, object *sack) 1172esrv_apply_container (object *op, object *sack)
1276{ 1173{
1277 object *tmp=op->container; 1174 object *tmp = op->container;
1175
1278 if(op->type!=PLAYER) 1176 if (op->type != PLAYER)
1279 return 0; /* This might change */ 1177 return 0; /* This might change */
1280 1178
1281 if (sack==NULL || sack->type != CONTAINER) { 1179 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 } 1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1286 1184
1287 /* If we have a currently open container, then it needs to be closed in all cases 1185 /* 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 1186 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container. 1187 * openening the new container.
1290 */ 1188 */
1291 1189
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1293 if (op->container->env != op) { /* if container is on the ground */ 1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1294 op->container->move_off = 0; 1194 op->container->move_off = 0;
1295 } 1195 }
1296 /* Lauwenmark: Handle for plugin close event */ 1196
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1298 return 1; 1198 return 1;
1299 1199
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1200 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); 1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1303 op->container=NULL; 1202 op->container = NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp); 1203 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1; 1204 if (tmp == sack)
1205 return 1;
1306 } 1206 }
1307 1207
1308 1208
1309 /* If the player is trying to open it (which he must be doing if we got here), 1209 /* 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. 1210 * and it is locked, check to see if player has the equipment to open it.
1311 */ 1211 */
1312 1212
1313 if (sack->slaying) { /* it's locked */ 1213 if (sack->slaying)
1214 { /* it's locked */
1314 tmp=find_key(op, op, sack); 1215 tmp = find_key (op, op, sack);
1315 if (tmp) { 1216 if (tmp)
1217 {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1218 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 } 1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1322 } 1225 }
1323 1226
1324 /* By the time we get here, we have made sure any other container has been closed and 1227 /* 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. 1228 * if this is a locked container, the player they key to open it.
1326 */ 1229 */
1327 1230
1328 /* There are really two cases - the sack is either on the ground, or the sack is 1231 /* 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 1232 * 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. 1233 * opening it, since if it was being closed, that would have been taken care of above.
1331 */ 1234 */
1332 1235
1333 1236
1334 if (sack->env != op) { 1237 if (sack->env != op)
1238 {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone 1239 /* 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 1240 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully. 1241 * try to do it, so lets handle it gracefully.
1338 */ 1242 */
1339 if (sack->env) { 1243 if (sack->env)
1244 {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1341 query_name(sack));
1342 return 0; 1246 return 0;
1343 } 1247 }
1344 /* set these so when the player walks off, we can unapply the sack */ 1248 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */ 1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1346 1250
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); 1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1358 SET_FLAG (sack, FLAG_APPLIED); 1253 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack; 1254 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1255 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1256 esrv_send_inventory (op, sack);
1362 } 1257
1363 else { 1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1364 CLEAR_FLAG (sack, FLAG_APPLIED); 1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1366 SET_FLAG (sack, FLAG_APPLIED); 1274 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack); 1275 esrv_update_item (UPD_FLAGS, op, sack);
1368 } 1276 }
1369 } 1277 }
1370 return 1; 1278 return 1;
1371} 1279}
1372 1280
1373 1281
1374/** 1282/**
1375 * Handles dropping things on altar. 1283 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1284 * Returns true if sacrifice was accepted.
1377 */ 1285 */
1286static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1287apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1288{
1380 /* Only players can make sacrifices on spell casting altars. */ 1289 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1290 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1291 return 0;
1383 1292
1384 if (operate_altar (altar, &sacrifice)) { 1293 if (operate_altar (altar, &sacrifice))
1294 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1296 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1297 * is up to map designers to use them properly.
1388 */ 1298 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1301 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); 1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1303 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1304 * old maps.
1395 */ 1305 */
1306
1396/* push_button (altar);*/ 1307/* push_button (altar);*/
1397 } else { 1308 }
1309 else
1310 {
1398 altar->value = 1; /* works only once */ 1311 altar->value = 1; /* works only once */
1399 push_button (altar); 1312 push_button (altar);
1400 } 1313 }
1401 return sacrifice == NULL; 1314
1402 } else { 1315 return !sacrifice;
1316 }
1317 else
1403 return 0; 1318 return 0;
1404 }
1405} 1319}
1406
1407 1320
1408/** 1321/**
1409 * Handles 'movement' of shop mats. 1322 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1323 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1324 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1325 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1326 * MSW 2001-08-29
1414 */ 1327 */
1328int
1415int apply_shop_mat (object *shop_mat, object *op) 1329apply_shop_mat (object *shop_mat, object *op)
1416{ 1330{
1417 int rv = 0; 1331 int rv = 0;
1418 double opinion; 1332 double opinion;
1419 object *tmp, *next; 1333 object *tmp, *next;
1420 1334
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1336
1423 if (op->type != PLAYER) { 1337 if (op->type != PLAYER)
1338 {
1424 /* Remove all the unpaid objects that may be carried here. 1339 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1340 * This could be pets or monsters that are somehow in
1426 * the shop. 1341 * the shop.
1427 */ 1342 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1343 for (tmp = op->inv; tmp; tmp = next)
1344 {
1429 next = tmp->below; 1345 next = tmp->below;
1346
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1350
1433 remove_ob(tmp); 1351 tmp->remove ();
1434 if (i==-1) i=0; 1352
1435 tmp->map = op->map; 1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1357 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1358 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1359 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1360 }
1440 } 1361 }
1441 1362
1442 /* Don't teleport things like spell effects */ 1363 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1364 if (QUERY_FLAG (op, FLAG_NO_PICK))
1365 return 0;
1444 1366
1445 /* unpaid objects, or non living objects, can't transfer by 1367 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1368 * shop mats. Instead, put it on a nearby space.
1447 */ 1369 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 {
1449 1372
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1376 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378
1379 return 0;
1380 }
1381 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine.
1383 */
1384 rv = teleport (shop_mat, SHOP_MAT, op);
1385 }
1386 else if (can_pay (op) && get_payment (op))
1387 {
1388 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op);
1390
1391 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor.
1396 */
1397 else if (!rv && !is_in_shop (op))
1398 {
1399 opinion = shopkeeper_approval (op->map, op);
1400
1401 if (opinion > 0.9)
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 else if (opinion > 0.75)
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405 else if (opinion > 0.5)
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 }
1410 }
1411 else
1412 {
1413 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore
1416 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418
1452 if (i != -1) { 1419 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1420 {
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"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1422 }
1497 remove_ob (op); 1423 else
1424 {
1425 op->remove ();
1498 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1429 }
1502 } 1430 }
1431
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1433 return rv;
1505} 1434}
1506 1435
1507/** 1436/**
1508 * Handles applying a sign. 1437 * Handles applying a sign.
1509 */ 1438 */
1439static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1440apply_sign (object *op, object *sign, int autoapply)
1511{ 1441{
1512 readable_message_type* msgType; 1442 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1443 char newbuf[HUGE_BUF];
1444
1514 if (sign->msg == NULL) { 1445 if (sign->msg == NULL)
1446 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return;
1449 }
1450
1451 if (sign->stats.food)
1452 {
1453 if (sign->last_eat >= sign->stats.food)
1454 {
1455 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1457 return;
1517 } 1458 }
1518 1459
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)) 1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1461 sign->last_eat++;
1528 } 1462 }
1529 1463
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1464 /* 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 1465 * 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 1466 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1467 * to us).
1534 */ 1468 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1470 {
1537 "You are unable to read while blind."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1472 return;
1539 } 1473 }
1540 msgType=get_readable_message_type(sign); 1474 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1475 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); 1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1543} 1477}
1544
1545 1478
1546/** 1479/**
1547 * 'victim' moves onto 'trap' 1480 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1481 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1482 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1483 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1484 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1485 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1486 * However, some types of traps require an originator to function.
1554 */ 1487 */
1488void
1555void move_apply (object *trap, object *victim, object *originator) 1489move_apply (object *trap, object *victim, object *originator)
1556{ 1490{
1557 static int recursion_depth = 0; 1491 static int recursion_depth = 0;
1558 1492
1559 /* Only exits affect DMs. */ 1493 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1495 return;
1562 1496
1563 /* move_apply() is the most likely candidate for causing unwanted and 1497 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1498 * possibly unlimited recursion.
1565 */ 1499 */
1567 * maps to fail. 1) it's not an error to recurse: 1501 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1502 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1503 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1504 * proper. This code was causing needless crashes.
