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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 1.89 by root, Sat May 12 13:27:38 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
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 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
39#include <sounds.h> 36#include <sounds.h>
40 37
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/** 38/**
201 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 41 */
42int
204int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
205{ 44{
206 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
207 /* Get flags to determine what of arch, name, and race should be checked. 47 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 49 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 50 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 51 * it. Examples:
212 * subtype 1: only arch 52 * subtype 1: only arch
213 * subtype 3: arch or name 53 * subtype 3: arch or name
214 * subtype 5: arch or race 54 * subtype 5: arch or race
215 * subtype 7: all three 55 * subtype 7: all three
216 */ 56 */
217 if (op->subtype) 57 if (op->subtype)
218 { 58 {
219 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
222 } else { 62 }
63 else
64 {
223 arch_flag = 1; 65 arch_flag = 1;
224 name_flag = 1; 66 name_flag = 1;
225 race_flag = 1; 67 race_flag = 1;
226 } 68 }
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) || op->race != victim->arch->name)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 77 return 1;
235 } 78
236 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 80 * of arch, name, or race match.
238 */ 81 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 85 return 1;
244 } 86
245 return 0; 87 return 0;
246} 88}
247 89
248/** 90/**
249 * This handles a player dropping money on an altar to identify stuff. 91 * 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. 92 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
252 */ 94 */
95static int
253static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
254{ 97{
255 object *id, *marked; 98 object *id, *marked;
256 int success=0; 99 int success = 0;
257 100
258 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
259 return 0; 102 return 0;
260 103
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 105 * identifying' from being printed out more than it needs to be.
263 */ 106 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 108 return 0;
266 109
267 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 111 /* 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. 112 * identified. IF it doesn't, then go through the player inventory.
270 */ 113 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
272 && need_identify (marked))
273 { 115 {
274 if (operate_altar (altar, &money)) { 116 if (operate_altar (altar, &money))
117 {
275 identify (marked); 118 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 119 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) { 120 if (marked->msg)
121 {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124 }
125 return money == NULL;
126 }
281 } 127 }
282 return money == NULL;
283 }
284 }
285 128
286 for (id=pl->inv; id; id=id->below) { 129 for (id = pl->inv; id; id = id->below)
130 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 132 {
289 if (operate_altar(altar,&money)) { 133 if (operate_altar (altar, &money))
290 identify(id); 134 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 135 identify (id);
292 "You have %s.", long_desc(id, pl)); 136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
293 if (id->msg) { 137 if (id->msg)
138 {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
296 } 141 }
297 success=1; 142 success = 1;
298 /* If no more money, might as well quit now */ 143 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 144 if (money == NULL || !check_altar_sacrifice (altar, money))
300 break; 145 break;
301 } 146 }
302 else { 147 else
148 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 150 break;
305 } 151 }
306 } 152 }
307 } 153 }
154 if (!success)
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
309 return money == NULL; 156 return money == NULL;
310} 157}
311 158
312/** 159/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 161 * matching item.
315 **/ 162 **/
163static void
316static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
317{ 165{
318 const char* yield; 166 const char *yield;
319 167
320 yield = get_ob_key_value(tmp,"on_use_yield"); 168 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 169 if (yield != NULL)
322 { 170 {
323 object* drop = get_archetype(yield); 171 object *drop = get_archetype (yield);
172
324 if (tmp->env) 173 if (tmp->env)
325 { 174 {
326 drop = insert_ob_in_ob(drop,tmp->env); 175 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 176 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 177 esrv_send_item (tmp->env, drop);
329 } 178 }
330 else 179 else
331 { 180 {
332 drop->x = tmp->x; 181 drop->x = tmp->x;
333 drop->y = tmp->y; 182 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 184 }
336 } 185 }
337} 186}
338 187
339/** 188/**
340 * Handles applying a potion. 189 * Handles applying a potion.
341 */ 190 */
191int
342int apply_potion (object * op, object * tmp) 192apply_potion (object *op, object *tmp)
343{ 193{
344 int got_one = 0, i; 194 int got_one = 0, i;
345 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
346 196
347 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
348 198
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 200 {
351 if (op->type == PLAYER) 201 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 202 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); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 204 return 0;
357 } 205 }
358 206
359 if (op->type == PLAYER) 207 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 209 identify (tmp);
363 }
364 210
365 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
366 212
367 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 216 object *depl;
371 archetype *at; 217 archetype *at;
372 218
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 220 {
375 drain_stat (op); 221 op->drain_stat ();
376 fix_player (op); 222 op->update_stats ();
377 decrease_ob (tmp); 223 decrease_ob (tmp);
378 return 1; 224 return 1;
379 } 225 }
226
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 228 {
382 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 230 return 0;
384 } 231 }
385 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
386 if (depl != NULL) 234 if (depl)
387 { 235 {
388 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 237 if (get_attr_value (&depl->stats, i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 } 239
393 remove_ob (depl); 240 depl->destroy ();
394 free_object (depl); 241 op->update_stats ();
395 fix_player (op);
396 } 242 }
397 else 243 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399 245
400 decrease_ob (tmp); 246 decrease_ob (tmp);
402 } 248 }
403 249
404 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 { 252 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
409 { 254 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 256 {
412 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
442 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
443 break; 288 break;
444 } 289 }
445 } 290 }
446 } 291 }
292
447 /* Just makes checking easier */ 293 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
449 got_one = 1; 295 got_one = 1;
296
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 298 {
452 if (got_one) 299 if (got_one)
453 { 300 {
454 fix_player (op); 301 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op, 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
456 "The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
457 new_draw_info (NDI_UNIQUE, 0, op, 304 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 } 305 }
462 else 306 else
463 new_draw_info (NDI_UNIQUE, 0, op, 307 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 } 308 }
466 else 309 else
467 { /* cursed potion */ 310 { /* cursed potion */
468 if (got_one) 311 if (got_one)
469 { 312 {
470 fix_player (op); 313 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op, 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
472 "The Gods are angry and punish you.");
473 } 315 }
474 else 316 else
475 new_draw_info (NDI_UNIQUE, 0, op, 317 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 } 318 }
319
478 decrease_ob (tmp); 320 decrease_ob (tmp);
479 return 1; 321 return 1;
480 } 322 }
481 323
482 324
492 object *fball; 334 object *fball;
493 335
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */ 337 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 338 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 339 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; 340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 341 fball->x = op->x;
502 fball->y = op->y; 342 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 343 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 344 }
505 else 345 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 347
508 decrease_ob (tmp); 348 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 351 op->update_stats ();
512 return 1; 352 return 1;
513 } 353 }
514 354
515 /* Deal with protection potions */ 355 /* Deal with protection potions */
516 force = NULL; 356 force = NULL;
546 } 386 }
547 387
548 /* Only thing left are the stat potions */ 388 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 389 if (op->type == PLAYER)
550 { /* only for players */ 390 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 392 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 393 else
555 SET_FLAG (tmp, FLAG_APPLIED); 394 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 395 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
561 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 402 * up all the stats.
564 */ 403 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 405 op->update_stats ();
567 decrease_ob (tmp); 406 decrease_ob (tmp);
568 return 1; 407 return 1;
569} 408}
570 409
571/**************************************************************************** 410/****************************************************************************
573 ****************************************************************************/ 412 ****************************************************************************/
574 413
575/** 414/**
576 * This returns the sum of nrof of item (arch name). 415 * This returns the sum of nrof of item (arch name).
577 */ 416 */
417static int
578static int check_item(object *op, const char *item) 418check_item (object *op, const char *item)
579{ 419{
580 int count=0; 420 int count = 0;
581 421
582 422
583 if (item==NULL) return 0; 423 if (item == NULL)
424 return 0;
425
584 op=op->below; 426 op = op->below;
585 while(op!=NULL) { 427 while (op != NULL)
428 {
586 if (strcmp(op->arch->name,item)==0){ 429 if (strcmp (op->arch->name, item) == 0)
430 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 433 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 435 count++;
592 else 436 else
593 count += op->nrof; 437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
594 } 442 }
595 } 443
596 op=op->below;
597 }
598 return count; 444 return count;
599} 445}
600 446
601/** 447/**
602 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 449 * op is typically the player, which is only
604 * really used to determine what space to look at. 450 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
606 */ 452 */
453static void
607static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
608{ 455{
609 object *prev; 456 object *prev;
610 457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->name, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
611 prev = op; 477 prev = op;
612 op=op->below; 478 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 } 479 }
628} 480}
629 481
630/** 482/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 483 * 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 484 * 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 485 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
636 */ 488 */
489static int
637static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
638{ 491{
492
639/* Old code is below (commented out). Basically, since weapons are the only 493/* 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 494 * 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. 495 * require high level in some combat skill, so we just use overall level.
642 */ 496 */
643#if 1 497#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
645 else return 0; 501 return 0;
646 502
647#else 503#else
648 int level=0; 504 int level = 0;
649 505
650 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * 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 510 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
656 */ 512 */
657 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
658 object *wc_obj=NULL; 515 object *wc_obj = NULL;
659 516
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 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) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 519 level = wc_obj->level;
663 520
664 if (!level ) { 521 if (!level)
522 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
666 level = who->level; 528 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 529
672 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
673#endif 531#endif
674} 532}
675 533
676/** 534/**
677 * Returns how many items of type improver->slaying there are under op. 535 * 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. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 537 */
538static int
680static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
681{ 540{
682 int count=0; 541 int count = 0;
683 542
684 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
685 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
686 if (count<1) { 546 if (count < 1)
547 {
687 char buf[200]; 548 char buf[200];
549
688 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 552 return 0;
691 } 553 }
692 } 554 }
693 else 555 else
694 count=1; 556 count = 1;
695 557
696 return count; 558 return count;
697} 559}
698 560
699/** 561/**
700 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
701 */ 563 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
703 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
704{ 566{
705 567
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 569 *stat += sacrifice_count;
708 weapon->last_eat++; 570 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 571 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); 572 decrease_ob (improver);
712 573
713 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
714 fix_player(op); 575 op->update_stats ();
715 return 1; 576 return 1;
716} 577}
717 578
718/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
732/** 593/**
733 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
735 */ 596 */
736 597
598int
737int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
738{ 600{
739 int sacrifice_count,i; 601 int sacrifice_count, i;
740 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
741 603
742 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 607 return 0;
745 } 608 }
746 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
748 612
749 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 614 * improvement of items that already have protections.
751 */ 615 */
752 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
757 { 620 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 622 return 0;
760 } 623 }
761 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
763 return 0; 626 return 0;
764 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
767 630
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
769 weapon->name,weapon->level);
770 632
771 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 634 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 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 636 slot at once! */
776 decrease_ob(improver); 637 decrease_ob (improver);
777 weapon->last_eat=0; 638 weapon->last_eat = 0;
778 return 1; 639 return 1;
779} 640}
780 641
781 642
782/** 643/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
788 * 649 *
789 * We are hiding extra information about the weapon in the level and 650 * 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 ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
792 */ 653 */
654int
793int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
794{ 656{
795 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
796 658
797 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
798 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
799 } 662 }
800 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
802 return 0; 666 return 0;
803 } 667 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
806 return 0; 671 return 0;
807 } 672 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 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"); 676 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."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
813 return 0; 678 return 0;
814 } 679 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* 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, 681 * 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 682 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 683 * weapon can be improved.
819 */ 684 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
821 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op, 689 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++; 690 weapon->last_eat++;
826 691
827 weapon->item_power++; 692 weapon->item_power++;
828 decrease_ob(improver); 693 decrease_ob (improver);
829 return 1; 694 return 1;
830 } 695 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
832 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 702 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++; 703 weapon->last_eat++;
839 weapon->item_power++; 704 weapon->item_power++;
840 decrease_ob(improver); 705 decrease_ob (improver);
841 return 1; 706 return 1;
842 } 707 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
844 weapon->magic++; 710 weapon->magic++;
845 weapon->last_eat++; 711 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 712 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); 713 decrease_ob (improver);
849 weapon->item_power++; 714 weapon->item_power++;
850 return 1; 715 return 1;
851 } 716 }
852 717
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 720
857 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 722 sacrifice_needed = 1;
859 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
860 724
861 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
865 return 0; 729 return 0;
866 } 730 }
867 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 732 weapon->item_power++;
869 733
870 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
871 case IMPROVE_STR: 736 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 737 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: 738 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 739 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: 740 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 741 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: 742 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 743 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: 744 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 745 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: 746 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 747 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: 748 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 749 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: 750 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 752 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 754 return 0;
904} 755}
905 756
906/** 757/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
910 */ 761 */
762int
911int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
912{ 764{
913 object *otmp; 765 object *otmp;
914 766
915 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
916 return 0; 773 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 } 774 }
775
921 otmp=find_marked_object(op); 776 otmp = find_marked_object (op);
922 if(!otmp) { 777 if (!otmp)
778 {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 780 return 0;
925 } 781 }
782
926 if (otmp->type != WEAPON && otmp->type != BOW) { 783 if (otmp->type != WEAPON && otmp->type != BOW)
784 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
928 return 0; 786 return 0;
929 } 787 }
788
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 790 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 791 esrv_send_item (op, otmp);
933 return 1; 792 return 1;
934} 793}
935 794
936/** 795/**
937 * This code deals with the armour improvment scrolls. 796 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 797 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 812 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 813 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 814 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 815 * changing of physical area right now.
957 */ 816 */
817int
958int improve_armour(object *op, object *improver, object *armour) 818improve_armour (object *op, object *improver, object *armour)
959{ 819{
960 object *tmp; 820 object *tmp;
961 821
962 if (armour->magic >= settings.armor_max_enchant) { 822 if (armour->magic >= settings.armor_max_enchant)
823 {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
964 return 0; 825 return 0;
965 } 826 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 827 /* 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. 828 * 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 829 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 830 * of gnarg and what not?)