1571 */ 1505 */
1572 if (recursion_depth >= 500) { 1506 if (recursion_depth >= 500)
1507 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1509 "[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); 1510 return;
1576 return;
1577 } 1511 }
1578 recursion_depth++; 1512 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1513 if (trap->head)
1514 trap = trap->head;
1580 1515
1581 /* Lauwenmark: Handle for plugin trigger event */ 1516 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) 1517 goto leave;
1518
1519 switch (trap->type)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1583 goto leave; 1540 goto leave;
1584 1541
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: 1542 case SPINNER:
1606 if(victim->direction) { 1543 if (victim->direction)
1544 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1546 update_turn_face (victim);
1609 } 1547 }
1610 goto leave; 1548 goto leave;
1611 1549
1612 case DIRECTOR: 1550 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1614 victim->direction=trap->stats.sp; 1553 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1554 update_turn_face (victim);
1616 } 1555 }
1617 goto leave; 1556 goto leave;
1618 1557
1619 case BUTTON: 1558 case BUTTON:
1620 case PEDESTAL: 1559 case PEDESTAL:
1621 update_button(trap); 1560 update_button (trap);
1622 goto leave; 1561 goto leave;
1623 1562
1624 case ALTAR: 1563 case ALTAR:
1625 /* sacrifice victim on trap */ 1564 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1565 apply_altar (trap, victim, originator);
1627 goto leave; 1566 goto leave;
1628 1567
1629 case THROWN_OBJ: 1568 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1569 if (trap->inv == NULL)
1631 goto leave; 1570 goto leave;
1632 /* fallthrough */ 1571 /* fallthrough */
1633 1572
1634 case ARROW: 1573 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1574 /* 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. 1575 * 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 1576 * 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 1577 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1578 * action, we avoid hits here
1641 */ 1579 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1581 hit_with_arrow (trap, victim);
1644 goto leave; 1582 goto leave;
1645 1583
1646 case SPELL_EFFECT: 1584 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1585 apply_spell_effect (trap, victim);
1648 goto leave; 1586 goto leave;
1649 1587
1650 case TRAPDOOR: 1588 case TRAPDOOR:
1651 { 1589 {
1652 int max, sound_was_played; 1590 int max, sound_was_played;
1653 object *ab, *ab_next; 1591 object *ab, *ab_next;
1592
1654 if(!trap->value) { 1593 if (!trap->value)
1655 int tot; 1594 {
1595 int tot;
1596
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1600
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1602 goto leave;
1662 1603
1663 SET_ANIMATION(trap, trap->value); 1604 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1605 update_object (trap, UP_OBJ_FACE);
1665 } 1606 }
1666 1607
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1668 /* need to set this up, since if we do transfer the object, 1610 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1611 * ab->above would be bogus
1670 */ 1612 */
1671 ab_next = ab->above; 1613 ab_next = ab->above;
1672 1614
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1616 {
1617 if (!sound_was_played)
1618 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1; 1620 sound_was_played = 1;
1677 } 1621 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1622 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); 1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1680 } 1624 }
1681 } 1625 }
1682 goto leave; 1626 goto leave;
1683 } 1627 }
1684 1628
1685 1629
1686 case CONVERTER: 1630 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1631 if (convert_item (victim, trap) < 0)
1688 object *op; 1632 {
1633 object *op;
1689 1634
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1691 1636
1692 op = get_archetype("burnout"); 1637 op = get_archetype ("burnout");
1693 if (op != NULL) { 1638 if (op != NULL)
1694 op->x = trap->x; 1639 {
1695 op->y = trap->y; 1640 op->x = trap->x;
1641 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0); 1642 insert_ob_in_map (op, trap->map, trap, 0);
1697 } 1643 }
1698 } 1644 }
1699 goto leave; 1645 goto leave;
1700 1646
1701 case TRIGGER_BUTTON: 1647 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1648 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1649 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1650 check_trigger (trap, victim);
1705 goto leave; 1651 goto leave;
1706 1652
1707 case DEEP_SWAMP: 1653 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1654 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1655 goto leave;
1710 1656
1711 case CHECK_INV: 1657 case CHECK_INV:
1712 check_inv (victim, trap); 1658 check_inv (victim, trap);
1713 goto leave; 1659 goto leave;
1714 1660
1715 case HOLE: 1661 case HOLE:
1716 /* Hole not open? */ 1662 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1663 if (trap->stats.wc > 0)
1718 goto leave; 1664 goto leave;
1719 1665
1720 /* Is this a multipart monster and not the head? If so, return. 1666 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1667 * Processing will happen if the head runs into the pit
1722 */ 1668 */
1723 if (victim->head) 1669 if (victim->head)
1724 goto leave; 1670 goto leave;
1725 1671
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1672 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"); 1673 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); 1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1675 goto leave;
1730 1676
1731 case EXIT: 1677 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1733 /* Basically, don't show exits leading to random maps the 1680 /* Basically, don't show exits leading to random maps the
1734 * players output. 1681 * players output.
1735 */ 1682 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1685
1739 } 1686 victim->enter_exit (trap);
1687 }
1740 goto leave; 1688 goto leave;
1741 1689
1742 case ENCOUNTER: 1690 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1744 goto leave; 1692 goto leave;
1745 1693
1746 case SHOP_MAT: 1694 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1695 apply_shop_mat (trap, victim);
1748 goto leave; 1696 goto leave;
1749 1697
1750 /* Drop a certain amount of gold, and have one item identified */ 1698 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1699 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1700 apply_id_altar (victim, trap, originator);
1753 goto leave; 1701 goto leave;
1754 1702
1755 case SIGN: 1703 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1704 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1706
1759 apply_sign (victim, trap, 1); 1707 apply_sign (victim, trap, 1);
1760 goto leave; 1708 goto leave;
1761 1709
1762 case CONTAINER: 1710 case CONTAINER:
1763 if (victim->type==PLAYER) 1711 if (victim->type == PLAYER)
1764 (void) esrv_apply_container (victim, trap); 1712 (void) esrv_apply_container (victim, trap);
1765 else 1713 else
1766 (void) apply_container (victim, trap); 1714 (void) apply_container (victim, trap);
1767 goto leave; 1715 goto leave;
1768 1716
1769 case RUNE: 1717 case RUNE:
1770 case TRAP: 1718 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1772 spring_trap(trap, victim); 1721 spring_trap (trap, victim);
1773 } 1722 }
1774 goto leave; 1723 goto leave;
1775 1724
1776 default: 1725 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1726 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, 1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1779 trap->type);
1780 goto leave; 1728 goto leave;
1781 } 1729 }
1782 1730
1783 leave: 1731leave:
1784 recursion_depth--; 1732 recursion_depth--;
1785} 1733}
1786 1734
1787/** 1735/**
1788 * Handles reading a regular (ie not containing a spell) book. 1736 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1737 */
1738static void
1790static void apply_book (object *op, object *tmp) 1739apply_book (object *op, object *tmp)
1791{ 1740{
1792 int lev_diff; 1741 int lev_diff;
1793 object *skill_ob; 1742 object *skill_ob;
1794 1743
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1797 return; 1747 return;
1798 } 1748 }
1799 if(tmp->msg==NULL) { 1749 if (tmp->msg == NULL)
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1750 {
1801 "You open the %s and find it empty.", tmp->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1802 return; 1752 return;
1803 } 1753 }
1804 1754
1805 /* need a literacy skill to read stuff! */ 1755 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1756 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1757 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1758 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 return;
1761 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1762 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1814 if (lev_diff < 2) 1765 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1767 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1769 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1771 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1773 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1824 else 1775 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1826 return; 1777 return;
1827 } 1778 }
1828 1779
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1783 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1784 "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 1785
1836 /* gain xp from reading */ 1786 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1840 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1842 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else op->contr->socket.update_look=1; 1799 else
1800 op->contr->ns->floorbox_update ();
1845 } 1801 }
1802
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1803 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 */ 1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1805 }
1849} 1806}
1850 1807
1851/** 1808/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1809 * 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 1810 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1811 */
1812static void
1855static void apply_skillscroll (object *op, object *tmp) 1813apply_skillscroll (object *op, object *tmp)
1856{ 1814{
1857 switch ((int) learn_skill (op, tmp)) { 1815 switch ((int) learn_skill (op, tmp))
1858 case 0: 1816 {
1817 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1818 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)); 1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1861 return; 1820 return;
1862 1821
1863 case 1: 1822 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1823 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); 1824 decrease_ob (tmp);
1870 return; 1825 return;
1871 1826
1872 default: 1827 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1828 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); 1829 decrease_ob (tmp);
1876 return; 1830 return;
1877 } 1831 }
1878} 1832}
1879 1833
1880/** 1834/**
1881 * Actually makes op learn spell. 1835 * Actually makes op learn spell.
1882 * Informs player of what happens. 1836 * Informs player of what happens.
1883 */ 1837 */
1838void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1839do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1840{
1886 object *tmp; 1841 object *tmp;
1887 1842
1888 if (op->type != PLAYER) { 1843 if (op->type != PLAYER)
1844 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1846 return;
1891 } 1847 }
1892 1848
1893 /* Upgrade special prayers to normal prayers */ 1849 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1854 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1855 return;
1898 } 1856 }
1899 return; 1857 return;
1900 } 1858 }
1901 1859
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object(); 1861 tmp = spell->clone ();
1904 copy_object(spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1862 insert_ob_in_ob (tmp, op);
1906 1863
1907 if (special_prayer) { 1864 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1866
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); 1867 esrv_add_spells (op->contr, tmp);
1915} 1868}
1916 1869
1917/** 1870/**
1918 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1919 */ 1872 */
1873void
1920void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1921{ 1875{
1922 object *spob; 1876 object *spob;
1923 1877
1924 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1881 return;
1927 } 1882 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1886 return;
1931 }
1932 1887 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1934 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1892 spob->destroy ();
1938 free_object(spob);
1939} 1893}
1940 1894
1941/** 1895/**
1942 * Handles player applying a spellbook. 1896 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1898 * stuff like that. Random learning failure too.
1945 */ 1899 */
1900static void
1946static void apply_spellbook (object *op, object *tmp) 1901apply_spellbook (object *op, object *tmp)
1947{ 1902{
1948 object *skop, *spell, *spell_skill; 1903 object *skop, *spell, *spell_skill;
1949 1904
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1952 return; 1908 return;
1953 } 1909 }
1954 1910
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1912 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1913 * legacy spellbooks
1958 */ 1914 */
1959 1915
1960 if(tmp->slaying != NULL) { 1916 if (tmp->slaying != NULL)
1917 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1919 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1920 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1965 return; 1922 return;
1966 } 1923 }
1967 else 1924 else
1968 insert_ob_in_ob(spell, tmp); 1925 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1926 tmp->slaying = NULL;
1971 } 1927 }
1972 1928
1973 skop = find_skill_by_name(op, tmp->skill); 1929 skop = find_skill_by_name (op, tmp->skill);
1974 1930
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1931 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1932 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1933 if (!skop)
1934 {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1979 return; 1936 return;
1980 } 1937 }
1981 1938
1982 spell = tmp->inv; 1939 spell = tmp->inv;
1940
1983 if (!spell) { 1941 if (!spell)
1942 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1943 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."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1986 return; 1945 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 } 1946 }
1992 1947
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1994 "The spellbook contains the %s level spell %s.", 1949 {
1995 get_levelnumber(spell->level), spell->name); 1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return;
1952 }
1996 1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1998 identify(tmp); 1958 identify (tmp);
1959
1999 if (tmp->env) 1960 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1962 else
2002 op->contr->socket.update_look=1; 1963 op->contr->ns->floorbox_update ();
2003 } 1964 }
2004 1965
2005 /* I removed the check for special_prayer_mark here - it didn't make 1966 /* 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 1967 * 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 1968 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1969 * they would have a special prayer mark.
2009 */ 1970 */
2010 if (check_spell_known (op, spell->name)) { 1971 if (check_spell_known (op, spell->name))
1972 {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
2012 return; 1974 return;
2013 } 1975 }
2014 1976
2015 if (spell->skill) { 1977 if (spell->skill)
1978 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
2017 if (!spell_skill) { 1981 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1982 {
2019 "You lack the skill %s to use this spell", 1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
2020 spell->skill);
2021 return; 1984 return;
2022 } 1985 }
1986
2023 if (spell_skill->level < spell->level) { 1987 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1988 {
2025 "You need to be level %d in %s to learn this spell.", 1989 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; 1990 return;
2028 } 1991 }
2029 } 1992 }
2030 1993
2031 /* Logic as follows 1994 /* Logic as follows
2032 * 1995 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1997 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1998 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1999 * a spell.