970 */ 831 */
971 if (armour->title) { 832 if (armour->title)
833 {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 835 return 0;
974 } 836 }
975 837
976 /* Split objects if needed. Can't insert tmp until the 838 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 839 * end of this function - otherwise it will just re-merge.
978 */ 840 */
979 if(armour->nrof > 1) 841 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 842 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 843 else
982 tmp = NULL; 844 tmp = NULL;
983 845
984 armour->magic++; 846 armour->magic++;
985 847
986 if ( !settings.armor_speed_linear ) 848 if (!settings.armor_speed_linear)
987 { 849 {
988 int base = 100; 850 int base = 100;
989 int pow = 0; 851 int pow = 0;
852
990 while ( pow < armour->magic ) 853 while (pow < armour->magic)
991 { 854 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 856 pow++;
994 } 857 }
995 858
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
997 } 860 }
998 else 861 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 863
1001 if ( !settings.armor_weight_linear ) 864 if (!settings.armor_weight_linear)
1002 { 865 {
1003 int base = 100; 866 int base = 100;
1004 int pow = 0; 867 int pow = 0;
868
1005 while ( pow < armour->magic ) 869 while (pow < armour->magic)
1006 { 870 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 872 pow++;
1009 } 873 }
1010 874
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 875 armour->weight = (armour->arch->clone.weight * base) / 100;
1012 } 876 }
1013 else 877 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 878 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 879
1016 if ( armour->weight <= 0 ) 880 if (armour->weight <= 0)
1017 { 881 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 883 armour->weight = 1;
1020 } 884 }
1021 885
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
1023 887
1024 if (op->type == PLAYER) { 888 if (op->type == PLAYER)
889 {
1025 esrv_send_item(op, armour); 890 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 892 op->update_stats ();
1028 } 893 }
1029 decrease_ob(improver); 894 decrease_ob (improver);
1030 if (tmp) { 895 if (tmp)
896 {
1031 insert_ob_in_ob(tmp, op); 897 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 898 esrv_send_item (op, tmp);
1033 } 899 }
1034 return 1; 900 return 1;
1035} 901}
1036 902
1037 903
1038/* 904/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 905 * convert_item() returns 1 if anything was converted, 0 if the item was not
1047/* Takes one items and makes another. 913/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 914 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 915 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 916 * what the converter wants, this will not do anything.
1051 */ 917 */
918int
1052int convert_item(object *item, object *converter) { 919convert_item (object *item, object *converter)
920{
1053 int nr=0; 921 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 922 uint32 price_in;
1057 923
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, 924 /* 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 925 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 926 * 3 gp and player drops a platinum, tough luck)
1069 */ 927 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 928 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 929 {
930 int cost;
1072 931
1073 if(item->type!=MONEY) 932 if (item->type != MONEY)
1074 return 0; 933 return 0;
1075 934
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 935 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 936 if (!nr)
937 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 938 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 939 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 940 if (nr * CONV_NEED (converter) % item->value)
941 cost++;
1081 decrease_ob_nr(item, cost); 942 decrease_ob_nr (item, cost);
1082 943
1083 price_in = cost*item->value; 944 price_in = cost * item->value;
945 }
946 else
1084 } 947 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 950 return 0;
1089 951
1090 if(CONV_NEED(converter)) { 952 if (CONV_NEED (converter))
953 {
1091 nr=item->nrof/CONV_NEED(converter); 954 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 955 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 956 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 957 }
958 else
959 {
1095 price_in = item->value; 960 price_in = item->value;
1096 remove_ob(item); 961 item->destroy ();
1097 free_object(item); 962 }
1098 }
1099 } 963 }
1100 964
1101 if (converter->inv != NULL) { 965 if (converter->inv != NULL)
966 {
1102 object *ob; 967 object *ob;
1103 int i; 968 int i;
1104 object *ob_to_copy; 969 object *ob_to_copy;
1105 970
1106 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
974 {
1109 if (rndm(0, i) == 0) { 975 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 976 {
977 ob_to_copy = ob;
978 }
979 }
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 983 }
1112 } 984 else
1113 item = object_create_clone(ob_to_copy); 985 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 986 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); 987 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y);
1119 return -1; 990 return -1;
1120 } 991 }
1121 992
1122 item = object_create_arch(converter->other_arch); 993 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 995 }
1125 996
1126 if(CONV_NR(converter)) 997 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 998 item->nrof = CONV_NR (converter);
1128 if(nr) 999 if (nr)
1129 item->nrof*=nr; 1000 item->nrof *= nr;
1130 if(is_in_shop) 1001 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 1003 else if (price_in < item->nrof * item->value)
1004 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 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, 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name); 1007
1136 /** 1008 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1010 * propably had something in mind when doing this
1139 */ 1011 */
1140 } 1012 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1014 return 1;
1143} 1015}
1144 1016
1145/** 1017/**
1146 * Handle apply on containers. 1018 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1150 */ 1022 */
1151 1023int
1152int apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1153{ 1025{
1154 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 1027 return 0; /* This might change */
1156 1028
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 1029 if (!sack || sack->type != CONTAINER)
1030 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1032 return 0;
1163 } 1033 }
1164 op->contr->last_used = NULL; 1034
1165 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1166 1036
1167 if (sack->env!=op) { 1037 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
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 } 1038 {
1210 1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1040 return 1;
1241 } 1041 }
1242 } else { 1042
1243 sprintf (buf, "You don't have the key to unlock %s.", 1043 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1044 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1045 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1046 if (op->container == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1047 {
1258 return 1; 1048 // open on ground or inv, so close
1259} 1049 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * 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
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 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 }
1286
1287 /* 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
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1; 1050 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* 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.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 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 } 1051 }
1052 else if (!sack->env)
1053 {
1054 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058
1059 // fall through to opening it (active in inv)
1060 }
1061 else if (sack->env)
1322 } 1062 {
1323 1063 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1064 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1065 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* 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
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* 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
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
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);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1066 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack);
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1068 return 1;
1371} 1069 }
1372 1070
1071 // it's locked?
1072 if (sack->slaying)
1073 {
1074 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1076 else
1077 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1079 return 1;
1080 }
1081 }
1082
1083 op->open_container (sack);
1084
1085 return 1;
1086}
1373 1087
1374/** 1088/**
1375 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1377 */ 1091 */
1092static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1093apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1094{
1380 /* Only players can make sacrifices on spell casting altars. */ 1095 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1096 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1097 return 0;
1383 1098
1384 if (operate_altar (altar, &sacrifice)) { 1099 if (operate_altar (altar, &sacrifice))
1100 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1101 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1102 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1103 * is up to map designers to use them properly.
1388 */ 1104 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1105 if (altar->inv && altar->inv->type == SPELL)
1106 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1107 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); 1108 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1109 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1110 * old maps.
1395 */ 1111 */
1112
1396/* push_button (altar);*/ 1113/* push_button (altar);*/
1397 } else { 1114 }
1115 else
1116 {
1398 altar->value = 1; /* works only once */ 1117 altar->value = 1; /* works only once */
1399 push_button (altar); 1118 push_button (altar);
1400 } 1119 }
1401 return sacrifice == NULL; 1120
1402 } else { 1121 return !sacrifice;
1122 }
1123 else
1403 return 0; 1124 return 0;
1404 }
1405} 1125}
1406
1407 1126
1408/** 1127/**
1409 * Handles 'movement' of shop mats. 1128 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1129 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1130 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1131 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1132 * MSW 2001-08-29
1414 */ 1133 */
1134int
1415int apply_shop_mat (object *shop_mat, object *op) 1135apply_shop_mat (object *shop_mat, object *op)
1416{ 1136{
1417 int rv = 0; 1137 int rv = 0;
1418 double opinion; 1138 double opinion;
1419 object *tmp, *next; 1139 object *tmp, *next;
1420 1140
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1142
1423 if (op->type != PLAYER) { 1143 if (op->type != PLAYER)
1144 {
1424 /* Remove all the unpaid objects that may be carried here. 1145 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1146 * This could be pets or monsters that are somehow in
1426 * the shop. 1147 * the shop.
1427 */ 1148 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1149 for (tmp = op->inv; tmp; tmp = next)
1150 {
1429 next = tmp->below; 1151 next = tmp->below;
1152
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1156
1433 remove_ob(tmp); 1157 tmp->remove ();
1434 if (i==-1) i=0; 1158
1435 tmp->map = op->map; 1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1163 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1164 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1165 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1166 }
1440 } 1167 }
1441 1168
1442 /* Don't teleport things like spell effects */ 1169 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1170 if (QUERY_FLAG (op, FLAG_NO_PICK))
1171 return 0;
1444 1172
1445 /* unpaid objects, or non living objects, can't transfer by 1173 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1174 * shop mats. Instead, put it on a nearby space.
1447 */ 1175 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1449 1178
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1182 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184
1185 return 0;
1186 }
1187 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine.
1189 */
1190 rv = teleport (shop_mat, SHOP_MAT, op);
1191 }
1192 else if (can_pay (op) && get_payment (op))
1193 {
1194 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op);
1196
1197 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor.
1202 */
1203 else if (!rv && !is_in_shop (op))
1204 {
1205 opinion = shopkeeper_approval (op->map, op);
1206
1207 if (opinion > 0.9)
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1209 else if (opinion > 0.75)
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1211 else if (opinion > 0.5)
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 }
1216 }
1217 else
1218 {
1219 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore
1222 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224
1452 if (i != -1) { 1225 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1226 {
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"); 1227 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1228 }
1497 remove_ob (op); 1229 else
1230 {
1231 op->remove ();
1498 op->x += freearr_x[i]; 1232 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1233 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1235 }
1502 } 1236 }
1237
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1238 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1239 return rv;
1505} 1240}
1506 1241
1507/** 1242/**
1508 * Handles applying a sign. 1243 * Handles applying a sign.
1509 */ 1244 */
1245static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1511{ 1247{
1512 readable_message_type* msgType; 1248 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1249 char newbuf[HUGE_BUF];
1250
1514 if (sign->msg == NULL) { 1251 if (sign->msg == NULL)
1252 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254 return;
1255 }
1256
1257 if (sign->stats.food)
1258 {
1259 if (sign->last_eat >= sign->stats.food)
1260 {
1261 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1263 return;
1517 } 1264 }
1518 1265
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)) 1266 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1267 sign->last_eat++;
1528 } 1268 }
1529 1269
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1270 /* 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 1271 * 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 1272 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1273 * to us).
1534 */ 1274 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1276 {
1537 "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1278 return;
1539 } 1279 }
1540 msgType=get_readable_message_type(sign); 1280 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1281 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); 1282 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1543} 1283}
1544
1545 1284
1546/** 1285/**
1547 * 'victim' moves onto 'trap' 1286 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1287 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1288 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1289 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1290 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1291 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1292 * However, some types of traps require an originator to function.
1554 */ 1293 */
1294void
1555void move_apply (object *trap, object *victim, object *originator) 1295move_apply (object *trap, object *victim, object *originator)
1556{ 1296{
1557 static int recursion_depth = 0; 1297 static int recursion_depth = 0;
1558 1298
1559 /* Only exits affect DMs. */ 1299 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1300 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1301 return;
1562 1302
1563 /* move_apply() is the most likely candidate for causing unwanted and 1303 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1304 * possibly unlimited recursion.
1565 */ 1305 */
1567 * maps to fail. 1) it's not an error to recurse: 1307 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1308 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1309 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1310 * proper. This code was causing needless crashes.
1571 */ 1311 */
1572 if (recursion_depth >= 500) { 1312 if (recursion_depth >= 500)
1313 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1315 "[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); 1316 return;
1576 return;
1577 } 1317 }
1578 recursion_depth++; 1318 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1319 if (trap->head)
1320 trap = trap->head;
1580 1321
1581 /* Lauwenmark: Handle for plugin trigger event */ 1322 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) 1323 goto leave;
1324
1325 switch (trap->type)
1326 {
1327 case PLAYERMOVER:
1328 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1329 {
1330 if (!trap->stats.maxsp)
1331 trap->stats.maxsp = 2;
1332
1333 /* Is this correct? From the docs, it doesn't look like it
1334 * should be divided by trap->speed
1335 */
1336 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1337
1338 /* Just put in some sanity check. I think there is a bug in the
1339 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed.
1341 */
1342 if (victim->speed_left < -50.0)
1343 victim->speed_left = -50.0;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 }
1583 goto leave; 1346 goto leave;
1584 1347
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: 1348 case SPINNER:
1606 if(victim->direction) { 1349 if (victim->direction)
1350 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1351 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1352 update_turn_face (victim);
1609 } 1353 }
1610 goto leave; 1354 goto leave;
1611 1355
1612 case DIRECTOR: 1356 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1357 if (victim->direction && !should_director_abort (trap, victim))
1358 {
1614 victim->direction=trap->stats.sp; 1359 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1360 update_turn_face (victim);
1616 } 1361 }
1617 goto leave; 1362 goto leave;
1618 1363
1619 case BUTTON: 1364 case BUTTON:
1620 case PEDESTAL: 1365 case PEDESTAL:
1621 update_button(trap); 1366 update_button (trap);
1622 goto leave; 1367 goto leave;
1623 1368
1624 case ALTAR: 1369 case ALTAR:
1625 /* sacrifice victim on trap */ 1370 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1371 apply_altar (trap, victim, originator);
1627 goto leave; 1372 goto leave;
1628 1373
1629 case THROWN_OBJ: 1374 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1375 if (trap->inv == NULL)
1631 goto leave; 1376 goto leave;
1632 /* fallthrough */ 1377 /* fallthrough */
1633 1378
1634 case ARROW: 1379 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1380 /* 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. 1381 * 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 1382 * 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 1383 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1384 * action, we avoid hits here
1641 */ 1385 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1386 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1387 hit_with_arrow (trap, victim);
1644 goto leave; 1388 goto leave;
1645 1389
1646 case SPELL_EFFECT: 1390 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1391 apply_spell_effect (trap, victim);
1648 goto leave; 1392 goto leave;
1649 1393
1650 case TRAPDOOR: 1394 case TRAPDOOR:
1651 { 1395 {
1652 int max, sound_was_played; 1396 int max, sound_was_played;
1653 object *ab, *ab_next; 1397 object *ab, *ab_next;
1398
1654 if(!trap->value) { 1399 if (!trap->value)
1655 int tot; 1400 {
1401 int tot;
1402
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659 1406
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1408 goto leave;
1662 1409
1663 SET_ANIMATION(trap, trap->value); 1410 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1411 update_object (trap, UP_OBJ_FACE);
1665 } 1412 }
1666 1413
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1414 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1415 {
1668 /* need to set this up, since if we do transfer the object, 1416 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1417 * ab->above would be bogus
1670 */ 1418 */
1671 ab_next = ab->above; 1419 ab_next = ab->above;
1672 1420
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1422 {
1423 if (!sound_was_played)
1424 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1; 1426 sound_was_played = 1;
1677 } 1427 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1428 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); 1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1680 } 1430 }
1681 } 1431 }
1682 goto leave; 1432 goto leave;
1683 } 1433 }
1684 1434
1685 1435
1686 case CONVERTER: 1436 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1437 if (convert_item (victim, trap) < 0)
1688 object *op; 1438 {
1689
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 get_archetype ("burnout")->insert_at (trap, trap);
1441 }
1691 1442
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave; 1443 goto leave;
1700 1444
1701 case TRIGGER_BUTTON: 1445 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1446 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1447 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1448 check_trigger (trap, victim);
1705 goto leave; 1449 goto leave;
1706 1450
1707 case DEEP_SWAMP: 1451 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1452 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1453 goto leave;
1710 1454
1711 case CHECK_INV: 1455 case CHECK_INV:
1712 check_inv (victim, trap); 1456 check_inv (victim, trap);
1713 goto leave; 1457 goto leave;
1714 1458
1715 case HOLE: 1459 case HOLE:
1716 /* Hole not open? */ 1460 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1461 if (trap->stats.wc > 0)
1718 goto leave; 1462 goto leave;
1719 1463
1720 /* Is this a multipart monster and not the head? If so, return. 1464 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1465 * Processing will happen if the head runs into the pit
1722 */ 1466 */
1723 if (victim->head) 1467 if (victim->head)
1724 goto leave; 1468 goto leave;
1725 1469
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1470 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"); 1471 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); 1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1473 goto leave;
1730 1474
1731 case EXIT: 1475 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 {
1733 /* Basically, don't show exits leading to random maps the 1478 /* Basically, don't show exits leading to random maps the
1734 * players output. 1479 * players output.
1735 */ 1480 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap); 1483
1739 } 1484 victim->enter_exit (trap);
1485 }
1740 goto leave; 1486 goto leave;
1741 1487
1742 case ENCOUNTER: 1488 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1489 /* may be some leftovers on this */
1744 goto leave; 1490 goto leave;
1745 1491
1746 case SHOP_MAT: 1492 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1493 apply_shop_mat (trap, victim);
1748 goto leave; 1494 goto leave;
1749 1495
1750 /* Drop a certain amount of gold, and have one item identified */ 1496 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1497 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1498 apply_id_altar (victim, trap, originator);
1753 goto leave; 1499 goto leave;
1754 1500
1755 case SIGN: 1501 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1502 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1503 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1504
1759 apply_sign (victim, trap, 1); 1505 apply_sign (victim, trap, 1);
1760 goto leave; 1506 goto leave;
1761 1507
1762 case CONTAINER: 1508 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap); 1509 apply_container (victim, trap);
1767 goto leave; 1510 goto leave;
1768 1511
1769 case RUNE: 1512 case RUNE:
1770 case TRAP: 1513 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1772 spring_trap(trap, victim); 1516 spring_trap (trap, victim);
1773 } 1517 }
1774 goto leave; 1518 goto leave;
1775 1519
1776 default: 1520 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1521 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, 1522 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1779 trap->type);
1780 goto leave; 1523 goto leave;
1781 } 1524 }
1782 1525
1783 leave: 1526leave:
1784 recursion_depth--; 1527 recursion_depth--;
1785} 1528}
1786 1529
1787/** 1530/**
1788 * Handles reading a regular (ie not containing a spell) book. 1531 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1532 */
1533static void
1790static void apply_book (object *op, object *tmp) 1534apply_book (object *op, object *tmp)
1791{ 1535{
1792 int lev_diff; 1536 int lev_diff;
1793 object *skill_ob; 1537 object *skill_ob;
1794 1538
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1797 return; 1542 return;
1798 } 1543 }
1799 if(tmp->msg==NULL) { 1544 if (tmp->msg == NULL)
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1545 {
1801 "You open the %s and find it empty.", tmp->name); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1802 return; 1547 return;
1803 } 1548 }
1804 1549
1805 /* need a literacy skill to read stuff! */ 1550 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1551 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1552 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1553 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1555 return;
1556 }
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1557 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 {
1814 if (lev_diff < 2) 1560 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1561 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3) 1562 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5) 1564 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1820 else if (lev_diff < 8) 1566 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15) 1568 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1824 else 1570 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1826 return; 1572 return;
1827 } 1573 }
1828 1574
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1575 readable_message_type *msgType = get_readable_message_type (tmp);
1576
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1578 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg); 1580 long_desc (tmp, op), &tmp->msg);
1835 1581
1836 /* gain xp from reading */ 1582 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1586
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 {
1840 /*exp_gain *= 2; because they just identified it too */ 1589 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1590 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591
1842 /* If in a container, update how it looks */ 1592 /* If in a container, update how it looks */
1593 if (tmp->env)
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1844 else op->contr->socket.update_look=1; 1595 else
1596 op->contr->ns->floorbox_update ();
1845 } 1597 }
1598
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1599 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 */ 1600 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1601 }
1849} 1602}
1850 1603
1851/** 1604/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1605 * 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 1606 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1607 */
1608static void
1855static void apply_skillscroll (object *op, object *tmp) 1609apply_skillscroll (object *op, object *tmp)
1856{ 1610{
1857 switch ((int) learn_skill (op, tmp)) { 1611 switch ((int) learn_skill (op, tmp))
1858 case 0: 1612 {
1613 case 0:
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1614 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)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1861 return; 1616 return;
1862 1617
1863 case 1: 1618 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1619 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); 1620 decrease_ob (tmp);
1870 return; 1621 return;
1871 1622
1872 default: 1623 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1624 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); 1625 decrease_ob (tmp);
1876 return; 1626 return;
1877 } 1627 }
1878} 1628}
1879 1629
1880/** 1630/**
1881 * Actually makes op learn spell. 1631 * Actually makes op learn spell.
1882 * Informs player of what happens. 1632 * Informs player of what happens.
1883 */ 1633 */
1634void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1635do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1636{
1886 object *tmp; 1637 object *tmp;
1887 1638
1888 if (op->type != PLAYER) { 1639 if (op->type != PLAYER)
1640 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1641 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1642 return;
1891 } 1643 }
1892 1644
1893 /* Upgrade special prayers to normal prayers */ 1645 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1646 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1647 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1648 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1649 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1650 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1651 return;
1898 } 1652 }
1899 return; 1653 return;
1900 } 1654 }
1901 1655
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903 tmp = get_object(); 1657 tmp = spell->clone ();
1904 copy_object(spell, tmp);
1905 insert_ob_in_ob(tmp, op); 1658 insert_ob_in_ob (tmp, op);
1906 1659
1907 if (special_prayer) { 1660 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1661 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1662
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); 1663 esrv_add_spells (op->contr, tmp);
1915} 1664}
1916 1665
1917/** 1666/**
1918 * Erases spell from player's inventory. 1667 * Erases spell from player's inventory.
1919 */ 1668 */
1669void
1920void do_forget_spell (object *op, const char *spell) 1670do_forget_spell (object *op, const char *spell)
1921{ 1671{
1922 object *spob; 1672 object *spob;
1923 1673
1924 if (op->type != PLAYER) { 1674 if (op->type != PLAYER)
1675 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1676 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1677 return;
1927 } 1678 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1679 if ((spob = check_spell_known (op, spell)) == NULL)
1680 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1682 return;
1931 }
1932 1683 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1684
1934 "You lose knowledge of %s.", spell); 1685 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1935 player_unready_range_ob(op->contr, spob); 1686 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1687 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1688 spob->destroy ();
1938 free_object(spob);
1939} 1689}
1940 1690
1941/** 1691/**
1942 * Handles player applying a spellbook. 1692 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1693 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1694 * stuff like that. Random learning failure too.
1945 */ 1695 */
1696static void
1946static void apply_spellbook (object *op, object *tmp) 1697apply_spellbook (object *op, object *tmp)
1947{ 1698{
1948 object *skop, *spell, *spell_skill; 1699 object *skop, *spell, *spell_skill;
1949 1700
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 {
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1952 return; 1704 return;
1953 } 1705 }
1954 1706
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1707 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1708 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1709 * legacy spellbooks
1958 */ 1710 */
1959 1711
1960 if(tmp->slaying != NULL) { 1712 if (tmp->slaying != NULL)
1713 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1715 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1716 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1717 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1965 return; 1718 return;
1966 } 1719 }
1967 else 1720 else
1968 insert_ob_in_ob(spell, tmp); 1721 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying);
1970 tmp->slaying=NULL; 1722 tmp->slaying = NULL;
1971 } 1723 }
1972 1724
1973 skop = find_skill_by_name(op, tmp->skill); 1725 skop = find_skill_by_name (op, tmp->skill);
1974 1726
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1727 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1728 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1729 if (!skop)
1730 {
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1731 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1979 return; 1732 return;
1980 } 1733 }
1981 1734
1982 spell = tmp->inv; 1735 spell = tmp->inv;
1736
1983 if (!spell) { 1737 if (!spell)
1738 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1739 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."); 1740 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1986 return; 1741 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 } 1742 }
1992 1743
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1744 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1994 "The spellbook contains the %s level spell %s.", 1745 {
1995 get_levelnumber(spell->level), spell->name); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1747 return;
1748 }
1996 1749
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1751
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1998 identify(tmp); 1754 identify (tmp);
1755
1999 if (tmp->env) 1756 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2001 else 1758 else
2002 op->contr->socket.update_look=1; 1759 op->contr->ns->floorbox_update ();
2003 } 1760 }
2004 1761
2005 /* I removed the check for special_prayer_mark here - it didn't make 1762 /* 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 1763 * 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 1764 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1765 * they would have a special prayer mark.
2009 */ 1766 */
2010 if (check_spell_known (op, spell->name)) { 1767 if (check_spell_known (op, spell->name))
1768 {
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
2012 return; 1770 return;
2013 } 1771 }
2014 1772
2015 if (spell->skill) { 1773 if (spell->skill)
1774 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1775 spell_skill = find_skill_by_name (op, spell->skill);
1776
2017 if (!spell_skill) { 1777 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1778 {
2019 "You lack the skill %s to use this spell", 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
2020 spell->skill);
2021 return; 1780 return;
2022 } 1781 }
1782
2023 if (spell_skill->level < spell->level) { 1783 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1784 {
2025 "You need to be level %d in %s to learn this spell.", 1785 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; 1786 return;
2028 } 1787 }
2029 } 1788 }
2030 1789
2031 /* Logic as follows 1790 /* Logic as follows
2032 * 1791 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1792 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1793 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1794 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1795 * a spell.
2037 * 1796 *
2038 * 3 -Automatically fail to learn if you read while confused 1797 * 3 -Automatically fail to learn if you read while confused
2039 * 1798 *
2040 * Overall, chances are the same but a player will find having a high 1799 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 1800 * literacy rate very useful! -b.t.
2042 */ 1801 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1802 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 {
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1804 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)); 1805 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1806 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1808 (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]) { 1809 {
2049 1810
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 1812 do_learn_spell (op, spell, 0);
2052 1813
2053 /* xp gain to literacy for spell learning */ 1814 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 1817 }
1818 else
1819 {
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1820 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"); 1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2059 } 1822 }
1823
2060 decrease_ob(tmp); 1824 decrease_ob (tmp);
2061} 1825}
2062 1826
2063/** 1827/**
2064 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
2065 */ 1829 */
1830void
2066void apply_scroll (object *op, object *tmp, int dir) 1831apply_scroll (object *op, object *tmp, int dir)
2067{ 1832{
2068 object *skop; 1833 object *skop;
2069 1834
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 {
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2072 return; 1838 return;
2073 } 1839 }
2074 1840
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 1841 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 1842 {
2077 "The scroll just doesn't make sense!"); 1843 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2078 return; 1844 return;
2079 } 1845 }
2080 1846
2081 if(op->type==PLAYER) { 1847 if (op->type == PLAYER)
1848 {
2082 /* players need a literacy skill to read stuff! */ 1849 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 1850 int exp_gain = 0;
2084 1851
2085 /* hard code literacy - tmp->skill points to where the exp 1852 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 1853 * should go for anything killed by the spell.
2087 */ 1854 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 1856
2090 if ( ! skop) { 1857 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 1858 {
2092 "You are unable to decipher the strange symbols."); 1859 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2093 return; 1860 return;
2094 } 1861 }
2095 1862
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1863 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 1864 change_exp (op, exp_gain, skop->skill, 0);
2098 } 1865 }
2099 1866
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 1868 identify (tmp);
2102 1869
2103 new_draw_info_format(NDI_BLACK, 0, op, 1870 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 1871
2106 1872
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 1874 decrease_ob (tmp);
2109} 1875}
2110 1876
2111/** 1877/**
2112 * Applies a treasure object - by default, chest. op 1878 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 1879 * is the person doing the applying, tmp is the treasure
2114 * chest. 1880 * chest.