2037 * 2000 *
2038 * 3 -Automatically fail to learn if you read while confused 2001 * 3 -Automatically fail to learn if you read while confused
2039 * 2002 *
2040 * Overall, chances are the same but a player will find having a high 2003 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 2004 * literacy rate very useful! -b.t.
2042 */ 2005 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2008 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)); 2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2012 (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]) { 2013 {
2049 2014
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 2016 do_learn_spell (op, spell, 0);
2052 2017
2053 /* xp gain to literacy for spell learning */ 2018 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 2021 }
2022 else
2023 {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2024 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"); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2059 } 2026 }
2060 decrease_ob(tmp); 2027 decrease_ob (tmp);
2061} 2028}
2062 2029
2063/** 2030/**
2064 * Handles applying a spell scroll. 2031 * Handles applying a spell scroll.
2065 */ 2032 */
2033void
2066void apply_scroll (object *op, object *tmp, int dir) 2034apply_scroll (object *op, object *tmp, int dir)
2067{ 2035{
2068 object *skop; 2036 object *skop;
2069 2037
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2072 return; 2041 return;
2073 } 2042 }
2074 2043
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 2044 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 2045 {
2077 "The scroll just doesn't make sense!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2078 return; 2047 return;
2079 } 2048 }
2080 2049
2081 if(op->type==PLAYER) { 2050 if (op->type == PLAYER)
2051 {
2082 /* players need a literacy skill to read stuff! */ 2052 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 2053 int exp_gain = 0;
2084 2054
2085 /* hard code literacy - tmp->skill points to where the exp 2055 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 2056 * should go for anything killed by the spell.
2087 */ 2057 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 2059
2090 if ( ! skop) { 2060 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 2061 {
2092 "You are unable to decipher the strange symbols."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2093 return; 2063 return;
2094 } 2064 }
2095 2065
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 2067 change_exp (op, exp_gain, skop->skill, 0);
2098 } 2068 }
2099 2069
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 2071 identify (tmp);
2102 2072
2103 new_draw_info_format(NDI_BLACK, 0, op, 2073 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 2074
2106 2075
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 2077 decrease_ob (tmp);
2109} 2078}
2110 2079
2111/** 2080/**
2112 * Applies a treasure object - by default, chest. op 2081 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 2082 * is the person doing the applying, tmp is the treasure
2114 * chest. 2083 * chest.
2115 */ 2084 */
2085static void
2116static void apply_treasure (object *op, object *tmp) 2086apply_treasure (object *op, object *tmp)
2117{ 2087{
2118 object *treas; 2088 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120 2089
2121 2090
2122 /* Nice side effect of new treasure creation method is that the treasure 2091 /* 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 2092 * 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 2093 * 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 2094 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure 2095 * treasure
2127 */ 2096 */
2128 2097
2129 treas = tmp->inv; 2098 treas = tmp->inv;
2130 if(treas==NULL) { 2099 if (treas == NULL)
2100 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2101 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); 2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118
2119 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed
2123 */
2124 if (op->destroyed () || tmp->destroyed ())
2125 break;
2126 }
2127
2128 if (!tmp->destroyed () && tmp->inv == NULL)
2129 decrease_ob (tmp);
2160 2130
2161} 2131}
2162 2132
2163/** 2133/**
2164 * op eats food. 2134 * op eats food.
2165 * If player, takes care of messages and dragon special food. 2135 * If player, takes care of messages and dragon special food.
2166 */ 2136 */
2137static void
2167static void apply_food (object *op, object *tmp) 2138apply_food (object *op, object *tmp)
2168{ 2139{
2169 int capacity_remaining; 2140 int capacity_remaining;
2170 2141
2171 if(op->type!=PLAYER) 2142 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 2143 op->stats.hp = op->stats.maxhp;
2173 else { 2144 else
2145 {
2174 /* check if this is a dragon (player), eating some flesh */ 2146 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 2148 ;
2177 else { 2149 else
2150 {
2178 /* usual case - no dragon meal: */ 2151 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 2154 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2182 else 2156 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2184 } 2158 }
2185 2159
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2187 char buf[MAX_BUF]; 2162 char buf[MAX_BUF];
2188 2163
2189 if (!is_dragon_pl(op)) { 2164 if (!is_dragon_pl (op))
2165 {
2190 /* eating message for normal players*/ 2166 /* eating message for normal players */
2191 if(tmp->type==DRINK) 2167 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 2169 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 2171 }
2196 } 2172 else
2197 else { 2173 {
2198 /* eating message for dragon players*/ 2174 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 2176 }
2201 2177
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 2179 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2180 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2181 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2182 op->stats.hp += capacity_remaining / 50;
2207 else 2183 else
2208 op->stats.hp+=tmp->stats.food/50; 2184 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 2185 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2186 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2187 if (op->stats.food > 999)
2212 op->stats.food = 999; 2188 op->stats.food = 999;
2213 } 2189 }
2214 2190
2215 /* special food hack -b.t. */ 2191 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2193 eat_special_food (op, tmp);
2218 } 2194 }
2219 } 2195 }
2220 handle_apply_yield(tmp); 2196 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2197 decrease_ob (tmp);
2222} 2198}
2223 2199
2224/** 2200/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2201 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 2202 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2205 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2206 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2207 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2208 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2209 */
2210int
2234int dragon_eat_flesh(object *op, object *meal) { 2211dragon_eat_flesh (object *op, object *meal)
2212{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2213 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2214 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2215 object *tmp = NULL; /* tmp. object */
2238 2216
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2217 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2218 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2219 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2221 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2223 int winners = 0; /* number of winners */
2246 int i; /* index */ 2224 int i; /* index */
2247 2225
2248 /* let's make sure and doublecheck the parameters */ 2226 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2228 return 0;
2251 2229
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2231 from the player's inventory */
2232 shstr_cmp dragon_ability_force ("dragon_ability_force");
2233 shstr_cmp dragon_skin_force ("dragon_skin_force");
2234
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2235 for (tmp = op->inv; tmp; tmp = tmp->below)
2255 if (tmp->type == FORCE) { 2236 if (tmp->type == FORCE)
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2237 if (tmp->arch->name == dragon_skin_force)
2257 skin = tmp; 2238 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2239 else if (tmp->arch->name == dragon_ability_force)
2259 abil = tmp; 2240 abil = tmp;
2260 } 2241
2261 }
2262
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{
2471 object * tmp; 2430 if (exit->stats.exp != 1)
2472 object * exit_owner; 2431 return 1; /*This is not a 2 way, so it is legal */
2473 player * pp; 2432
2474 mapstruct * exitmap; 2433#if 0 //TODO
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2435 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2436#endif
2478 * all the exits in destination and try to find one with same path as 2437
2479 * the current exit's position */ 2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2439
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483 if (exitmap) 2440 if (exitmap)
2484 { 2441 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2442 exitmap->load_sync ();
2486 if (!tmp) return 0; 2443
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2444 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445
2446 if (!tmp)
2447 return 0;
2448
2449 for (; tmp; tmp = tmp->above)
2488 { 2450 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2451 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2452 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 2453
2454 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */
2456
2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2458 continue; /*Not in the same place */
2459
2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2461 continue; /*Not in the same map */
2462
2494 /* From here we have found the exit is valid. However we do 2463 /* 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 2464 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2465 * town portals to prevent strangers from visiting your appartments
2497 */ 2466 */
2467 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2468 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2469
2500 for (pp=first_player;pp;pp=pp->next) 2470 object *exit_owner = 0;
2471
2472 for_all_players (pp)
2501 { 2473 {
2502 if (!pp->ob) continue; 2474 if (!pp->ob)
2475 continue;
2476
2503 if (pp->ob->name!=exit->race) continue; 2477 if (pp->ob->name != exit->race)
2478 continue;
2479
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2480 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2481 break;
2506 } 2482 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2483
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2484 if (!exit_owner)
2485 return 0; /* No more owner */
2486
2487 if (exit_owner->contr == op->contr)
2488 return 1; /*It is your exit */
2489
2509 if ( exit_owner && /*There is a owner*/ 2490 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2491 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2492 ((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*/ 2493 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2494 return 0;
2495
2514 return 1; 2496 return 1;
2515 } 2497 }
2516 } 2498 }
2499
2517 return 0; 2500 return 0;
2518 } 2501}
2519 2502
2520 2503
2521/** 2504/**
2522 * Main apply handler. 2505 * Main apply handler.