2115 */ 1881 */
1882static void
2116static void apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2117{ 1884{
2118 object *treas; 1885 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120 1886
2121 1887
2122 /* Nice side effect of new treasure creation method is that the treasure 1888 /* 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 1889 * 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 1890 * 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 1891 * prevents people fromt moving chests to more difficult maps to get better
2126 * treasure 1892 * treasure
2127 */ 1893 */
2128 1894
2129 treas = tmp->inv; 1895 treas = tmp->inv;
2130 if(treas==NULL) { 1896 if (treas == NULL)
1897 {
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1898 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); 1899 decrease_ob (tmp);
1900 return;
1901 }
1902 while (tmp->inv)
1903 {
1904 treas = tmp->inv;
1905
1906 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908
1909 treas->x = op->x;
1910 treas->y = op->y;
1911 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1912
1913 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1914 spring_trap (treas, op);
1915
1916 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed
1920 */
1921 if (op->destroyed () || tmp->destroyed ())
1922 break;
1923 }
1924
1925 if (!tmp->destroyed () && tmp->inv == NULL)
1926 decrease_ob (tmp);
2160 1927
2161} 1928}
2162 1929
2163/** 1930/**
2164 * op eats food. 1931 * op eats food.
2165 * If player, takes care of messages and dragon special food. 1932 * If player, takes care of messages and dragon special food.
2166 */ 1933 */
1934static void
2167static void apply_food (object *op, object *tmp) 1935apply_food (object *op, object *tmp)
2168{ 1936{
2169 int capacity_remaining; 1937 int capacity_remaining;
2170 1938
2171 if(op->type!=PLAYER) 1939 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 1940 op->stats.hp = op->stats.maxhp;
2173 else { 1941 else
1942 {
2174 /* check if this is a dragon (player), eating some flesh */ 1943 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1944 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 1945 ;
2177 else { 1946 else
1947 {
2178 /* usual case - no dragon meal: */ 1948 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 1949 if (op->stats.food + tmp->stats.food > 999)
1950 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 1951 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2182 else 1953 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2184 } 1955 }
2185 1956
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
2187 char buf[MAX_BUF]; 1959 char buf[MAX_BUF];
2188 1960
2189 if (!is_dragon_pl(op)) { 1961 if (!is_dragon_pl (op))
1962 {
2190 /* eating message for normal players*/ 1963 /* eating message for normal players */
2191 if(tmp->type==DRINK) 1964 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2193 else 1966 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 1968 }
2196 } 1969 else
2197 else { 1970 {
2198 /* eating message for dragon players*/ 1971 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 1972 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2200 } 1973 }
2201 1974
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 1975 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 capacity_remaining = 999 - op->stats.food; 1976 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 1977 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 1978 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 1979 op->stats.hp += capacity_remaining / 50;
2207 else 1980 else
2208 op->stats.hp+=tmp->stats.food/50; 1981 op->stats.hp += tmp->stats.food / 50;
2209 if(op->stats.hp>op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2212 op->stats.food = 999; 1985 op->stats.food = 999;
2213 } 1986 }
2214 1987
2215 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 1990 eat_special_food (op, tmp);
2218 } 1991 }
2219 } 1992 }
2220 handle_apply_yield(tmp); 1993 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 1994 decrease_ob (tmp);
2222} 1995}
2223 1996
2224/** 1997/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 1998 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 1999 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2002 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2003 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2004 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2005 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2006 */
2007int
2234int dragon_eat_flesh(object *op, object *meal) { 2008dragon_eat_flesh (object *op, object *meal)
2009{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2010 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2011 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2012 object *tmp = NULL; /* tmp. object */
2238 2013
2239 char buf[MAX_BUF]; /* tmp. string buffer */ 2014 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2020 int winners = 0; /* number of winners */
2246 int i; /* index */ 2021 int i; /* index */
2247 2022
2248 /* let's make sure and doublecheck the parameters */ 2023 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2025 return 0;
2251 2026
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2028 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
2255 if (tmp->type == FORCE) { 2033 if (tmp->type == FORCE)
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2034 if (tmp->arch->name == dragon_skin_force)
2257 skin = tmp; 2035 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2036 else if (tmp->arch->name == dragon_ability_force)
2259 abil = tmp; 2037 abil = tmp;
2260 } 2038
2261 }
2262
2263 /* if either skin or ability are missing, this is an old player 2039 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2040 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2041 if (skin == NULL || abil == NULL)
2266 2042 return 0;
2043
2267 /* now start by filling stomache and health, according to food-value */ 2044 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2045 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2046 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2047 else
2271 op->stats.hp += meal->stats.food/50; 2048 op->stats.hp += meal->stats.food / 50;
2272 if(op->stats.hp>op->stats.maxhp) 2049 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2050 op->stats.hp = op->stats.maxhp;
2274 2051
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2053
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2055
2279 /* on to the interesting part: chances for adding resistance */ 2056 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2057 for (i = 0; i < NROFATTACKS; i++)
2058 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2059 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2060 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2061 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2062
2284 /* this bonus makes resistance increase easier at lower levels */ 2063 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2064 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2065 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2066 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2067
2289 /* monster bonus increases with level, because high-level 2068 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2069 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2070 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2071
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2073 ((double) settings.max_level)) - skin->resist[i];
2295 2074
2296 if (chance >= 0.) 2075 if (chance >= 0.)
2297 chance += 1.; 2076 chance += 1.;
2298 else 2077 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2079
2301 /* chance is proportional to amount of resistance (max. 50) */ 2080 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2082
2304 /* doubled chance for resistance of ability-focus */ 2083 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2084 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2085 chance = MIN (100., chance * 2.);
2307 2086
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2087 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2088 if (rndm (10000) < (unsigned int) (chance * 100))
2089 {
2310 atnr_winner[winners] = i; 2090 atnr_winner[winners] = i;
2311 winners++; 2091 winners++;
2312 } 2092 }
2313 2093
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2094 if (chance >= 0.01)
2315 2095 totalchance *= 1 - chance / 100;
2096
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2097 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2098 }
2318 } 2099 }
2319 2100
2320 /* inverse totalchance as until now we have the failure-chance */ 2101 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2102 totalchance = 100 - totalchance * 100;
2322 /* print message according to totalchance */ 2103 /* print message according to totalchance */
2323 if (totalchance > 50.) 2104 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2107 sprintf (buf, "The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2109 sprintf (buf, "The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2111 sprintf (buf, "The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2113 sprintf (buf, "The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2115 sprintf (buf, "The %s tasted strange.", &meal->name);
2335 else 2116 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2117 sprintf (buf, "The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2118 new_draw_info (NDI_UNIQUE, 0, op, buf);
2338 2119
2339 /* now choose a winner if we have any */ 2120 /* now choose a winner if we have any */
2340 i = -1; 2121 i = -1;
2341 if (winners>0) 2122 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2123 i = atnr_winner[RANDOM () % winners];
2343 2124
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 {
2345 /* resistance increased! */ 2127 /* resistance increased! */
2346 skin->resist[i]++; 2128 skin->resist[i]++;
2347 fix_player(op); 2129 op->update_stats ();
2348 2130
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2131 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); 2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2351 } 2133 }
2352 2134
2353 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2136 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) 2137 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) { 2138 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2140
2359 if (meal->last_eat != abil->stats.exp) { 2141 if (meal->last_eat != abil->stats.exp)
2142 {
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2143 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); 2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2364 new_draw_info(NDI_UNIQUE, 0, op, buf); 2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2365 } 2147 }
2366 else { 2148 else
2149 {
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2150 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); 2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2152 abil->last_eat = 0;
2371 } 2153 }
2372 } 2154 }
2373 return 1; 2155 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} 2156}
2407 2157
2408/** 2158/**
2409 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2160 * Does some sanity checks, then calls improve_armour.
2411 */ 2161 */
2162static void
2412static void apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2413{ 2164{
2414 object *armor; 2165 object *armor;
2415 2166
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2168 {
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2169 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; 2170 return;
2424 } 2171 }
2172
2173 armor = find_marked_object (op);
2174
2175 if (!armor)
2176 {
2177 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2178 return;
2179 }
2180
2425 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2182 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2183 && 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 { 2184 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2432 return; 2186 return;
2433 } 2187 }
2434 2188
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2190 improve_armour (op, tmp, armor);
2437} 2191}
2438 2192
2439 2193extern void
2440extern void apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2441{ 2195{
2442 if (op->type == PLAYER) { 2196 if (op->type == PLAYER)
2197 {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze"); 2200 strcpy (op->contr->killer, "poisonous booze");
2446 } 2201 }
2447 if (tmp->stats.hp > 0) { 2202 if (tmp->stats.hp > 0)
2203 {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2204 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); 2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 } 2206 }
2452 op->stats.food-=op->stats.food/4; 2207 op->stats.food -= op->stats.food / 4;
2453 handle_apply_yield(tmp); 2208 handle_apply_yield (tmp);
2454 decrease_ob(tmp); 2209 decrease_ob (tmp);
2455} 2210}
2456 2211
2457/** 2212/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2213 * 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: 2214 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side) 2215 * -You can come back (there is another exit at the other side)
2461 * -You are 2216 * -You are
2462 * ° the owner of the exit 2217 * ° the owner of the exit
2463 * ° or in the same party as the owner 2218 * ° or in the same party as the owner
2464 * 2219 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2220 * 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 2221 * 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). 2222 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2223 */
2224int
2469int is_legal_2ways_exit (object* op, object *exit) 2225is_legal_2ways_exit (object *op, object *exit)
2470 { 2226{
2471 object * tmp; 2227 if (exit->stats.exp != 1)
2472 object * exit_owner; 2228 return 1; /*This is not a 2 way, so it is legal */
2473 player * pp; 2229
2474 mapstruct * exitmap; 2230#if 0 //TODO
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2231 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 */ 2232 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2233#endif
2478 * all the exits in destination and try to find one with same path as 2234
2479 * the current exit's position */ 2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2236
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483 if (exitmap) 2237 if (exitmap)
2484 { 2238 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2239 exitmap->load_sync ();
2486 if (!tmp) return 0; 2240
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2241 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242
2243 if (!tmp)
2244 return 0;
2245
2246 for (; tmp; tmp = tmp->above)
2488 { 2247 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2248 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2249 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 2250
2251 if (!EXIT_PATH (tmp))
2252 continue; /*Not a valid exit */
2253
2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2255 continue; /*Not in the same place */
2256
2257 if (exit->map->path != EXIT_PATH (tmp))
2258 continue; /*Not in the same map */
2259
2494 /* From here we have found the exit is valid. However we do 2260 /* 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 2261 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2262 * town portals to prevent strangers from visiting your appartments
2497 */ 2263 */
2264 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2265 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2266
2500 for (pp=first_player;pp;pp=pp->next) 2267 object *exit_owner = 0;
2268
2269 for_all_players (pp)
2501 { 2270 {
2502 if (!pp->ob) continue; 2271 if (!pp->ob)
2272 continue;
2273
2503 if (pp->ob->name!=exit->race) continue; 2274 if (pp->ob->name != exit->race)
2275 continue;
2276
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2277 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2278 break;
2506 } 2279 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2280
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2281 if (!exit_owner)
2282 return 0; /* No more owner */
2283
2284 if (exit_owner->contr == op->contr)
2285 return 1; /*It is your exit */
2286
2509 if ( exit_owner && /*There is a owner*/ 2287 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2288 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2289 ((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*/ 2290 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2291 return 0;
2292
2514 return 1; 2293 return 1;
2515 } 2294 }
2516 } 2295 }
2296
2517 return 0; 2297 return 0;
2518 } 2298}
2519
2520 2299
2521/** 2300/**
2522 * Main apply handler. 2301 * Main apply handler.
2523 * 2302 *
2524 * Checks for unpaid items before applying. 2303 * Checks for unpaid items before applying.
2532 * being applied. 2311 * being applied.