2523 * 2506 *
2533 * 2516 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2517 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2518 * them in this function - they are passed to apply_special
2536 */ 2519 */
2537 2520
2521int
2538int manual_apply (object *op, object *tmp, int aflag) 2522manual_apply (object *op, object *tmp, int aflag)
2539{ 2523{
2540 if (tmp->head) tmp=tmp->head; 2524 if (tmp->head)
2525 tmp = tmp->head;
2541 2526
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2527 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2528 {
2543 if (op->type == PLAYER) { 2529 if (op->type == PLAYER)
2530 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1; 2532 return 1;
2546 } else { 2533 }
2534 else
2547 return 0; /* monsters just skip unpaid items */ 2535 return 0; /* monsters just skip unpaid items */
2548 } 2536 }
2537
2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2539 return RESULT_INT (0);
2540
2541 switch (tmp->type)
2549 } 2542 {
2550 2543 case CF_HANDLE:
2551 2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2552 /* Lauwenmark: Handle for plugin apply event */ 2545 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2553 //TODO: remove 2546 tmp->value = tmp->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2547 SET_ANIMATION (tmp, tmp->value);
2548 update_object (tmp, UP_OBJ_FACE);
2549 push_button (tmp);
2555 return 1; 2550 return 1;
2556 2551
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2552 case TRIGGER:
2553 if (check_trigger (tmp, op))
2554 {
2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2557 }
2558 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2560
2558 return 1; 2561 return 1;
2559 2562
2560 switch (tmp->type) { 2563 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) 2564 if (op->type != PLAYER)
2585 return 0; 2565 return 0;
2566
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2568 {
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2570 }
2589 } else { 2571 else
2572 {
2590 /* Don't display messages for random maps. */ 2573 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2574 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); 2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2576
2595 } 2577 op->enter_exit (tmp);
2578 }
2596 return 1; 2579 return 1;
2597 2580
2598 case SIGN: 2581 case SIGN:
2599 apply_sign (op, tmp, 0); 2582 apply_sign (op, tmp, 0);
2600 return 1; 2583 return 1;
2601 2584
2602 case BOOK: 2585 case BOOK:
2603 if (op->type == PLAYER) { 2586 if (op->type == PLAYER)
2587 {
2604 apply_book (op, tmp); 2588 apply_book (op, tmp);
2605 return 1; 2589 return 1;
2606 } else { 2590 }
2607 return 0; 2591 else
2608 } 2592 {
2593 return 0;
2594 }
2609 2595
2610 case SKILLSCROLL: 2596 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2597 if (op->type == PLAYER)
2598 {
2612 apply_skillscroll (op, tmp); 2599 apply_skillscroll (op, tmp);
2613 return 1; 2600 return 1;
2614 } 2601 }
2615 return 0; 2602 return 0;
2616 2603
2617 case SPELLBOOK: 2604 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2605 if (op->type == PLAYER)
2606 {
2619 apply_spellbook (op, tmp); 2607 apply_spellbook (op, tmp);
2620 return 1; 2608 return 1;
2621 } 2609 }
2622 return 0; 2610 return 0;
2623 2611
2624 case SCROLL: 2612 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2613 apply_scroll (op, tmp, 0);
2626 return 1; 2614 return 1;
2627 2615
2628 case POTION: 2616 case POTION:
2629 (void) apply_potion(op, tmp); 2617 (void) apply_potion (op, tmp);
2630 return 1; 2618 return 1;
2631 2619
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2620 /* Eneq(@csd.uu.se): Handle apply on containers. */
2633 case CLOSE_CON: 2621 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) { 2622 if (op->type == PLAYER)
2623 (void) esrv_apply_container (op, tmp->env);
2624 else
2625 (void) apply_container (op, tmp->env);
2626 return 1;
2627
2628 case CONTAINER:
2629 if (op->type == PLAYER)
2630 (void) esrv_apply_container (op, tmp);
2631 else
2632 (void) apply_container (op, tmp);
2633 return 1;
2634
2635 case TREASURE:
2636 if (op->type == PLAYER)
2637 {
2649 apply_treasure (op, tmp); 2638 apply_treasure (op, tmp);
2650 return 1; 2639 return 1;
2651 } else { 2640 }
2652 return 0; 2641 else
2653 } 2642 {
2643 return 0;
2644 }
2654 2645
2655 case WEAPON: 2646 case WEAPON:
2656 case ARMOUR: 2647 case ARMOUR:
2657 case BOOTS: 2648 case BOOTS:
2658 case GLOVES: 2649 case GLOVES:
2659 case AMULET: 2650 case AMULET:
2660 case GIRDLE: 2651 case GIRDLE:
2661 case BRACERS: 2652 case BRACERS:
2662 case SHIELD: 2653 case SHIELD:
2663 case HELMET: 2654 case HELMET:
2664 case RING: 2655 case RING:
2665 case CLOAK: 2656 case CLOAK:
2666 case WAND: 2657 case WAND:
2667 case ROD: 2658 case ROD:
2668 case HORN: 2659 case HORN:
2669 case SKILL: 2660 case SKILL:
2670 case BOW: 2661 case BOW:
2671 case LAMP: 2662 case LAMP:
2672 case BUILDER: 2663 case BUILDER:
2673 case SKILL_TOOL: 2664 case SKILL_TOOL:
2674 if (tmp->env != op) 2665 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2666 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag); 2667 (void) apply_special (op, tmp, aflag);
2677 return 1; 2668 return 1;
2678 2669
2679 case DRINK: 2670 case DRINK:
2680 case FOOD: 2671 case FOOD:
2681 case FLESH: 2672 case FLESH:
2682 apply_food (op, tmp); 2673 apply_food (op, tmp);
2683 return 1; 2674 return 1;
2684 2675
2685 case POISON: 2676 case POISON:
2686 apply_poison (op, tmp); 2677 apply_poison (op, tmp);
2687 return 1; 2678 return 1;
2688 2679
2689 case SAVEBED: 2680 case SAVEBED:
2681 return 1;
2682
2683 case ARMOUR_IMPROVER:
2690 if (op->type == PLAYER) { 2684 if (op->type == PLAYER)
2691 apply_savebed (op); 2685 {
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); 2686 apply_armour_improver (op, tmp);
2700 return 1; 2687 return 1;
2701 } else { 2688 }
2702 return 0; 2689 else
2703 } 2690 return 0;
2704 2691
2705 case WEAPON_IMPROVER: 2692 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp); 2693 (void) check_improve_weapon (op, tmp);
2707 return 1; 2694 return 1;
2708 2695
2709 case CLOCK: 2696 case CLOCK:
2710 if (op->type == PLAYER) { 2697 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2698 {
2712 timeofday_t tod; 2699 char buf[MAX_BUF];
2700 timeofday_t tod;
2713 2701
2714 get_tod(&tod); 2702 get_tod (&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2703 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2704 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2705 ((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); 2706 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf); 2707 new_draw_info (NDI_UNIQUE, 0, op, buf);
2721 return 1; 2708 return 1;
2722 } else { 2709 }
2723 return 0; 2710 else
2724 } 2711 {
2712 return 0;
2713 }
2725 2714
2726 case MENU: 2715 case MENU:
2727 if (op->type == PLAYER) { 2716 if (op->type == PLAYER)
2728 shop_listing (op); 2717 {
2729 return 1; 2718 shop_listing (op);
2730 } else { 2719 return 1;
2731 return 0; 2720 }
2732 } 2721 else
2722 {
2723 return 0;
2724 }
2733 2725
2734 case POWER_CRYSTAL: 2726 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2727 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2728 return 1;
2737 2729
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2730 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2731 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2732 {
2741 return 1; 2733 apply_lighter (op, tmp);
2742 } else { 2734 return 1;
2743 return 0; 2735 }
2744 } 2736 else
2737 {
2738 return 0;
2739 }
2745 2740
2746 case ITEM_TRANSFORMER: 2741 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2742 apply_item_transformer (op, tmp);
2748 return 1; 2743 return 1;
2749 2744
2750 default: 2745 default:
2751 return 0; 2746 return 0;
2752 } 2747 }
2753} 2748}
2754 2749
2755 2750
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2751/* 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 2752 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2753 * "but you are floating high above the ground" messages.
2759 * 2754 *
2760 * Same return value as apply() function. 2755 * Same return value as apply() function.
2761 */ 2756 */
2757int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2758player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2759{
2764 int tmp; 2760 int tmp;
2765 2761
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2762 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2763 {
2767 /* player is flying and applying object not in inventory */ 2764 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2765 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2766 {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2767 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2770 "above the ground!");
2771 return 0; 2768 return 0;
2772 } 2769 }
2773 } 2770 }
2774 2771
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2772 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied. 2773 * applied.
2777 */ 2774 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2775 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2776 {
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2777 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 " 2778 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."); 2779 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op); 2780 op->destroy ();
2785 free_object (op);
2786 return 1; 2781 return 1;
2787 } 2782 }
2788 2783
2789 pl->contr->last_used = op; 2784 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2785
2792 tmp = manual_apply (pl, op, aflag); 2786 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2787 if (!quiet)
2788 {
2794 if (tmp == 0) 2789 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2790 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) 2791 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2792 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2793 }
2802 return tmp; 2794 return tmp;
2803} 2795}
2804 2796
2805/** 2797/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2798 * 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 2799 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2800 * we use the ground.
2809 */ 2801 */
2810 2802
2803void
2811void player_apply_below (object *pl) 2804player_apply_below (object *pl)
2812{ 2805{
2813 object *tmp, *next; 2806 object *tmp, *next;
2814 int floors; 2807 int floors;
2815 2808
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 2809 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2810 * item in the container. Otherwise, use the map.
2823 */ 2811 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2812 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825 2813
2826 /* This is perhaps more complicated. However, I want to make sure that 2814 /* 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 2815 * 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 2816 * 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 2817 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2818 * not return a proper value.
2831 */ 2819 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2820 for (floors = 0; tmp != NULL; tmp = next)
2821 {
2833 next = tmp->below; 2822 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2823 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2824 floors++;
2836 else if (floors > 0) 2825 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2826 return; /* process only floor objects after first floor object */
2838 2827
2839 /* If it is visible, player can apply it. If it is applied by 2828 /* 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 2829 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2830 * so that at least one of players movement types be that which
2842 * the item needs. 2831 * the item needs.
2843 */ 2832 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2833 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2834 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2835 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2836 return;
2847 } 2837 }
2848 if (floors >= 2) 2838 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2839 return; /* process at most two floor objects */
2850 } 2840 }
2851} 2841}
2852 2842
2853/** 2843/**
2854 * Unapplies specified item. 2844 * Unapplies specified item.
2855 * No check done on cursed/damned. 2845 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2846 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2847 * to keep the size of apply_special to a more managable size.
2858 */ 2848 */
2849static int
2859static int unapply_special (object *who, object *op, int aflags) 2850unapply_special (object *who, object *op, int aflags)
2860{ 2851{
2852 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2853 return RESULT_INT (0);
2854
2861 object *tmp2; 2855 object *tmp2;
2862 2856
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2857 CLEAR_FLAG (op, FLAG_APPLIED);
2864 switch(op->type) { 2858 switch (op->type)
2859 {
2865 case WEAPON: 2860 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2861 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2867 2862
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); 2863 (void) change_abil (who, op);
2864 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2865 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2866 clear_skill (who);
2867 break;
2868
2869 case SKILL: /* allows objects to impart skills */
2870 case SKILL_TOOL:
2871 if (op != who->chosen_skill)
2872 {
2873 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2874 }
2875 if (who->type == PLAYER)
2876 {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if (!op->invisible)
2880 {
2881 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2882 }
2883 else
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2895 who->chosen_skill = NULL; 2889 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL); 2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break; 2891 break;
2898 2892
2899 case ARMOUR: 2893 case ARMOUR:
2900 case HELMET: 2894 case HELMET:
2901 case SHIELD: 2895 case SHIELD:
2902 case RING: 2896 case RING:
2903 case BOOTS: 2897 case BOOTS:
2904 case GLOVES: 2898 case GLOVES:
2905 case AMULET: 2899 case AMULET:
2906 case GIRDLE: 2900 case GIRDLE:
2907 case BRACERS: 2901 case BRACERS:
2908 case CLOAK: 2902 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2910 (void) change_abil (who,op); 2904 (void) change_abil (who, op);
2911 break; 2905 break;
2912 case LAMP: 2906 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2907 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); 2908 tmp2 = arch_to_object (op->other_arch);
2916 tmp2->x = op->x; 2909 tmp2->x = op->x;
2917 tmp2->y = op->y; 2910 tmp2->y = op->y;
2918 tmp2->map = op->map; 2911 tmp2->map = op->map;
2919 tmp2->below = op->below; 2912 tmp2->below = op->below;
2920 tmp2->above = op->above; 2913 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food; 2914 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2915 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2916
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2917 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2918 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2919
2925 if (who->type == PLAYER) 2920 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count); 2921 esrv_del_item (who->contr, op->count);
2927 remove_ob(op); 2922
2928 free_object(op); 2923 op->destroy ();
2929 insert_ob_in_ob(tmp2, who); 2924 insert_ob_in_ob (tmp2, who);
2930 fix_player(who); 2925 who->update_stats ();
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2927 {
2932 if (who->type == PLAYER) { 2928 if (who->type == PLAYER)
2929 {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2931 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2935 } 2932 }
2936 } 2933 }
2937 if(who->type==PLAYER) 2934 if (who->type == PLAYER)
2938 esrv_send_item(who, tmp2); 2935 esrv_send_item (who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */ 2936 return 1; /* otherwise, an attempt to drop causes problems */
2940 break; 2937 break;
2941 case BOW: 2938 case BOW:
2942 case WAND: 2939 case WAND:
2943 case ROD: 2940 case ROD:
2944 case HORN: 2941 case HORN:
2945 clear_skill(who); 2942 clear_skill (who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2943 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 if(who->type==PLAYER) { 2944 if (who->type == PLAYER)
2945 {
2948 who->contr->shoottype = range_none; 2946 who->contr->shoottype = range_none;
2949 } else { 2947 }
2950 if (op->type == BOW) 2948 else
2949 {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2952 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE); 2953 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 2954 }
2955 break; 2955 break;
2956 2956
2957 case BUILDER: 2957 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none; 2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL; 2960 who->contr->ranges[range_builder] = NULL;
2961 break; 2961 break;
2962 2962
2963 default: 2963 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break; 2965 break;
2966 } 2966 }
2967 2967
2968 fix_player(who); 2968 who->update_stats ();
2969 2969
2970 if ( ! (aflags & AP_NO_MERGE)) { 2970 if (!(aflags & AP_NO_MERGE))
2971 {
2971 object *tmp; 2972 object *tmp;
2972 2973
2973 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL); 2974 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) { 2975 if (who->type == PLAYER)
2976 if (tmp) { /* it was merged */ 2976 {
2977 if (tmp)
2978 { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 2979 esrv_del_item (who->contr, op->count);
2978 op = tmp; 2980 op = tmp;
2979 } 2981 }
2982
2980 esrv_send_item (who, op); 2983 esrv_send_item (who, op);
2981 } 2984 }
2982 } 2985 }
2983 return 0; 2986 return 0;
2984} 2987}
2985 2988
2986/** 2989/**
2987 * Returns the object that is using location 'loc'. 2990 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 2991 * 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. 2998 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 2999 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3000 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3001 * up body locations can be used as restrictions.
2999 */ 3002 */
3003object *
3000object *get_item_from_body_location(object *start, int loc) 3004get_item_from_body_location (object *start, int loc)
3001{ 3005{
3002 object *tmp; 3006 object *tmp;
3003 3007
3004 if (!start) return NULL; 3008 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; 3009 return NULL;
3010
3011 for (tmp = start; tmp; tmp = tmp->below)
3012 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3013 return tmp;
3014
3015 return NULL;
3011} 3016}
3012 3017
3013 3018
3014 3019
3015/** 3020/**
3021 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 3027 * 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 3028 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 3029 * another function that does just that.
3025 */ 3030 */
3031int
3026int unapply_for_ob(object *who, object *op, int aflags) 3032unapply_for_ob (object *who, object *op, int aflags)
3027{ 3033{
3028 int i; 3034 int i;
3029 object *tmp=NULL, *last; 3035 object *tmp = NULL, *last;
3030 3036
3031 /* If we are applying a shield or weapon, unapply any equipped shield 3037 /* 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. 3038 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */ 3039 */
3034 if (op->type == WEAPON || op->type == SHIELD) { 3040 if (op->type == WEAPON || op->type == SHIELD)
3041 {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 3042 for (tmp = who->inv; tmp; tmp = tmp->below)
3043 {
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3045 {
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3046 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3047 {
3039 if (aflags & AP_PRINT) 3048 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3049 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 3050 else
3042 unapply_special(who, tmp, aflags); 3051 unapply_special (who, tmp, aflags);
3043 } 3052 }
3044 else { 3053 else
3054 {
3045 /* In this case, we want to try and remove a cursed item. 3055 /* 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 3056 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 3057 * at least generate the message.
3048 */ 3058 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 3059 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.", 3060 return 1;
3051 query_name(tmp)); 3061 }
3052 return 1;
3053 }
3054 3062
3063 }
3064 }
3055 } 3065 }
3056 }
3057 }
3058 3066
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3067 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3068 {
3060 /* this used up a slot that we need to free */ 3069 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3070 if (op->body_info[i])
3071 {
3062 last = who->inv; 3072 last = who->inv;
3063 3073
3064 /* We do a while loop - may need to remove several items in order 3074 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 3075 * to free up enough slots.
3066 */ 3076 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3077 while ((who->body_used[i] + op->body_info[i]) < 0)
3078 {
3068 tmp = get_item_from_body_location(last, i); 3079 tmp = get_item_from_body_location (last, i);
3069 if (!tmp) { 3080 if (!tmp)
3081 {
3070#if 0 3082#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 3083 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 3084 * equipped.
3073 */ 3085 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3086 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 3087#endif
3077 return 1; 3088 return 1;
3078 } 3089 }
3079 /* If we are just printing, we don't care about cursed status */ 3090 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3091 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)))) { 3092 {
3082 if (aflags & AP_PRINT) 3093 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3094 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 3095 else
3085 unapply_special(who, tmp, aflags); 3096 unapply_special (who, tmp, aflags);
3086 } 3097 }
3087 else { 3098 else
3099 {
3088 /* Cursed item that we can't unequip - tell the player. 3100 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 3101 * 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 3102 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 3103 * one cursed ring.)
3092 */ 3104 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3105 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 3106 }
3095 last = tmp->below; 3107 last = tmp->below;
3096 } 3108 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3109 /* 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. 3110 * return in the !tmp would have kicked in.
3099 */ 3111 */
3100 } /* if op is using this body location */ 3112 } /* if op is using this body location */
3101 } /* for body lcoations */ 3113 } /* for body lcoations */
3102 return 0; 3114 return 0;
3103} 3115}
3104 3116
3105/** 3117/**
3106 * Checks to see if 'who' can apply object 'op'. 3118 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3119 * Returns 0 if apply can be done without anything special.
3111 * is set, do we really are what the other flags may be?) 3123 * is set, do we really are what the other flags may be?)
3112 * 3124 *
3113 * See include/define.h for detailed description of the meaning of 3125 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3126 * these return values.
3115 */ 3127 */
3128int
3116int can_apply_object(object *who, object *op) 3129can_apply_object (object *who, object *op)
3117{ 3130{
3131 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3132 return RESULT_INT (0);
3133
3118 int i, retval=0; 3134 int i, retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3135 object *tmp = NULL, *ws = NULL;
3120 3136
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3137 /* 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 3138 * 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 3139 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way. 3140 * in place and store that way.
3125 */ 3141 */
3126 if (op->type == WEAPON || op->type == SHIELD) { 3142 if (op->type == WEAPON || op->type == SHIELD)
3143 {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3144 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3145 {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3146 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3147 {
3129 retval = CAN_APPLY_UNAPPLY; 3148 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp; 3149 ws = tmp;
3150 }
3151 }
3131 } 3152 }
3132 }
3133 }
3134
3135 3153
3154
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3155 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3156 {
3137 if (op->body_info[i]) { 3157 if (op->body_info[i])
3158 {
3138 /* Item uses more slots than we have */ 3159 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3160 if (FABS (op->body_info[i]) > who->body_info[i])
3161 {
3140 /* Could return now for efficiently - rest of info below isn' 3162 /* Could return now for efficiently - rest of info below isn'
3141 * really needed. 3163 * really needed.
3142 */ 3164 */
3143 retval |= CAN_APPLY_NEVER; 3165 retval |= CAN_APPLY_NEVER;
3166 }
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3167 else if ((who->body_used[i] + op->body_info[i]) < 0)
3168 {
3145 /* in this case, equipping this would use more free spots than 3169 /* in this case, equipping this would use more free spots than
3146 * we have. 3170 * we have.
3147 */ 3171 */
3148 object *tmp1; 3172 object *tmp1;
3149 3173
3150 3174
3151 /* if we have an applied weapon/shield, and unapply it would free 3175 /* 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 3176 * 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 3177 * continue. We don't care about the logic below - if you have
3154 * shield equipped and try to equip another shield, there is only 3178 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3179 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3180 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3181 * may be two handed for example.
3158 */ 3182 */
3159 if (ws) { 3183 if (ws)
3184 {
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3185 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 3186 {
3162 continue; 3187 retval |= CAN_APPLY_UNAPPLY;
3163 } 3188 continue;
3164 } 3189 }
3190 }
3165 3191
3166 tmp1 = get_item_from_body_location(who->inv, i); 3192 tmp1 = get_item_from_body_location (who->inv, i);
3167 if (!tmp1) { 3193 if (!tmp1)
3194 {
3168#if 0 3195#if 0
3169 /* This is sort of an error, but happens a lot when old players 3196 /* 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. 3197 * join in with more stuff equipped than they are now allowed.
3171 */ 3198 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 3199 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 3200#endif
3175 retval |= CAN_APPLY_NEVER; 3201 retval |= CAN_APPLY_NEVER;
3176 } else { 3202 }
3203 else
3204 {
3177 /* need to unapply something. However, if this something 3205 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3206 * is different than we had found before, it means they need
3179 * to apply multiple objects 3207 * to apply multiple objects
3180 */ 3208 */
3181 retval |= CAN_APPLY_UNAPPLY; 3209 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3210 if (!tmp)
3183 else if (tmp != tmp1) { 3211 tmp = tmp1;
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3212 else if (tmp != tmp1)
3185 } 3213 {
3214 retval |= CAN_APPLY_UNAPPLY_MULT;
3215 }
3186 /* This object isn't using up all the slots, so there must 3216 /* 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 3217 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3218 * the slots, the player then has a choice.
3189 */ 3219 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3220 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; 3221 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3222
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3223 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3224 * equipped? If not, there must be something else to unapply.