2533 * 2312 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2313 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2314 * them in this function - they are passed to apply_special
2536 */ 2315 */
2537 2316int
2538int manual_apply (object *op, object *tmp, int aflag) 2317manual_apply (object *op, object *tmp, int aflag)
2539{ 2318{
2540 if (tmp->head) tmp=tmp->head; 2319 if (tmp->head)
2320 tmp = tmp->head;
2541 2321
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2323 {
2543 if (op->type == PLAYER) { 2324 if (op->type == PLAYER)
2325 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2326 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545 return 1; 2327 return 1;
2546 } else { 2328 }
2329 else
2547 return 0; /* monsters just skip unpaid items */ 2330 return 0; /* monsters just skip unpaid items */
2548 } 2331 }
2332
2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2334 return RESULT_INT (0);
2335
2336 switch (tmp->type)
2549 } 2337 {
2550 2338 case CF_HANDLE:
2551 2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2552 /* Lauwenmark: Handle for plugin apply event */ 2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2553 //TODO: remove 2341 tmp->value = tmp->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2342 SET_ANIMATION (tmp, tmp->value);
2343 update_object (tmp, UP_OBJ_FACE);
2344 push_button (tmp);
2555 return 1; 2345 return 1;
2556 2346
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2347 case TRIGGER:
2348 if (check_trigger (tmp, op))
2349 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2352 }
2353 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2355
2558 return 1; 2356 return 1;
2559 2357
2560 switch (tmp->type) { 2358 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) 2359 if (op->type != PLAYER)
2585 return 0; 2360 return 0;
2361
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2588 query_name(tmp)); 2364 else
2589 } else { 2365 {
2590 /* Don't display messages for random maps. */ 2366 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2367 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); 2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594 enter_exit(op,tmp); 2369
2595 } 2370 op->enter_exit (tmp);
2371 }
2372
2596 return 1; 2373 return 1;
2597 2374
2598 case SIGN: 2375 case SIGN:
2599 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2600 return 1; 2377 return 1;
2601 2378
2602 case BOOK: 2379 case BOOK:
2603 if (op->type == PLAYER) { 2380 if (op->type == PLAYER)
2381 {
2604 apply_book (op, tmp); 2382 apply_book (op, tmp);
2605 return 1; 2383 return 1;
2606 } else { 2384 }
2607 return 0; 2385 else
2608 } 2386 return 0;
2609 2387
2610 case SKILLSCROLL: 2388 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2389 if (op->type == PLAYER)
2390 {
2612 apply_skillscroll (op, tmp); 2391 apply_skillscroll (op, tmp);
2613 return 1; 2392 return 1;
2614 } 2393 }
2394 else
2615 return 0; 2395 return 0;
2616 2396
2617 case SPELLBOOK: 2397 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2398 if (op->type == PLAYER)
2399 {
2619 apply_spellbook (op, tmp); 2400 apply_spellbook (op, tmp);
2620 return 1; 2401 return 1;
2621 } 2402 }
2403 else
2622 return 0; 2404 return 0;
2623 2405
2624 case SCROLL: 2406 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2407 apply_scroll (op, tmp, 0);
2626 return 1; 2408 return 1;
2627 2409
2628 case POTION: 2410 case POTION:
2629 (void) apply_potion(op, tmp); 2411 apply_potion (op, tmp);
2630 return 1; 2412 return 1;
2631 2413
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2633 case CLOSE_CON: 2416 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); 2417 apply_container (op, tmp->env);
2638 return 1; 2418 return 1;
2639 2419
2640 case CONTAINER: 2420 case CONTAINER:
2641 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2645 return 1; 2422 return 1;
2646 2423
2647 case TREASURE: 2424 case TREASURE:
2648 if (op->type == PLAYER) { 2425 if (op->type == PLAYER)
2426 {
2649 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2650 return 1; 2428 return 1;
2651 } else { 2429 }
2652 return 0; 2430 else
2653 } 2431 return 0;
2654 2432
2655 case WEAPON: 2433 case WEAPON:
2656 case ARMOUR: 2434 case ARMOUR:
2657 case BOOTS: 2435 case BOOTS:
2658 case GLOVES: 2436 case GLOVES:
2659 case AMULET: 2437 case AMULET:
2660 case GIRDLE: 2438 case GIRDLE:
2661 case BRACERS: 2439 case BRACERS:
2662 case SHIELD: 2440 case SHIELD:
2663 case HELMET: 2441 case HELMET:
2664 case RING: 2442 case RING:
2665 case CLOAK: 2443 case CLOAK:
2666 case WAND: 2444 case WAND:
2667 case ROD: 2445 case ROD:
2668 case HORN: 2446 case HORN:
2669 case SKILL: 2447 case SKILL:
2670 case BOW: 2448 case BOW:
2671 case LAMP: 2449 case LAMP:
2672 case BUILDER: 2450 case BUILDER:
2673 case SKILL_TOOL: 2451 case SKILL_TOOL:
2674 if (tmp->env != op) 2452 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2453 return 2; /* not in inventory */
2454
2676 (void) apply_special (op, tmp, aflag); 2455 apply_special (op, tmp, aflag);
2677 return 1; 2456 return 1;
2678 2457
2679 case DRINK: 2458 case DRINK:
2680 case FOOD: 2459 case FOOD:
2681 case FLESH: 2460 case FLESH:
2682 apply_food (op, tmp); 2461 apply_food (op, tmp);
2683 return 1; 2462 return 1;
2684 2463
2685 case POISON: 2464 case POISON:
2686 apply_poison (op, tmp); 2465 apply_poison (op, tmp);
2687 return 1; 2466 return 1;
2688 2467
2689 case SAVEBED: 2468 case SAVEBED:
2469 return 1;
2470
2471 case ARMOUR_IMPROVER:
2690 if (op->type == PLAYER) { 2472 if (op->type == PLAYER)
2691 apply_savebed (op); 2473 {
2692 return 1; 2474 apply_armour_improver (op, tmp);
2693 } else { 2475 return 1;
2694 return 0; 2476 }
2695 } 2477 else
2478 return 0;
2696 2479
2697 case ARMOUR_IMPROVER: 2480 case WEAPON_IMPROVER:
2481 check_improve_weapon (op, tmp);
2482 return 1;
2483
2484 case CLOCK:
2698 if (op->type == PLAYER) { 2485 if (op->type == PLAYER)
2699 apply_armour_improver (op, tmp); 2486 {
2700 return 1; 2487 char buf[MAX_BUF];
2701 } else { 2488 timeofday_t tod;
2702 return 0;
2703 }
2704 2489
2705 case WEAPON_IMPROVER: 2490 get_tod (&tod);
2706 (void) check_improve_weapon(op, tmp); 2491 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2707 return 1; 2492 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2493 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2496 return 1;
2497 }
2498 else
2499 return 0;
2708 2500
2709 case CLOCK: 2501 case MENU:
2710 if (op->type == PLAYER) { 2502 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2503 {
2712 timeofday_t tod; 2504 shop_listing (tmp, op);
2505 return 1;
2506 }
2507 else
2508 return 0;
2713 2509
2714 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1;
2722 } else {
2723 return 0;
2724 }
2725
2726 case MENU:
2727 if (op->type == PLAYER) {
2728 shop_listing (op);
2729 return 1;
2730 } else {
2731 return 0;
2732 }
2733
2734 case POWER_CRYSTAL: 2510 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2511 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2512 return 1;
2737 2513
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2514 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2515 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2516 {
2741 return 1; 2517 apply_lighter (op, tmp);
2742 } else { 2518 return 1;
2743 return 0; 2519 }
2744 } 2520 else
2521 return 0;
2745 2522
2746 case ITEM_TRANSFORMER: 2523 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp ); 2524 apply_item_transformer (op, tmp);
2748 return 1; 2525 return 1;
2749 2526
2750 default: 2527 default:
2751 return 0; 2528 return 0;
2752 } 2529 }
2753} 2530}
2754 2531
2755 2532
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2533/* 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 2534 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2535 * "but you are floating high above the ground" messages.
2759 * 2536 *
2760 * Same return value as apply() function. 2537 * Same return value as apply() function.
2761 */ 2538 */
2539int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2540player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2541{
2764 int tmp; 2542 int tmp;
2765 2543
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2544 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2545 {
2767 /* player is flying and applying object not in inventory */ 2546 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2547 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2548 {
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2549 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2770 "above the ground!");
2771 return 0; 2550 return 0;
2772 } 2551 }
2773 } 2552 }
2774 2553
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2554 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied. 2555 * applied.
2777 */ 2556 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2557 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2558 {
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2559 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 " 2560 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."); 2561 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op); 2562 op->destroy ();
2785 free_object (op);
2786 return 1; 2563 return 1;
2787 } 2564 }
2788 2565
2789 pl->contr->last_used = op; 2566 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2567
2792 tmp = manual_apply (pl, op, aflag); 2568 tmp = manual_apply (pl, op, aflag);
2793 if ( ! quiet) { 2569 if (!quiet)
2570 {
2794 if (tmp == 0) 2571 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2572 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) 2573 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2574 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2575 }
2802 return tmp; 2576 return tmp;
2803} 2577}
2804 2578
2805/** 2579/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2580 * 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 2581 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2582 * we use the ground.
2809 */ 2583 */
2810 2584void
2811void player_apply_below (object *pl) 2585player_apply_below (object *pl)
2812{ 2586{
2813 object *tmp, *next;
2814 int floors; 2587 int floors = 0;
2815 2588
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 2589 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2590 * item in the container. Otherwise, use the map.
2823 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825
2826 /* This is perhaps more complicated. However, I want to make sure that 2591 * 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 2592 * 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 2593 * 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 2594 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2595 * not return a proper value.
2831 */ 2596 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2597 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2598 {
2833 next = tmp->below; 2599 next = tmp->below;
2600
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2602 floors++;
2836 else if (floors > 0) 2603 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2604 return; /* process only floor objects after first floor object */
2838 2605
2839 /* If it is visible, player can apply it. If it is applied by 2606 /* 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 2607 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2608 * so that at least one of players movement types be that which
2842 * the item needs. 2609 * the item needs.
2843 */ 2610 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2611 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2612 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2613 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2614 return;
2847 } 2615 }
2848 if (floors >= 2) 2616 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2617 return; /* process at most two floor objects */
2850 } 2618 }
2851} 2619}
2852 2620
2853/** 2621/**
2854 * Unapplies specified item. 2622 * Unapplies specified item.
2855 * No check done on cursed/damned. 2623 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2624 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2625 * to keep the size of apply_special to a more managable size.
2858 */ 2626 */
2627static int
2859static int unapply_special (object *who, object *op, int aflags) 2628unapply_special (object *who, object *op, int aflags)
2860{ 2629{
2630 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2631 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2632 return RESULT_INT (0);
2633
2861 object *tmp2; 2634 object *tmp2;
2862 2635
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2636 CLEAR_FLAG (op, FLAG_APPLIED);
2637
2864 switch(op->type) { 2638 switch (op->type)
2639 {
2865 case WEAPON: 2640 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2641 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2867 2642
2868 (void) change_abil (who,op); 2643 change_abil (who, op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2644 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */ 2645
2872 who->current_weapon_script = NULL; 2646 if (who->contr)
2647 {
2648 if (who->contr->combat_ob == op)
2649 who->contr->combat_ob = 0;
2650
2651 if (who->current_weapon == op)
2873 who->current_weapon = NULL; 2652 who->current_weapon = 0;
2653 }
2654
2874 clear_skill(who); 2655 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);
2895 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break;
2898
2899 case ARMOUR:
2900 case HELMET:
2901 case SHIELD:
2902 case RING:
2903 case BOOTS:
2904 case GLOVES:
2905 case AMULET:
2906 case GIRDLE:
2907 case BRACERS:
2908 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910 (void) change_abil (who,op);
2911 break;
2912 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch);
2916 tmp2->x = op->x;
2917 tmp2->y = op->y;
2918 tmp2->map = op->map;
2919 tmp2->below = op->below;
2920 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count);
2927 remove_ob(op);
2928 free_object(op);
2929 insert_ob_in_ob(tmp2, who);
2930 fix_player(who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932 if (who->type == PLAYER) {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935 }
2936 }
2937 if(who->type==PLAYER)
2938 esrv_send_item(who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */
2940 break;
2941 case BOW:
2942 case WAND:
2943 case ROD:
2944 case HORN:
2945 clear_skill(who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947 if(who->type==PLAYER) {
2948 who->contr->shoottype = range_none;
2949 } else {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE);
2954 }
2955 break;
2956
2957 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL;
2961 break; 2656 break;
2962 2657
2963 default: 2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL:
2660 if (op != who->chosen_skill)
2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662
2663 if (who->contr)
2664 {
2665 if (!op->invisible)
2666 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2667 else
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2669 }
2670
2671 change_abil (who, op);
2672 who->chosen_skill = 0;
2673 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674 break;
2675
2676 case ARMOUR:
2677 case HELMET:
2678 case SHIELD:
2679 case RING:
2680 case BOOTS:
2681 case GLOVES:
2682 case AMULET:
2683 case GIRDLE:
2684 case BRACERS:
2685 case CLOAK:
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2687 change_abil (who, op);
2688 break;
2689
2690 case LAMP:
2691 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2692 tmp2 = arch_to_object (op->other_arch);
2693 tmp2->x = op->x;
2694 tmp2->y = op->y;
2695 tmp2->map = op->map;
2696 tmp2->below = op->below;
2697 tmp2->above = op->above;
2698 tmp2->stats.food = op->stats.food;
2699 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2700
2701 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2702 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2703
2704 if (who->contr)
2705 esrv_del_item (who->contr, op->count);
2706
2707 op->destroy ();
2708 insert_ob_in_ob (tmp2, who);
2709 who->update_stats ();
2710
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->contr)
2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 }
2718 }
2719
2720 if (who->contr)
2721 esrv_send_item (who, tmp2);
2722
2723 return 1; /* otherwise, an attempt to drop causes problems */
2724
2725 case BOW:
2726 case WAND:
2727 case ROD:
2728 case HORN:
2729 clear_skill (who);
2730
2731 if (who->contr)
2732 {
2733 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2734
2735 if (who->contr->ranged_ob == op)
2736 who->contr->ranged_ob = 0;
2737
2738 if (who->current_weapon == op)
2739 who->current_weapon = 0;
2740 }
2741 else
2742 {
2743 if (op->type == BOW)
2744 CLEAR_FLAG (who, FLAG_READY_BOW);
2745 else
2746 CLEAR_FLAG (who, FLAG_READY_RANGE);
2747 }
2748
2749 break;
2750
2751 case BUILDER:
2752 if (who->contr)
2753 {
2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2755
2756 if (who->contr->ranged_ob == op)
2757 who->contr->ranged_ob = 0;
2758 }
2759 break;
2760
2761 default:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2762 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break; 2763 break;
2966 } 2764 }
2967 2765
2968 fix_player(who); 2766 who->update_stats ();
2969 2767
2970 if ( ! (aflags & AP_NO_MERGE)) { 2768 if (!(aflags & AP_NO_MERGE))
2971 object *tmp; 2769 {
2972
2973 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL); 2770 object *tmp = merge_ob (op, 0);
2975 if (who->type == PLAYER) { 2771
2976 if (tmp) { /* it was merged */ 2772 if (who->contr)
2773 {
2774 if (tmp)
2775 { /* it was merged */
2977 esrv_del_item (who->contr, del_tag); 2776 esrv_del_item (who->contr, op->count);
2978 op = tmp; 2777 op = tmp;
2979 } 2778 }
2779
2980 esrv_send_item (who, op); 2780 esrv_send_item (who, op);
2981 } 2781 }
2982 } 2782 }
2783
2983 return 0; 2784 return 0;
2984} 2785}
2985 2786
2986/** 2787/**
2987 * Returns the object that is using location 'loc'. 2788 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 2789 * 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. 2796 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 2797 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 2798 * invisible other objects that use
2998 * up body locations can be used as restrictions. 2799 * up body locations can be used as restrictions.
2999 */ 2800 */
2801static object *
3000object *get_item_from_body_location(object *start, int loc) 2802get_item_from_body_location (int loc, object *start)
3001{ 2803{
3002 object *tmp; 2804 if (start)
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 2805 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2806 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2807 return tmp;
3009 2808
3010 return NULL; 2809 return 0;
3011} 2810}
3012
3013
3014 2811
3015/** 2812/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 2813 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 2814 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 2815 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 2818 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 2819 * 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 2820 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 2821 * another function that does just that.
3025 */ 2822 */
2823int
3026int unapply_for_ob(object *who, object *op, int aflags) 2824unapply_for_ob (object *who, object *op, int aflags)
3027{ 2825{
3028 int i; 2826 if (op->is_range ())
3029 object *tmp=NULL, *last;
3030
3031 /* 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.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD) {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 2827 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2830 {
3039 if (aflags & AP_PRINT) 2831 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3041 else 2833 else
3042 unapply_special(who, tmp, aflags); 2834 unapply_special (who, tmp, aflags);
3043 } 2835 }
3044 else { 2836 else
2837 {
3045 /* In this case, we want to try and remove a cursed item. 2838 /* 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 2839 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 2840 * at least generate the message.
3048 */ 2841 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 2842 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3050 "No matter how hard you try, you just can't\nremove %s.", 2843 return 1;
3051 query_name(tmp)); 2844 }
3052 return 1;
3053 }
3054 2845
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2847 {
3060 /* this used up a slot that we need to free */ 2848 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 2849 if (op->slot[i].info)
3062 last = who->inv; 2850 {
2851 object *last = who->inv;
3063 2852
3064 /* We do a while loop - may need to remove several items in order 2853 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 2854 * to free up enough slots.
3066 */ 2855 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 2856 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 2857 {
3069 if (!tmp) { 2858 object *tmp = get_item_from_body_location (i, last);
2859
2860 if (!tmp)
2861 {
3070#if 0 2862#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2863 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2864 * equipped.
3073 */ 2865 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2866 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 2867#endif
3077 return 1; 2868 return 1;
3078 } 2869 }
2870
3079 /* If we are just printing, we don't care about cursed status */ 2871 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2872 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)))) { 2873 {
3082 if (aflags & AP_PRINT) 2874 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3084 else 2876 else
3085 unapply_special(who, tmp, aflags); 2877 unapply_special (who, tmp, aflags);
3086 } 2878 }
3087 else { 2879 else
2880 {
3088 /* Cursed item that we can't unequip - tell the player. 2881 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2882 * 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 2883 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2884 * one cursed ring.)
3092 */ 2885 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 2887 }
3095 last = tmp->below; 2888
3096 } 2889 last = tmp->below;
2890 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2891 /* 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. 2892 * return in the !tmp would have kicked in.
3099 */ 2893 */
3100 } /* if op is using this body location */ 2894 } /* if op is using this body location */
3101 } /* for body lcoations */ 2895 } /* for body lcoations */
2896
3102 return 0; 2897 return 0;
3103} 2898}
3104 2899
3105/** 2900/**
3106 * Checks to see if 'who' can apply object 'op'. 2901 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2902 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2903 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2904 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2905 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 2906 * is set, do we really are what the other flags may be?)
3112 * 2907 *
3113 * See include/define.h for detailed description of the meaning of 2908 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2909 * these return values.
3115 */ 2910 */
2911int
3116int can_apply_object(object *who, object *op) 2912can_apply_object (object *who, object *op)
3117{ 2913{
2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2915 return RESULT_INT (0);
2916
3118 int i, retval=0; 2917 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 2918 object *tmp = 0, *ws = 0;
3120 2919
3121 /* 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
3123 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way.
3125 */
3126 if (op->type == WEAPON || op->type == SHIELD) {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp;
3131 }
3132 }
3133 }
3134
3135
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2920 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 2921 {
2922 if (op->slot[i].info)
2923 {
3138 /* Item uses more slots than we have */ 2924 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 2925 if (abs (op->slot[i].info) > who->slot[i].info)
2926 {
3140 /* Could return now for efficiently - rest of info below isn' 2927 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 2928 * really needed.
3142 */ 2929 */
3143 retval |= CAN_APPLY_NEVER; 2930 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2931 }
2932 else if ((who->slot[i].used + op->slot[i].info) < 0)
2933 {
3145 /* in this case, equipping this would use more free spots than 2934 /* in this case, equipping this would use more free spots than
3146 * we have. 2935 * we have.
3147 */ 2936 */
3148 object *tmp1;
3149 2937
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 2938 /* 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 2939 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 2940 * apply unapply". We don't care about the logic below - if you have a
3154 * shield equipped and try to equip another shield, there is only 2941 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 2942 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 2943 * does take into the account cases where what is being applied
3157 * may be two handed for example. 2944 * may be two handed for example.
3158 */ 2945 */
3159 if (ws) { 2946 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2947 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 2948 {
3162 continue; 2949 retval |= CAN_APPLY_UNAPPLY;
3163 } 2950 continue;
3164 } 2951 }
3165 2952
3166 tmp1 = get_item_from_body_location(who->inv, i); 2953 object *tmp1 = get_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 2954 if (!tmp1)
2955 {
3168#if 0 2956#if 0
3169 /* This is sort of an error, but happens a lot when old players 2957 /* 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. 2958 * join in with more stuff equipped than they are now allowed.
3171 */ 2959 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 2960 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 2961#endif
3175 retval |= CAN_APPLY_NEVER; 2962 retval |= CAN_APPLY_NEVER;
3176 } else { 2963 }
2964 else
2965 {
3177 /* need to unapply something. However, if this something 2966 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 2967 * is different than we had found before, it means they need
3179 * to apply multiple objects 2968 * to apply multiple objects
3180 */ 2969 */
3181 retval |= CAN_APPLY_UNAPPLY; 2970 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 2971 if (!tmp)
3183 else if (tmp != tmp1) { 2972 tmp = tmp1;
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 2973 else if (tmp != tmp1)
3185 } 2974 retval |= CAN_APPLY_UNAPPLY_MULT;
2975
3186 /* This object isn't using up all the slots, so there must 2976 /* 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 2977 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 2978 * the slots, the player then has a choice.
3189 */ 2979 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 2980 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 2981 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2982 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 2983
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 2984 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 2985 * equipped? If not, there must be something else to unapply.
3196 */ 2986 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2987 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 2989 }
3200 } 2990 } /* if not enough free slots */
3201 } /* if not enough free slots */ 2991 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 2992 } /* for i -> num_body_locations loop */
3204 2993
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 2994 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 2995 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 2996 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 2997 * 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 2998 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 2999 * all use the same location.
3211 */ 3000 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3001 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; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3004 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3006
3007 if (who->type != PLAYER)
3008 {
3009 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3010 retval |= CAN_APPLY_RESTRICTION;
3011
3012 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3013 retval |= CAN_APPLY_RESTRICTION;
3014
3015 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3016 retval |= CAN_APPLY_RESTRICTION;
3017
3018 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3019 retval |= CAN_APPLY_RESTRICTION;
3228 } 3020 }
3021
3229 return retval; 3022 return retval;
3230} 3023}
3231
3232
3233 3024
3234/** 3025/**
3235 * who is the object using the object. It can be a monster. 3026 * 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, 3027 * 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 3028 * eg, one which you put on and keep on for a while, and not something
3251 * 3042 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3043 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3044 *
3254 * apply_special() doesn't check for unpaid items. 3045 * apply_special() doesn't check for unpaid items.
3255 */ 3046 */
3047int
3256int apply_special (object *who, object *op, int aflags) 3048apply_special (object *who, object *op, int aflags)
3257{ 3049{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3050 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3051 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 3052
3262 if(who==NULL) { 3053 if (who == NULL)
3054 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3055 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3056 return 1;
3265 } 3057 }
3266 3058
3267 if(op->env!=who) 3059 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3060 return 1; /* op is not in inventory */
3269 3061
3270 /* trying to unequip op */ 3062 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3063 if (QUERY_FLAG (op, FLAG_APPLIED))
3064 {
3272 /* always apply, so no reason to unapply */ 3065 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3066 if (basic_flag == AP_APPLY)
3067 return 0;
3274 3068
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3069 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))) { 3070 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3071 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3278 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op));
3280 return 1; 3072 return 1;
3281 } 3073 }
3074
3282 return unapply_special(who, op, aflags); 3075 return unapply_special (who, op, aflags);
3283 } 3076 }
3284 3077
3285 if (basic_flag == AP_UNAPPLY) return 0; 3078 if (basic_flag == AP_UNAPPLY)
3079 return 0;
3286 3080
3287 i = can_apply_object(who, op);
3288
3289 /* Can't just apply this object. Lets see what not and what to do */ 3081 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3082 if (int i = can_apply_object (who, op))
3083 {
3291 if (i & CAN_APPLY_NEVER) { 3084 if (i & CAN_APPLY_NEVER)
3085 {
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3086 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; 3087 return 1;
3088 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3089 else if (i & CAN_APPLY_RESTRICTION)
3090 {
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3091 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3296 return 1; 3092 return 1;
3297 } 3093 }
3094
3298 if (who->type != PLAYER) { 3095 if (who->type != PLAYER)
3096 {
3299 /* Some error, so don't try to equip something more */ 3097 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3098 if (unapply_for_ob (who, op, aflags))
3301 } else { 3099 return 1;
3302 if (who->contr->unapply == unapply_never || 3100 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3101 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3102 {
3103 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3104 {
3105 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); 3106 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3107 return 1;
3307 } 3108 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3109 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 3110 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 3111 return 1;
3112 }
3311 } 3113 }
3312 } 3114
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3115 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3116 {
3315 skop=find_skill_by_name(who, op->skill); 3117 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3118
3119 if (!skop)
3120 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3121 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3318 return 1; 3122 return 1;
3319 } else { 3123 }
3124 else
3320 /* While experience will be credited properly, we want to change the 3125 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3126 * skill so that the dam and wc get updated
3322 */ 3127 */
3323 change_skill(who, skop, 0); 3128 change_skill (who, skop, 0);
3324 }
3325 } 3129 }
3326 3130
3327 if (who->type == PLAYER && op->item_power && 3131 if (who->type == PLAYER
3132 && op->item_power
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3133 && 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!");
3330 return 1;
3331 } 3134 {
3332 3135 new_draw_info (NDI_UNIQUE, 0, who,
3136 "Equipping that combined with other items would consume your soul! "
3137 "[use the skills command to check your available item power]");
3138 return 1;
3139 }
3333 3140
3334 /* Ok. We are now at the state where we can apply the new object. 3141 /* 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_... 3142 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3143 * below - that is already taken care of by can_apply_object.
3337 */ 3144 */
3338
3339
3340 if(op->nrof > 1) 3145 if (op->nrof > 1)
3341 tmp = get_split_ob(op,op->nrof - 1); 3146 tmp = get_split_ob (op, op->nrof - 1);
3342 else 3147 else
3343 tmp = NULL; 3148 tmp = 0;
3344 3149
3150 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3151 return RESULT_INT (0);
3152
3345 switch(op->type) { 3153 switch (op->type)
3154 {
3346 case WEAPON: 3155 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3156 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3157 {
3349 "That weapon is too powerful for you to use."); 3158 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3159 "It would consume your soul!.");
3351 if(tmp!=NULL) 3160
3352 (void) insert_ob_in_ob(tmp,who); 3161 if (tmp)
3353 return 1; 3162 insert_ob_in_ob (tmp, who);
3354 } 3163
3164 return 1;
3165 }
3166
3167 //TODO: this obviously fails for players using a shorter prefix
3168 // i.e. "R" can use Ragnarok's sword.