3196 */ 3225 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3226 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3227 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3228
3200 } 3229 }
3201 } /* if not enough free slots */ 3230 } /* if not enough free slots */
3202 } /* if this object uses location i */ 3231 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3232 } /* for i -> num_body_locations loop */
3204 3233
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3234 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3235 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3236 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3237 * 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 3238 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3239 * all use the same location.
3211 */ 3240 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3241 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; 3242 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3243 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3244 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3245
3246
3247 if (who->type != PLAYER)
3248 {
3249 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3250 retval |= CAN_APPLY_RESTRICTION;
3251 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3252 retval |= CAN_APPLY_RESTRICTION;
3253 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3254 retval |= CAN_APPLY_RESTRICTION;
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 retval |= CAN_APPLY_RESTRICTION;
3228 } 3257 }
3229 return retval; 3258 return retval;
3230} 3259}
3231 3260
3232 3261
3233 3262
3234/** 3263/**
3235 * who is the object using the object. It can be a monster. 3264 * 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, 3265 * 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 3266 * eg, one which you put on and keep on for a while, and not something
3251 * 3280 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3281 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3282 *
3254 * apply_special() doesn't check for unpaid items. 3283 * apply_special() doesn't check for unpaid items.
3255 */ 3284 */
3285int
3256int apply_special (object *who, object *op, int aflags) 3286apply_special (object *who, object *op, int aflags)
3257{ 3287{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3288 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3289 object *tmp, *tmp2, *skop = NULL;
3260 int i; 3290 int i;
3261 3291
3262 if(who==NULL) { 3292 if (who == NULL)
3293 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3294 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3295 return 1;
3265 } 3296 }
3266 3297
3267 if(op->env!=who) 3298 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3299 return 1; /* op is not in inventory */
3269 3300
3270 /* trying to unequip op */ 3301 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3302 if (QUERY_FLAG (op, FLAG_APPLIED))
3303 {
3272 /* always apply, so no reason to unapply */ 3304 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3305 if (basic_flag == AP_APPLY)
3306 return 0;
3274 3307
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3308 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))) { 3309 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3310 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; 3311 return 1;
3281 } 3312 }
3282 return unapply_special(who, op, aflags); 3313 return unapply_special (who, op, aflags);
3283 } 3314 }
3284 3315
3285 if (basic_flag == AP_UNAPPLY) return 0; 3316 if (basic_flag == AP_UNAPPLY)
3317 return 0;
3286 3318
3287 i = can_apply_object(who, op); 3319 i = can_apply_object (who, op);
3288 3320
3289 /* Can't just apply this object. Lets see what not and what to do */ 3321 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3322 if (i)
3323 {
3291 if (i & CAN_APPLY_NEVER) { 3324 if (i & CAN_APPLY_NEVER)
3325 {
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3326 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; 3327 return 1;
3328 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3329 else if (i & CAN_APPLY_RESTRICTION)
3330 {
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3331 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3296 return 1; 3332 return 1;
3297 } 3333 }
3298 if (who->type != PLAYER) { 3334 if (who->type != PLAYER)
3335 {
3299 /* Some error, so don't try to equip something more */ 3336 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3337 if (unapply_for_ob (who, op, aflags))
3301 } else { 3338 return 1;
3302 if (who->contr->unapply == unapply_never || 3339 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3340 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3341 {
3342 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3343 {
3344 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); 3345 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3346 return 1;
3307 } 3347 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3348 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3349 {
3309 i = unapply_for_ob(who, op, aflags); 3350 i = unapply_for_ob (who, op, aflags);
3310 if (i) return 1; 3351 if (i)
3352 return 1;
3353 }
3354 }
3311 } 3355 }
3312 } 3356
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3358 {
3315 skop=find_skill_by_name(who, op->skill); 3359 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3360 if (!skop)
3361 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3318 return 1; 3363 return 1;
3319 } else { 3364 }
3365 else
3366 {
3320 /* While experience will be credited properly, we want to change the 3367 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3368 * skill so that the dam and wc get updated
3322 */ 3369 */
3323 change_skill(who, skop, 0); 3370 change_skill (who, skop, 0);
3324 } 3371 }
3372 }
3373
3374 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3325 } 3375 {
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!"); 3376 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1; 3377 return 1;
3331 } 3378 }
3332
3333 3379
3380
3334 /* Ok. We are now at the state where we can apply the new object. 3381 /* 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_... 3382 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3383 * below - that is already taken care of by can_apply_object.
3337 */ 3384 */
3338
3339 3385
3386
3340 if(op->nrof > 1) 3387 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3388 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3389 else
3343 tmp = NULL; 3390 tmp = NULL;
3344 3391
3392 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3393 return RESULT_INT (0);
3394
3345 switch(op->type) { 3395 switch (op->type)
3396 {
3346 case WEAPON: 3397 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3398 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3399 {
3349 "That weapon is too powerful for you to use."); 3400 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!."); 3401 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL) 3402 if (tmp != NULL)
3352 (void) insert_ob_in_ob(tmp,who); 3403 (void) insert_ob_in_ob (tmp, who);
3353 return 1; 3404 return 1;
3354 } 3405 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3406 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3408 /* 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) */ 3409 /* (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."); 3410 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3359 if(tmp!=NULL) 3411 if (tmp != NULL)
3360 (void) insert_ob_in_ob(tmp,who); 3412 (void) insert_ob_in_ob (tmp, who);
3361 return 1; 3413 return 1;
3362 } 3414 }
3363 SET_FLAG(op, FLAG_APPLIED); 3415 SET_FLAG (op, FLAG_APPLIED);
3364 3416
3365 if (skop) change_skill(who, skop, 1); 3417 if (skop)
3418 change_skill (who, skop, 1);
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3419 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3420 SET_FLAG (who, FLAG_READY_WEAPON);
3368 3421
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3370 3423
3371 (void) change_abil (who,op); 3424 (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; 3425 break;
3380 3426
3381 case ARMOUR: 3427 case ARMOUR:
3382 case HELMET: 3428 case HELMET:
3383 case SHIELD: 3429 case SHIELD:
3384 case BOOTS: 3430 case BOOTS:
3385 case GLOVES: 3431 case GLOVES:
3386 case GIRDLE: 3432 case GIRDLE:
3387 case BRACERS: 3433 case BRACERS:
3388 case CLOAK: 3434 case CLOAK:
3389 case RING: 3435 case RING:
3390 case AMULET: 3436 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED); 3437 SET_FLAG (op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3393 (void) change_abil (who,op); 3439 (void) change_abil (who, op);
3394 break; 3440 break;
3395 case LAMP: 3441 case LAMP:
3396 if (op->stats.food < 1) { 3442 if (op->stats.food < 1)
3443 {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3444 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3398 " fuel!", op->name); 3445 return 1;
3399 return 1; 3446 }
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3447 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); 3448 tmp2 = arch_to_object (op->other_arch);
3404 tmp2->stats.food = op->stats.food; 3449 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED); 3450 SET_FLAG (tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3452 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3453 insert_ob_in_ob (tmp2, who);
3409 3454
3410 /* Remove the old lantern */ 3455 /* Remove the old lantern */
3411 if (who->type == PLAYER) 3456 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count); 3457 esrv_del_item (who->contr, op->count);
3413 remove_ob(op);
3414 free_object(op);
3415 3458
3459 op->destroy ();
3460
3416 /* insert the portion that was split off */ 3461 /* insert the portion that was split off */
3417 if(tmp!=NULL) { 3462 if (tmp != NULL)
3463 {
3418 (void) insert_ob_in_ob(tmp,who); 3464 (void) insert_ob_in_ob (tmp, who);
3419 if(who->type==PLAYER) 3465 if (who->type == PLAYER)
3420 esrv_send_item(who, tmp); 3466 esrv_send_item (who, tmp);
3421 } 3467 }
3422 fix_player(who); 3468 who->update_stats ();
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 {
3424 if (who->type == PLAYER) { 3471 if (who->type == PLAYER)
3472 {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3427 } 3475 }
3428 } 3476 }
3429 if(who->type==PLAYER) 3477 if (who->type == PLAYER)
3430 esrv_send_item(who, tmp2); 3478 esrv_send_item (who, tmp2);
3431 return 0; 3479 return 0;
3432 break; 3480 break;
3433 3481
3434 /* this part is needed for skill-tools */ 3482 /* this part is needed for skill-tools */
3435 case SKILL: 3483 case SKILL:
3436 case SKILL_TOOL: 3484 case SKILL_TOOL:
3437 if (who->chosen_skill) { 3485 if (who->chosen_skill)
3486 {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1; 3488 return 1;
3440 } 3489 }
3441 if (who->type == PLAYER) { 3490 if (who->type == PLAYER)
3491 {
3442 who->contr->shoottype = range_skill; 3492 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op; 3493 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) { 3494 if (!op->invisible)
3495 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3446 query_name (op)); 3497 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, 3498 }
3448 "You can now use the skill: %s.", 3499 else
3449 op->skill); 3500 {
3450 } else { 3501 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.", 3502 }
3452 op->skill? op->skill:op->name); 3503 }
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED); 3504 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3505 (void) change_abil (who, op);
3457 who->chosen_skill = op; 3506 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL); 3507 SET_FLAG (who, FLAG_READY_SKILL);
3459 break; 3508 break;
3460 3509
3461 case BOW: 3510 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) { 3511 if (!check_weapon_power (who, op->last_eat))
3463 new_draw_info(NDI_UNIQUE, 0, who, 3512 {
3464 "That item is too powerful for you to use."); 3513 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!."); 3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL) 3515 if (tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who); 3516 (void) insert_ob_in_ob (tmp, who);
3468 return 1; 3517 return 1;
3469 } 3518 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3471 new_draw_info(NDI_UNIQUE, 0, who, 3520 {
3472 "The weapon does not recognize you as its owner."); 3521 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL) 3522 if (tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who); 3523 (void) insert_ob_in_ob (tmp, who);
3475 return 1; 3524 return 1;
3476 } 3525 }
3477 /*FALLTHROUGH*/ 3526 /*FALLTHROUGH*/ case WAND:
3478 case WAND: 3527 case ROD:
3479 case ROD: 3528 case HORN:
3480 case HORN:
3481 /* check for skill, alter player status */ 3529 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED); 3530 SET_FLAG (op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0); 3531 if (skop)
3532 change_skill (who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3485 3534
3486 if(who->type==PLAYER) { 3535 if (who->type == PLAYER)
3487 if (op->type == BOW) { 3536 {
3537 if (op->type == BOW)
3538 {
3488 (void)change_abil(who, op); 3539 (void) change_abil (who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3540 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.", 3541 "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; 3542 who->contr->shoottype = range_bow;
3493 } else { 3543 }
3544 else
3545 {
3494 who->contr->shoottype = range_misc; 3546 who->contr->shoottype = range_misc;
3495 } 3547 }
3496 } else { 3548 }
3497 if (op->type == BOW) 3549 else
3550 {
3551 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW); 3552 SET_FLAG (who, FLAG_READY_BOW);
3499 else 3553 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3554 SET_FLAG (who, FLAG_READY_RANGE);
3501 } 3555 }
3502 break; 3556 break;
3503 3557
3504 case BUILDER: 3558 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] ) 3559 if (who->contr->ranges[range_builder])
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3560 unapply_special (who, who->contr->ranges[range_builder], 0);
3507 who->contr->shoottype = range_builder; 3561 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op; 3562 who->contr->ranges[range_builder] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3510 break; 3564 break;
3511 3565
3512 default: 3566 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3514 } /* end of switch op->type */ 3568 } /* end of switch op->type */
3515 3569
3516 SET_FLAG(op, FLAG_APPLIED); 3570 SET_FLAG (op, FLAG_APPLIED);
3517 3571
3518 if(tmp!=NULL) 3572 if (tmp != NULL)
3519 tmp = insert_ob_in_ob(tmp,who); 3573 tmp = insert_ob_in_ob (tmp, who);
3520 3574
3521 fix_player(who); 3575 who->update_stats ();
3522 3576
3523 /* We exclude spell casting objects. The fire code will set the 3577 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3578 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3579 * you don't know anything about them.