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3169 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3170 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3171 /* 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) */ 3172 /* (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."); 3173 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3359 if(tmp!=NULL) 3174
3360 (void) insert_ob_in_ob(tmp,who); 3175 if (tmp)
3361 return 1; 3176 insert_ob_in_ob (tmp, who);
3362 } 3177
3178 return 1;
3179 }
3180
3181 if (!skop)
3182 {
3183 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3184 return 1;
3185 }
3186
3363 SET_FLAG(op, FLAG_APPLIED); 3187 SET_FLAG (op, FLAG_APPLIED);
3188 change_skill (who, skop, 1);
3364 3189
3365 if (skop) change_skill(who, skop, 1); 3190 if (who->contr)
3191 who->set_weapon (who->contr->combat_ob = op);
3192
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3193 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON); 3194 SET_FLAG (who, FLAG_READY_WEAPON);
3368 3195
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3196 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3370 3197
3371 (void) change_abil (who,op); 3198 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;
3380
3381 case ARMOUR:
3382 case HELMET:
3383 case SHIELD:
3384 case BOOTS:
3385 case GLOVES:
3386 case GIRDLE:
3387 case BRACERS:
3388 case CLOAK:
3389 case RING:
3390 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3393 (void) change_abil (who,op);
3394 break;
3395 case LAMP:
3396 if (op->stats.food < 1) {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3398 " fuel!", op->name);
3399 return 1;
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3402 op->name);
3403 tmp2 = arch_to_object(op->other_arch);
3404 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who);
3409
3410 /* Remove the old lantern */
3411 if (who->type == PLAYER)
3412 esrv_del_item(who->contr, (tag_t)op->count);
3413 remove_ob(op);
3414 free_object(op);
3415
3416 /* insert the portion that was split off */
3417 if(tmp!=NULL) {
3418 (void) insert_ob_in_ob(tmp,who);
3419 if(who->type==PLAYER)
3420 esrv_send_item(who, tmp);
3421 }
3422 fix_player(who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3424 if (who->type == PLAYER) {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3427 }
3428 }
3429 if(who->type==PLAYER)
3430 esrv_send_item(who, tmp2);
3431 return 0;
3432 break;
3433
3434 /* this part is needed for skill-tools */
3435 case SKILL:
3436 case SKILL_TOOL:
3437 if (who->chosen_skill) {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1;
3440 }
3441 if (who->type == PLAYER) {
3442 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3446 query_name (op));
3447 new_draw_info_format (NDI_UNIQUE, 0, who,
3448 "You can now use the skill: %s.",
3449 op->skill);
3450 } else {
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3452 op->skill? op->skill:op->name);
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op);
3457 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL);
3459 break;
3460
3461 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) {
3463 new_draw_info(NDI_UNIQUE, 0, who,
3464 "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who);
3468 return 1;
3469 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3471 new_draw_info(NDI_UNIQUE, 0, who,
3472 "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who);
3475 return 1;
3476 }
3477 /*FALLTHROUGH*/
3478 case WAND:
3479 case ROD:
3480 case HORN:
3481 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3485
3486 if(who->type==PLAYER) {
3487 if (op->type == BOW) {
3488 (void)change_abil(who, op);
3489 new_draw_info_format (NDI_UNIQUE, 0, who,
3490 "You will now fire %s with %s.",
3491 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow;
3493 } else {
3494 who->contr->shoottype = range_misc;
3495 }
3496 } else {
3497 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW);
3499 else
3500 SET_FLAG (who, FLAG_READY_RANGE);
3501 }
3502 break;
3503
3504 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] )
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3507 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3510 break; 3199 break;
3511 3200
3512 default: 3201 case ARMOUR:
3202 case HELMET:
3203 case SHIELD:
3204 case BOOTS:
3205 case GLOVES:
3206 case GIRDLE:
3207 case BRACERS:
3208 case CLOAK:
3209 case RING:
3210 case AMULET:
3211 SET_FLAG (op, FLAG_APPLIED);
3212 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3213 change_abil (who, op);
3214 break;
3215
3216 case LAMP:
3217 if (op->stats.food < 1)
3218 {
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3220 return 1;
3221 }
3222
3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3224 tmp2 = arch_to_object (op->other_arch);
3225 tmp2->stats.food = op->stats.food;
3226 SET_FLAG (tmp2, FLAG_APPLIED);
3227
3228 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3229 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3230
3231 insert_ob_in_ob (tmp2, who);
3232
3233 /* Remove the old lantern */
3234 if (who->type == PLAYER)
3235 esrv_del_item (who->contr, op->count);
3236
3237 op->destroy ();
3238
3239 /* insert the portion that was split off */
3240 if (tmp)
3241 {
3242 insert_ob_in_ob (tmp, who);
3243 if (who->type == PLAYER)
3244 esrv_send_item (who, tmp);
3245 }
3246
3247 who->update_stats ();
3248
3249 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3250 if (who->type == PLAYER)
3251 {
3252 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3253 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3254 }
3255
3256 if (who->type == PLAYER)
3257 esrv_send_item (who, tmp2);
3258
3259 return 0;
3260
3261 /* this part is needed for skill-tools */
3262 case SKILL:
3263 case SKILL_TOOL:
3264 if (who->chosen_skill)
3265 {
3266 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267 return 1;
3268 }
3269
3270 if (player *pl = who->contr)
3271 {
3272 if (IS_COMBAT_SKILL (op->subtype))
3273 {
3274 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3275 {
3276 for (object *item = who->inv; item; item = item->below)
3277 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3278 {
3279 who->set_weapon (pl->combat_ob = item);
3280 goto found_weapon;
3281 }
3282
3283 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3284 return 1;
3285
3286 found_weapon:;
3287 }
3288 else
3289 who->set_weapon (pl->combat_ob = op);
3290 }
3291 else if (IS_RANGED_SKILL (op->subtype))
3292 {
3293 if (skill_flags [op->subtype] & SF_NEED_BOW)
3294 {
3295 for (object *item = who->inv; item; item = item->below)
3296 if (item->type == BOW && item->flag [FLAG_APPLIED])
3297 {
3298 who->set_weapon (pl->ranged_ob = item);
3299 goto found_bow;
3300 }
3301
3302 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3303 return 1;
3304
3305 found_bow:;
3306 }
3307 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3308 {
3309 for (object *item = who->inv; item; item = item->below)
3310 if (item->flag [FLAG_APPLIED]
3311 && (item->type == WAND || item->type == ROD || item->type == HORN))
3312 {
3313 who->set_weapon (pl->ranged_ob = item);
3314 goto found_item;
3315 }
3316
3317 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3318 return 1;
3319
3320 found_item:;
3321 }
3322 else
3323 who->set_weapon (pl->ranged_ob = op);
3324 }
3325
3326 if (!op->invisible)
3327 {
3328 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3329 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3330 }
3331 else
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3333 }
3334
3335 SET_FLAG (op, FLAG_APPLIED);
3336 change_abil (who, op);
3337 who->chosen_skill = op;
3338 SET_FLAG (who, FLAG_READY_SKILL);
3339 break;
3340
3341 case BOW:
3342 if (!check_weapon_power (who, op->last_eat))
3343 {
3344 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3345 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3346
3347 if (tmp)
3348 insert_ob_in_ob (tmp, who);
3349
3350 return 1;
3351 }
3352
3353 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3354 {
3355 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3356 if (tmp)
3357 insert_ob_in_ob (tmp, who);
3358
3359 return 1;
3360 }
3361
3362 /*FALLTHROUGH*/
3363 case WAND:
3364 case ROD:
3365 case HORN:
3366 /* check for skill, alter player status */
3367
3368 if (!skop)
3369 {
3370 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3371 return 1;
3372 }
3373
3374 SET_FLAG (op, FLAG_APPLIED);
3375 change_skill (who, skop, 0);
3376
3377 if (who->contr)
3378 {
3379 who->contr->ranged_ob = op;
3380
3381 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3382
3383 if (op->type == BOW)
3384 {
3385 who->current_weapon = op;
3386 change_abil (who, op);
3387 new_draw_info_format (NDI_UNIQUE, 0, who,
3388 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3389 }
3390 }
3391 else
3392 {
3393 if (op->type == BOW)
3394 SET_FLAG (who, FLAG_READY_BOW);
3395 else
3396 SET_FLAG (who, FLAG_READY_RANGE);
3397 }
3398
3399 break;
3400
3401 case BUILDER:
3402 if (who->type == PLAYER)
3403 {
3404 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3405 unapply_special (who, who->contr->ranged_ob, 0);
3406
3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3408
3409 who->contr->ranged_ob = op;
3410 }
3411 break;
3412
3413 default:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3514 } /* end of switch op->type */ 3415 } /* end of switch op->type */
3515 3416
3516 SET_FLAG(op, FLAG_APPLIED); 3417 SET_FLAG (op, FLAG_APPLIED);
3517 3418
3518 if(tmp!=NULL) 3419 if (tmp)
3519 tmp = insert_ob_in_ob(tmp,who); 3420 tmp = insert_ob_in_ob (tmp, who);
3520 3421
3521 fix_player(who); 3422 who->update_stats ();
3522 3423
3523 /* We exclude spell casting objects. The fire code will set the 3424 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3425 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3426 * you don't know anything about them.
3526 */ 3427 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3428 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3429 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3430
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3431 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3432 {
3532 if (who->type == PLAYER) { 3433 if (who->type == PLAYER)
3434 {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3435 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED); 3436 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3437 }
3536 } 3438 }
3439
3537 if(who->type==PLAYER) { 3440 if (who->type == PLAYER)
3441 {
3538 /* if multiple objects were applied, update both slots */ 3442 /* if multiple objects were applied, update both slots */
3539 if (tmp) 3443 if (tmp)
3540 esrv_send_item(who, tmp); 3444 esrv_send_item (who, tmp);
3445
3541 esrv_send_item(who, op); 3446 esrv_send_item (who, op);
3542 } 3447 }
3448
3543 return 0; 3449 return 0;
3544} 3450}
3545 3451
3546 3452int
3547int monster_apply_special (object *who, object *op, int aflags) 3453monster_apply_special (object *who, object *op, int aflags)
3548{ 3454{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3455 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3456 return 1;
3551 return apply_special (who, op, aflags); 3457 return apply_special (who, op, aflags);
3552} 3458}
3553 3459
3554/** 3460/**
3555 * Map was just loaded, handle op's initialisation. 3461 * Map was just loaded, handle op's initialisation.
3556 * 3462 *
3557 * Generates shop floor's item, and treasures. 3463 * Generates shop floor's item, and treasures.
3558 */ 3464 */
3465int
3559int auto_apply (object *op) { 3466auto_apply (object *op)
3467{
3560 object *tmp = NULL, *tmp2; 3468 object *tmp = NULL, *tmp2;
3561 int i; 3469 int i;
3562 3470
3563 switch(op->type) { 3471 switch (op->type)
3472 {
3564 case SHOP_FLOOR: 3473 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3474 if (!op->has_random_items ())
3566 do { 3475 return 0;
3567 i=10; /* let's give it 10 tries */ 3476
3477 do
3478 {
3479 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3480 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3481 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3482 if (tmp == NULL)
3571 return 0; 3483 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3484 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3485 {
3574 tmp = NULL; 3486 tmp->destroy ();
3575 } 3487 tmp = NULL;
3576 } while(!tmp); 3488 }
3489 }
3490 while (!tmp);
3491
3577 tmp->x=op->x; 3492 tmp->x = op->x;
3578 tmp->y=op->y; 3493 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3494 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3495 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3496 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3497 identify (tmp);
3583 break; 3498 break;
3584 3499
3585 case TREASURE: 3500 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3501 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3502 return 0;
3503
3588 while ((op->stats.hp--)>0) 3504 while (op->stats.hp-- > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3505 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3506 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 3507
3593 /* If we generated an object and put it in this object inventory, 3508 /* 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 3509 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3510 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3511 * that is put inside other objects.
3597 */ 3512 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3513 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3514 {
3600 remove_ob(tmp); 3515 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3516 tmp->remove ();
3602 else free_object(tmp); 3517
3518 if (op->env)
3519 insert_ob_in_ob (tmp, op->env);
3520 else
3521 tmp->destroy ();
3522 }
3523
3524 op->destroy ();
3525 break;
3603 } 3526 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3527 return tmp ? 1 : 0;
3609} 3528}
3610 3529
3611/** 3530/**
3612 * fix_auto_apply goes through the entire map (only the first time 3531 * fix_auto_apply goes through the entire map every time a map
3613 * when an original map is loaded) and performs special actions for 3532 * is loaded or swapped in and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3533 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3534 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3535 */
3536void
3537maptile::fix_auto_apply ()
3538{
3539 if (!spaces)
3540 return;
3617 3541
3618void fix_auto_apply(mapstruct *m) { 3542 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619 object *tmp,*above=NULL; 3543 for (object *tmp = ms->bot; tmp; )
3620 int x,y; 3544 {
3545 object *above = tmp->above;
3621 3546
3622 if(m==NULL) return; 3547 if (tmp->inv)
3623 3548 {
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; 3549 object *invtmp, *invnext;
3631 3550
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3551 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3552 {
3553 invnext = invtmp->below;
3634 3554
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3555 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3556 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3557 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3558 {
3638 while ((invtmp->stats.hp--)>0) 3559 while ((invtmp->stats.hp--) > 0)
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3560 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3640 m->difficulty,0); 3561
3641 invtmp->randomitems = NULL; 3562 invtmp->randomitems = NULL;
3642 } 3563 }
3643 else if (invtmp && invtmp->arch && 3564 else if (invtmp && invtmp->arch
3644 invtmp->type!=TREASURE && 3565 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3645 invtmp->type != SPELL && 3566 {
3646 invtmp->type != CLASS && 3567 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 3568 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3569 * treasure again for this object
3652 */ 3570 */
3653 invtmp->randomitems = NULL; 3571 invtmp->randomitems = NULL;
3654 } 3572 }
3655 } 3573 }
3656 /* This is really temporary - the code at the bottom will 3574 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3575 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3576 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3577 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3578 * MSW 2004-05-13
3661 * 3579 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3580 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3581 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3582 * Ryo 2004-08-16
3665 */ 3583 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3584 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3585 || 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; 3586 tmp->randomitems = NULL;
3670 3587
3671 } 3588 }
3672 3589
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3590 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3591 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3592 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3593 {
3676 while ((tmp->stats.hp--)>0) 3594 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3595 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3596 tmp->randomitems = NULL;
3680 } 3597 }
3681 else if(tmp->type==TIMED_GATE) { 3598 else if (tmp->type == TIMED_GATE)
3599 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3600 object *head = tmp->head != NULL ? tmp->head : tmp;
3601
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3602 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3603 tmp->set_speed (0);
3685 update_ob_speed(tmp); 3604 }
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when 3605 /* 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 3606 * 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 3607 * 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. 3608 * 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 3609 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3610 * which say how many times to make the treasure.
3694 */ 3611 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3612 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3613 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3614 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3615 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3616 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3617 tmp->randomitems = NULL;
3701 } 3618 }
3619
3620 // close all containers
3621 else if (tmp->type == CONTAINER)
3622 tmp->flag [FLAG_APPLIED] = 0;
3623
3624 tmp = above;
3702 } 3625 }
3703 3626
3704 for(x=0;x<MAP_WIDTH(m);x++) 3627 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3628 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)) 3629 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3630 check_trigger (tmp, tmp->above);
3710} 3631}
3711 3632
3712/** 3633/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3634 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3635 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3636 * 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. 3637 * the food changes, just grab a force and use that instead.