3526 */ 3580 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3581 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3582 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3583
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3584 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3585 {
3532 if (who->type == PLAYER) { 3586 if (who->type == PLAYER)
3587 {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3588 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3589 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3590 }
3536 } 3591 }
3537 if(who->type==PLAYER) { 3592 if (who->type == PLAYER)
3593 {
3538 /* if multiple objects were applied, update both slots */ 3594 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3595 if (tmp)
3540 esrv_send_item(who, tmp); 3596 esrv_send_item (who, tmp);
3541 esrv_send_item(who, op); 3597 esrv_send_item (who, op);
3542 } 3598 }
3543 return 0; 3599 return 0;
3544} 3600}
3545 3601
3546 3602
3603int
3547int monster_apply_special (object *who, object *op, int aflags) 3604monster_apply_special (object *who, object *op, int aflags)
3548{ 3605{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3607 return 1;
3551 return apply_special (who, op, aflags); 3608 return apply_special (who, op, aflags);
3552} 3609}
3553 3610
3554/** 3611/**
3555 * Map was just loaded, handle op's initialisation. 3612 * Map was just loaded, handle op's initialisation.
3556 * 3613 *
3557 * Generates shop floor's item, and treasures. 3614 * Generates shop floor's item, and treasures.
3558 */ 3615 */
3616int
3559int auto_apply (object *op) { 3617auto_apply (object *op)
3618{
3560 object *tmp = NULL, *tmp2; 3619 object *tmp = NULL, *tmp2;
3561 int i; 3620 int i;
3562 3621
3563 switch(op->type) { 3622 switch (op->type)
3623 {
3564 case SHOP_FLOOR: 3624 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3625 if (!op->has_random_items ())
3566 do { 3626 return 0;
3567 i=10; /* let's give it 10 tries */ 3627
3628 do
3629 {
3630 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3631 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3632 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3633 if (tmp == NULL)
3571 return 0; 3634 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3635 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3636 {
3574 tmp = NULL; 3637 tmp->destroy ();
3575 } 3638 tmp = NULL;
3576 } while(!tmp); 3639 }
3640 }
3641 while (!tmp);
3642
3577 tmp->x=op->x; 3643 tmp->x = op->x;
3578 tmp->y=op->y; 3644 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3645 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3646 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3647 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3648 identify (tmp);
3583 break; 3649 break;
3584 3650
3585 case TREASURE: 3651 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3653 return 0;
3654
3588 while ((op->stats.hp--)>0) 3655 while ((op->stats.hp--) > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3657 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 3658
3593 /* If we generated an object and put it in this object inventory, 3659 /* 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 3660 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3661 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3662 * that is put inside other objects.
3597 */ 3663 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3664 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3665 {
3600 remove_ob(tmp); 3666 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3667 tmp->remove ();
3602 else free_object(tmp); 3668
3669 if (op->env)
3670 insert_ob_in_ob (tmp, op->env);
3671 else
3672 tmp->destroy ();
3673 }
3674
3675 op->destroy ();
3676 break;
3603 } 3677 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3678 return tmp ? 1 : 0;
3609} 3679}
3610 3680
3611/** 3681/**
3612 * fix_auto_apply goes through the entire map (only the first time 3682 * fix_auto_apply goes through the entire map (only the first time
3613 * when an original map is loaded) and performs special actions for 3683 * when an original map is loaded) and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3684 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3685 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3686 */
3687void
3688maptile::fix_auto_apply ()
3689{
3690 if (!spaces)
3691 return;
3617 3692
3618void fix_auto_apply(mapstruct *m) { 3693 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619 object *tmp,*above=NULL; 3694 for (object *tmp = ms->bot; tmp; )
3620 int x,y; 3695 {
3696 object *above = tmp->above;
3621 3697
3622 if(m==NULL) return; 3698 if (tmp->inv)
3623 3699 {
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; 3700 object *invtmp, *invnext;
3631 3701
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3703 {
3704 invnext = invtmp->below;
3634 3705
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3707 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3709 {
3638 while ((invtmp->stats.hp--)>0) 3710 while ((invtmp->stats.hp--) > 0)
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3711 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3640 m->difficulty,0); 3712
3641 invtmp->randomitems = NULL; 3713 invtmp->randomitems = NULL;
3642 } 3714 }
3643 else if (invtmp && invtmp->arch && 3715 else if (invtmp && invtmp->arch
3644 invtmp->type!=TREASURE && 3716 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3645 invtmp->type != SPELL && 3717 {
3646 invtmp->type != CLASS && 3718 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 3719 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3720 * treasure again for this object
3652 */ 3721 */
3653 invtmp->randomitems = NULL; 3722 invtmp->randomitems = NULL;
3654 } 3723 }
3655 } 3724 }
3656 /* This is really temporary - the code at the bottom will 3725 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3726 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3727 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3728 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3729 * MSW 2004-05-13
3661 * 3730 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3731 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3732 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3733 * Ryo 2004-08-16
3665 */ 3734 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3735 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3736 || 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; 3737 tmp->randomitems = NULL;
3670 3738
3671 } 3739 }
3672 3740
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3741 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3742 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3743 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3744 {
3676 while ((tmp->stats.hp--)>0) 3745 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3746 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3747 tmp->randomitems = NULL;
3680 } 3748 }
3681 else if(tmp->type==TIMED_GATE) { 3749 else if (tmp->type == TIMED_GATE)
3750 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3751 object *head = tmp->head != NULL ? tmp->head : tmp;
3752
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3753 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3754 tmp->set_speed (0);
3685 update_ob_speed(tmp); 3755 }
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when 3756 /* 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 3757 * 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 3758 * 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. 3759 * 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 3760 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3761 * which say how many times to make the treasure.
3694 */ 3762 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3763 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3764 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3765 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3766 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3768 tmp->randomitems = NULL;
3701 } 3769 }
3770
3771 tmp = above;
3702 } 3772 }
3703 3773
3704 for(x=0;x<MAP_WIDTH(m);x++) 3774 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3775 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)) 3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3777 check_trigger (tmp, tmp->above);
3710} 3778}
3711 3779
3712/** 3780/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3781 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3782 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3783 * 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. 3784 * the food changes, just grab a force and use that instead.
3717 */ 3785 */
3718 3786
3787void
3719void eat_special_food(object *who, object *food) { 3788eat_special_food (object *who, object *food)
3789{
3720 object *force; 3790 object *force;
3721 int i, did_one=0; 3791 int i, did_one = 0;
3722 sint8 k; 3792 sint8 k;
3723 3793
3724 force = get_archetype(FORCE_NAME); 3794 force = get_archetype (FORCE_NAME);
3725 3795
3726 for (i=0; i < NUM_STATS; i++) { 3796 for (i = 0; i < NUM_STATS; i++)
3797 {
3727 k = get_attr_value(&food->stats, i); 3798 k = get_attr_value (&food->stats, i);
3728 if (k) { 3799 if (k)
3800 {
3729 set_attr_value(&force->stats, i, k); 3801 set_attr_value (&force->stats, i, k);
3730 did_one = 1; 3802 did_one = 1;
3731 } 3803 }
3732 } 3804 }
3733 3805
3734 /* check if we can protect the eater */ 3806 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3807 for (i = 0; i < NROFATTACKS; i++)
3808 {
3736 if (food->resist[i]>0) { 3809 if (food->resist[i] > 0)
3810 {
3737 force->resist[i] = food->resist[i] / 2; 3811 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3812 did_one = 1;
3739 } 3813 }
3740 } 3814 }
3815
3741 if (did_one) { 3816 if (did_one)
3742 force->speed = 0.1; 3817 {
3743 update_ob_speed(force); 3818 force->set_speed (0.1);
3744 /* bigger morsel of food = longer effect time */ 3819 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3820 force->duration = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3821 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3822 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3823 insert_ob_in_ob (force, who);
3750 } else {
3751 free_object(force);
3752 } 3824 }
3825 else
3826 force->destroy ();
3753 3827
3754 /* check for hp, sp change */ 3828 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3829 if (food->stats.hp != 0)
3830 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3831 if (QUERY_FLAG (food, FLAG_CURSED))
3832 {
3757 strcpy(who->contr->killer,food->name); 3833 strcpy (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3834 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3835 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3836 }
3837 else
3838 {
3761 if(food->stats.hp>0) 3839 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3840 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3841 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3842 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3843 who->stats.hp += food->stats.hp;
3766 } 3844 }
3767 } 3845 }
3768 if(food->stats.sp!=0) { 3846 if (food->stats.sp != 0)
3847 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3848 if (QUERY_FLAG (food, FLAG_CURSED))
3849 {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3850 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3851 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3852 if (who->stats.sp < 0)
3773 } else { 3853 who->stats.sp = 0;
3854 }
3855 else
3856 {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3858 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3859 /* place limit on max sp from food? */
3860 }
3777 } 3861 }
3778 } 3862 who->update_stats ();
3779 fix_player(who);
3780} 3863}
3781
3782 3864
3783/** 3865/**
3784 * Designed primarily to light torches/lanterns/etc. 3866 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3867 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3868 * the selected object to "burn". -b.t.