3717 */ 3638 */
3718 3639
3640void
3719void eat_special_food(object *who, object *food) { 3641eat_special_food (object *who, object *food)
3642{
3720 object *force; 3643 object *force;
3721 int i, did_one=0; 3644 int i, did_one = 0;
3722 sint8 k; 3645 sint8 k;
3723 3646
3724 force = get_archetype(FORCE_NAME); 3647 force = get_archetype (FORCE_NAME);
3725 3648
3726 for (i=0; i < NUM_STATS; i++) { 3649 for (i = 0; i < NUM_STATS; i++)
3650 {
3727 k = get_attr_value(&food->stats, i); 3651 k = get_attr_value (&food->stats, i);
3728 if (k) { 3652 if (k)
3653 {
3729 set_attr_value(&force->stats, i, k); 3654 set_attr_value (&force->stats, i, k);
3730 did_one = 1; 3655 did_one = 1;
3731 } 3656 }
3732 } 3657 }
3733 3658
3734 /* check if we can protect the eater */ 3659 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3660 for (i = 0; i < NROFATTACKS; i++)
3661 {
3736 if (food->resist[i]>0) { 3662 if (food->resist[i] > 0)
3663 {
3737 force->resist[i] = food->resist[i] / 2; 3664 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3665 did_one = 1;
3739 } 3666 }
3740 } 3667 }
3668
3741 if (did_one) { 3669 if (did_one)
3742 force->speed = 0.1; 3670 {
3743 update_ob_speed(force); 3671 force->set_speed (0.1);
3744 /* bigger morsel of food = longer effect time */ 3672 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3673 force->duration = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3674 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3675 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3676 insert_ob_in_ob (force, who);
3750 } else {
3751 free_object(force);
3752 } 3677 }
3678 else
3679 force->destroy ();
3753 3680
3754 /* check for hp, sp change */ 3681 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3682 if (food->stats.hp != 0)
3683 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3684 if (QUERY_FLAG (food, FLAG_CURSED))
3757 strcpy(who->contr->killer,food->name); 3685 {
3686 assign (who->contr->killer, food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3687 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3688 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 } else { 3689 }
3690 else
3691 {
3761 if(food->stats.hp>0) 3692 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3693 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3763 else 3694 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3695 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp; 3696 who->stats.hp += food->stats.hp;
3766 } 3697 }
3767 } 3698 }
3768 if(food->stats.sp!=0) { 3699 if (food->stats.sp != 0)
3700 {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) { 3701 if (QUERY_FLAG (food, FLAG_CURSED))
3702 {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3703 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3771 who->stats.sp -= food->stats.sp; 3704 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0; 3705 if (who->stats.sp < 0)
3773 } else { 3706 who->stats.sp = 0;
3707 }
3708 else
3709 {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3710 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp; 3711 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */ 3712 /* place limit on max sp from food? */
3713 }
3777 } 3714 }
3778 } 3715 who->update_stats ();
3779 fix_player(who);
3780} 3716}
3781
3782 3717
3783/** 3718/**
3784 * Designed primarily to light torches/lanterns/etc. 3719 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3720 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3721 * the selected object to "burn". -b.t.
3787 */ 3722 */
3788 3723void
3789void apply_lighter(object *who, object *lighter) { 3724apply_lighter (object *who, object *lighter)
3725{
3790 object *item; 3726 object *item;
3791 int is_player_env=0; 3727 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3728
3796 item=find_marked_object(who); 3729 item = find_marked_object (who);
3797 if(item) { 3730 if (item)
3731 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3732 if (lighter->last_eat && lighter->stats.food)
3733 { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise * 3734 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */ 3735 * one charge from each would be used up. --DAMN */
3801 if(lighter->nrof > 1) { 3736 if (lighter->nrof > 1)
3802 object *oneLighter = get_object(); 3737 {
3803 copy_object(lighter, oneLighter); 3738 object *oneLighter = lighter->clone ();
3739
3804 lighter->nrof -= 1; 3740 lighter->nrof -= 1;
3805 oneLighter->nrof = 1; 3741 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3742 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3743 esrv_send_item (who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3744 oneLighter = insert_ob_in_ob (oneLighter, who);
3809 esrv_send_item(who, oneLighter); 3745 esrv_send_item (who, oneLighter);
3810 } else { 3746 }
3747 else
3811 lighter->stats.food--; 3748 lighter->stats.food--;
3812 } 3749 }
3813 3750 else if (lighter->last_eat)
3814 } else if(lighter->last_eat) { /* no charges left in lighter */ 3751 { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who, 3752 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; 3753 return;
3819 } 3754 }
3755
3820 /* Perhaps we should split what we are trying to light on fire? 3756 /* 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 3757 * I can't see many times when you would want to light multiple
3822 * objects at once. 3758 * objects at once.
3823 */ 3759 */
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 3760
3761 if (who == item->in_player ())
3762 is_player_env = 1;
3763
3833 save_throw_object(item,AT_FIRE,who); 3764 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3765
3835 * may have gotten recycled 3766 if (item->destroyed ())
3836 */ 3767 {
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3768 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 3769 /* Need to update the player so that the players glow radius
3841 * gets changed. 3770 * gets changed.
3842 */ 3771 */
3843 if (is_player_env) fix_player(who); 3772 if (is_player_env)
3844 } else { 3773 who->update_stats ();
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3774 }
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3775 else
3847 } 3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3848 3777 }
3849 } else /* nothing to light */ 3778 else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3779 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 3780
3852} 3781}
3853 3782
3854/** 3783/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3784 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3785 * scroll_failure()- hacked directly from spell_failure
3857 */ 3786 */
3787void
3858void scroll_failure(object *op, int failure, int power) 3788scroll_failure (object *op, int failure, int power)
3859{ 3789{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3790 if (abs (failure / 4) > power)
3791 power = abs (failure / 4); /* set minimum effect */
3861 3792
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3793 if (failure <= -1 && failure > -15)
3794 { /* wonder */
3863 object *tmp; 3795 object *tmp;
3864 3796
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3797 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER); 3798 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3799 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 3800 tmp->destroy ();
3801 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3802 else if (failure <= -15 && failure > -35)
3803 { /* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3804 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3805 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 3806 if (op->stats.sp < 0)
3807 op->stats.sp = 0;
3808 }
3873 } else if (settings.spell_failure_effects == TRUE) { 3809 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 3810 {
3811 if (failure <= -35 && failure > -60)
3812 { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3813 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 confuse_player(op,op,power); 3814 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3815 }
3816 else if (failure <= -60 && failure > -70)
3817 { /* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3818 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3879 "you!");
3880 paralyze_player(op,op,power); 3819 paralyze_player (op, op, power);
3820 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 3821 else if (failure <= -70 && failure > -80)
3822 { /* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3823 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3883 blind_player(op,op,power); 3824 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 3825 }
3885 object *tmp; 3826 else if (failure <= -80)
3886 tmp=get_archetype(LOOSE_MANA); 3827 { /* blast the immediate area */
3828 object *tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 3829 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3830 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3889 free_object(tmp); 3831 tmp->destroy ();
3890 } 3832 }
3891 } 3833 }
3892} 3834}
3893 3835
3836void
3894void apply_changes_to_player(object *pl, object *change) { 3837apply_changes_to_player (object *pl, object *change)
3838{
3895 int excess_stat=0; /* if the stat goes over the maximum 3839 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 3840 for the race, put the excess stat some
3897 where else. */ 3841 where else. */
3898 3842
3899 switch (change->type) { 3843 switch (change->type)
3900 case CLASS: { 3844 {
3845 case CLASS:
3846 {
3901 living *stats = &(pl->contr->orig_stats); 3847 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 3848 living *ns = &(change->stats);
3903 object *walk; 3849 object *walk;
3904 int flag_change_face=1; 3850 int flag_change_face = 1;
3905 3851
3906 /* the following code assigns stats up to the stat max 3852 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 3853 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 3854 * tries to randomly reassign the excess stat
3909 */ 3855 */
3910 int i,j; 3856 int i, j;
3857
3911 for(i=0;i<NUM_STATS;i++) { 3858 for (i = 0; i < NUM_STATS; i++)
3859 {
3912 sint8 stat=get_attr_value(stats,i); 3860 sint8 stat = get_attr_value (stats, i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3861 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3862
3914 stat += get_attr_value(ns,i); 3863 stat += get_attr_value (ns, i);
3915 if(stat > 20 + race_bonus) { 3864 if (stat > 20 + race_bonus)
3916 excess_stat++; 3865 {
3917 stat = 20+race_bonus; 3866 excess_stat++;
3918 } 3867 stat = 20 + race_bonus;
3868 }
3919 set_attr_value(stats,i,stat); 3869 set_attr_value (stats, i, stat);
3920 } 3870 }
3921 3871
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3872 for (j = 0; excess_stat > 0 && j < 100; j++)
3923 int i = rndm(0, 6); 3873 { /* try 100 times to assign excess stats */
3874 int i = rndm (0, 6);
3924 int stat=get_attr_value(stats,i); 3875 int stat = get_attr_value (stats, i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3876 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3926 if(i==CHA) continue; /* exclude cha from this */ 3877
3927 if( stat < 20 + race_bonus) { 3878 if (i == CHA)
3879 continue; /* exclude cha from this */
3880 if (stat < 20 + race_bonus)
3881 {
3928 change_attr_value(stats,i,1); 3882 change_attr_value (stats, i, 1);
3929 excess_stat--; 3883 excess_stat--;
3930 } 3884 }
3931 } 3885 }
3932 3886
3933 /* insert the randomitems from the change's treasurelist into 3887 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 3888 * the player ref: player.c
3935 */ 3889 */
3936 if(change->randomitems!=NULL) 3890 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 3891 give_initial_items (pl, change->randomitems);
3938 3892
3939 3893
3940 /* set up the face, for some races. */ 3894 /* set up the face, for some races. */
3941 3895
3942 /* first, look for the force object banning 3896 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 3897 * changing the face. Certain races never change face with class.
3944 */ 3898 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3899 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3900 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3901 flag_change_face = 0;
3947 3902
3948 if(flag_change_face) { 3903 if (flag_change_face)
3904 {
3949 pl->animation_id = GET_ANIM_ID(change); 3905 pl->animation_id = GET_ANIM_ID (change);
3950 pl->face = change->face; 3906 pl->face = change->face;
3951 3907
3952 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3908 if (QUERY_FLAG (change, FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE); 3909 SET_FLAG (pl, FLAG_ANIMATE);
3954 else 3910 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE); 3911 CLEAR_FLAG (pl, FLAG_ANIMATE);
3956 } 3912 }
3957 3913
3958 /* check the special case of can't use weapons */ 3914 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3915 /*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); 3916 if (!strcmp (change->name, "monk"))
3917 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 3918
3962 break; 3919 break;
3963 } 3920 }
3964 } 3921 }
3965} 3922}
3966 3923
3967/** 3924/**
3968 * This handles items of type 'transformer'. 3925 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 3929 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3930 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 3931 * 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. 3932 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 3933 */
3934void
3977void apply_item_transformer( object* pl, object* transformer ) 3935apply_item_transformer (object *pl, object *transformer)
3978 { 3936{
3979 object* marked; 3937 object *marked;
3980 object* new_item; 3938 object *new_item;
3981 char* find; 3939 char *find;
3982 char* separator; 3940 char *separator;
3983 int yield; 3941 int yield;
3984 char got[ MAX_BUF ]; 3942 char got[MAX_BUF];
3985 int len; 3943 int len;
3986 3944
3987 if ( !pl || !transformer ) 3945 if (!pl || !transformer)
3988 return; 3946 return;
3989 marked = find_marked_object( pl ); 3947 marked = find_marked_object (pl);
3990 if ( !marked ) 3948 if (!marked)
3991 { 3949 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3950 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3993 return; 3951 return;
3994 } 3952 }
3995 if ( !marked->slaying ) 3953 if (!marked->slaying)
3996 { 3954 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3955 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; 3956 return;
3999 } 3957 }
4000 /* check whether they are compatible or not */ 3958 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 3959 find = strstr (marked->slaying, transformer->arch->name);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3960 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4003 { 3961 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3962 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; 3963 return;
4006 } 3964 }
4007 find += strlen( transformer->arch->name ) + 1; 3965 find += strlen (transformer->arch->name) + 1;
4008 /* Item can be used, now find how many and what it yields */ 3966 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 3967 if (isdigit (*(find)))
4010 { 3968 {
4011 yield = atoi( find ); 3969 yield = atoi (find);
4012 if ( yield < 1 ) 3970 if (yield < 1)
4013 { 3971 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3972 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 3973 yield = 1;
4016 } 3974 }
4017 } 3975 }
4018 else 3976 else
4019 yield = 1; 3977 yield = 1;
4020 3978
4021 while ( isdigit( *find ) ) 3979 while (isdigit (*find))
4022 find++; 3980 find++;
4023 while ( *find == ' ' ) 3981 while (*find == ' ')
4024 find++; 3982 find++;
4025 memset( got, 0, MAX_BUF ); 3983 memset (got, 0, MAX_BUF);
4026 if ( (separator = strchr( find, ';' ))!=NULL) 3984 if ((separator = strchr (find, ';')) != NULL)
4027 { 3985 {
4028 len = separator - find; 3986 len = separator - find;
4029 } 3987 }
4030 else 3988 else
4031 { 3989 {
4032 len = strlen(find); 3990 len = strlen (find);
4033 } 3991 }
4034 if ( len > MAX_BUF-1) 3992 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 3993 len = MAX_BUF - 1;
4036 strcpy( got, find ); 3994 strcpy (got, find);
4037 got[len] = '\0'; 3995 got[len] = '\0';
4038 3996
4039 /* Now create new item, remove used ones when required. */ 3997 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 3998 new_item = get_archetype (got);
4041 if ( !new_item ) 3999 if (!new_item)
4042 { 4000 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4001 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4044 return; 4002 return;
4045 } 4003 }
4004
4046 new_item->nrof = yield; 4005 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4006 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 ); 4007 insert_ob_in_ob (new_item, pl);
4049 esrv_send_inventory( pl, pl ); 4008 esrv_send_inventory (pl, pl);
4050 /* Eat up one item */ 4009 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4010 decrease_ob_nr (marked, 1);
4052 /* Eat one transformer if needed */ 4011 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4012 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4013 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4014 decrease_ob_nr (transformer, 1);
4056 } 4015}

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