3787 */ 3869 */
3788 3870void
3789void apply_lighter(object *who, object *lighter) { 3871apply_lighter (object *who, object *lighter)
3872{
3790 object *item; 3873 object *item;
3791 int is_player_env=0; 3874 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3875
3796 item=find_marked_object(who); 3876 item = find_marked_object (who);
3797 if(item) { 3877 if (item)
3878 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3879 if (lighter->last_eat && lighter->stats.food)
3880 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3881 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3882 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3883 if (lighter->nrof > 1)
3802 object *oneLighter = get_object(); 3884 {
3803 copy_object(lighter, oneLighter); 3885 object *oneLighter = lighter->clone ();
3886
3804 lighter->nrof -= 1; 3887 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3888 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3889 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3890 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3891 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3892 esrv_send_item (who, oneLighter);
3810 } else { 3893 }
3894 else
3811 lighter->stats.food--; 3895 lighter->stats.food--;
3812 } 3896 }
3813 3897 else if (lighter->last_eat)
3814 } else if(lighter->last_eat) { /* no charges left in lighter */ 3898 { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who, 3899 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; 3900 return;
3819 } 3901 }
3902
3820 /* Perhaps we should split what we are trying to light on fire? 3903 /* 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 3904 * I can't see many times when you would want to light multiple
3822 * objects at once. 3905 * objects at once.
3823 */ 3906 */
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 3907
3908 if (who == item->in_player ())
3909 is_player_env = 1;
3910
3833 save_throw_object(item,AT_FIRE,who); 3911 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3912
3835 * may have gotten recycled 3913 if (item->destroyed ())
3836 */ 3914 {
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3915 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 3916 /* Need to update the player so that the players glow radius
3841 * gets changed. 3917 * gets changed.
3842 */ 3918 */
3843 if (is_player_env) fix_player(who); 3919 if (is_player_env)
3844 } else { 3920 who->update_stats ();
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3921 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3922 else
3847 } 3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3848 3924 }
3849 } else /* nothing to light */ 3925 else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3926 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 3927
3852} 3928}
3853 3929
3854/** 3930/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3931 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3932 * scroll_failure()- hacked directly from spell_failure
3857 */ 3933 */
3934void
3858void scroll_failure(object *op, int failure, int power) 3935scroll_failure (object *op, int failure, int power)
3859{ 3936{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3937 if (abs (failure / 4) > power)
3938 power = abs (failure / 4); /* set minimum effect */
3861 3939
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3940 if (failure <= -1 && failure > -15)
3941 { /* wonder */
3863 object *tmp; 3942 object *tmp;
3864 3943
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 3945 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3946 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 3947 tmp->destroy ();
3948 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3949 else if (failure <= -15 && failure > -35)
3950 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 3953 if (op->stats.sp < 0)
3954 op->stats.sp = 0;
3955 }
3873 } else if (settings.spell_failure_effects == TRUE) { 3956 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 3957 {
3958 if (failure <= -35 && failure > -60)
3959 { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3960 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 confuse_player(op,op,power); 3961 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3962 }
3963 else if (failure <= -60 && failure > -70)
3964 { /* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3965 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3879 "you!");
3880 paralyze_player(op,op,power); 3966 paralyze_player (op, op, power);
3967 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 3968 else if (failure <= -70 && failure > -80)
3969 { /* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3883 blind_player(op,op,power); 3971 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 3972 }
3973 else if (failure <= -80)
3974 { /* blast the immediate area */
3885 object *tmp; 3975 object *tmp;
3976
3886 tmp=get_archetype(LOOSE_MANA); 3977 tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 3978 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3889 free_object(tmp); 3980 tmp->destroy ();
3890 } 3981 }
3891 } 3982 }
3892} 3983}
3893 3984
3985void
3894void apply_changes_to_player(object *pl, object *change) { 3986apply_changes_to_player (object *pl, object *change)
3987{
3895 int excess_stat=0; /* if the stat goes over the maximum 3988 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 3989 for the race, put the excess stat some
3897 where else. */ 3990 where else. */
3898 3991
3899 switch (change->type) { 3992 switch (change->type)
3900 case CLASS: { 3993 {
3994 case CLASS:
3995 {
3901 living *stats = &(pl->contr->orig_stats); 3996 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 3997 living *ns = &(change->stats);
3903 object *walk; 3998 object *walk;
3904 int flag_change_face=1; 3999 int flag_change_face = 1;
3905 4000
3906 /* the following code assigns stats up to the stat max 4001 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 4002 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 4003 * tries to randomly reassign the excess stat
3909 */ 4004 */
3910 int i,j; 4005 int i, j;
4006
3911 for(i=0;i<NUM_STATS;i++) { 4007 for (i = 0; i < NUM_STATS; i++)
4008 {
3912 sint8 stat=get_attr_value(stats,i); 4009 sint8 stat = get_attr_value (stats, i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4010 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4011
3914 stat += get_attr_value(ns,i); 4012 stat += get_attr_value (ns, i);
3915 if(stat > 20 + race_bonus) { 4013 if (stat > 20 + race_bonus)
3916 excess_stat++; 4014 {
3917 stat = 20+race_bonus; 4015 excess_stat++;
3918 } 4016 stat = 20 + race_bonus;
4017 }
3919 set_attr_value(stats,i,stat); 4018 set_attr_value (stats, i, stat);
3920 } 4019 }
3921 4020
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4021 for (j = 0; excess_stat > 0 && j < 100; j++)
3923 int i = rndm(0, 6); 4022 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6);
3924 int stat=get_attr_value(stats,i); 4024 int stat = get_attr_value (stats, i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3926 if(i==CHA) continue; /* exclude cha from this */ 4026
3927 if( stat < 20 + race_bonus) { 4027 if (i == CHA)
4028 continue; /* exclude cha from this */
4029 if (stat < 20 + race_bonus)
4030 {
3928 change_attr_value(stats,i,1); 4031 change_attr_value (stats, i, 1);
3929 excess_stat--; 4032 excess_stat--;
3930 } 4033 }
3931 } 4034 }
3932 4035
3933 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 4037 * the player ref: player.c
3935 */ 4038 */
3936 if(change->randomitems!=NULL) 4039 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3938 4041
3939 4042
3940 /* set up the face, for some races. */ 4043 /* set up the face, for some races. */
3941 4044
3942 /* first, look for the force object banning 4045 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 4046 * changing the face. Certain races never change face with class.
3944 */ 4047 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4048 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4049 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4050 flag_change_face = 0;
3947 4051
3948 if(flag_change_face) { 4052 if (flag_change_face)
4053 {
3949 pl->animation_id = GET_ANIM_ID(change); 4054 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 4055 pl->face = change->face;
3951 4056
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4057 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 4058 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 4059 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 4060 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 4061 }
3957 4062
3958 /* check the special case of can't use weapons */ 4063 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4064 /*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); 4065 if (!strcmp (change->name, "monk"))
4066 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 4067
3962 break; 4068 break;
3963 } 4069 }
3964 } 4070 }
3965} 4071}
3966 4072
3967/** 4073/**
3968 * This handles items of type 'transformer'. 4074 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 4078 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4079 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 4080 * 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. 4081 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 4082 */
4083void
3977void apply_item_transformer( object* pl, object* transformer ) 4084apply_item_transformer (object *pl, object *transformer)
3978 { 4085{
3979 object* marked; 4086 object *marked;
3980 object* new_item; 4087 object *new_item;
3981 char* find; 4088 char *find;
3982 char* separator; 4089 char *separator;
3983 int yield; 4090 int yield;
3984 char got[ MAX_BUF ]; 4091 char got[MAX_BUF];
3985 int len; 4092 int len;
3986 4093
3987 if ( !pl || !transformer ) 4094 if (!pl || !transformer)
3988 return; 4095 return;
3989 marked = find_marked_object( pl ); 4096 marked = find_marked_object (pl);
3990 if ( !marked ) 4097 if (!marked)
3991 { 4098 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4099 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3993 return; 4100 return;
3994 } 4101 }
3995 if ( !marked->slaying ) 4102 if (!marked->slaying)
3996 { 4103 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4104 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; 4105 return;
3999 } 4106 }
4000 /* check whether they are compatible or not */ 4107 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 4108 find = strstr (marked->slaying, transformer->arch->name);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4109 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4003 { 4110 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4111 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; 4112 return;
4006 } 4113 }
4007 find += strlen( transformer->arch->name ) + 1; 4114 find += strlen (transformer->arch->name) + 1;
4008 /* Item can be used, now find how many and what it yields */ 4115 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 4116 if (isdigit (*(find)))
4010 { 4117 {
4011 yield = atoi( find ); 4118 yield = atoi (find);
4012 if ( yield < 1 ) 4119 if (yield < 1)
4013 { 4120 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 4122 yield = 1;
4016 } 4123 }
4017 } 4124 }
4018 else 4125 else
4019 yield = 1; 4126 yield = 1;
4020 4127
4021 while ( isdigit( *find ) ) 4128 while (isdigit (*find))
4022 find++; 4129 find++;
4023 while ( *find == ' ' ) 4130 while (*find == ' ')
4024 find++; 4131 find++;
4025 memset( got, 0, MAX_BUF ); 4132 memset (got, 0, MAX_BUF);
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4133 if ((separator = strchr (find, ';')) != NULL)
4027 { 4134 {
4028 len = separator - find; 4135 len = separator - find;
4029 } 4136 }
4030 else 4137 else
4031 { 4138 {
4032 len = strlen(find); 4139 len = strlen (find);
4033 } 4140 }
4034 if ( len > MAX_BUF-1) 4141 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4142 len = MAX_BUF - 1;
4036 strcpy( got, find ); 4143 strcpy (got, find);
4037 got[len] = '\0'; 4144 got[len] = '\0';
4038 4145
4039 /* Now create new item, remove used ones when required. */ 4146 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4147 new_item = get_archetype (got);
4041 if ( !new_item ) 4148 if (!new_item)
4042 { 4149 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4150 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4044 return; 4151 return;
4045 } 4152 }
4153
4046 new_item->nrof = yield; 4154 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4155 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 ); 4156 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4157 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4158 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4159 decrease_ob_nr (marked, 1);
4052 /* Eat one transformer if needed */ 4160 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4161 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4162 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4163 decrease_ob_nr (transformer, 1);
4056 } 4164}

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