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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.12 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.12 2006/08/29 05:03:55 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 (depl->stats.stat (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;
534 force->stats.food *= 10; 374 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 378 }
379
539 force->speed_left = -1; 380 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 384 change_abil (op, force);
546 } 387 }
547 388
548 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 390 if (op->type == PLAYER)
550 { /* only for players */ 391 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 394 else
555 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
561 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 403 * up all the stats.
564 */ 404 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 406 op->update_stats ();
567 decrease_ob (tmp); 407 decrease_ob (tmp);
568 return 1; 408 return 1;
569} 409}
570 410
571/**************************************************************************** 411/****************************************************************************
573 ****************************************************************************/ 413 ****************************************************************************/
574 414
575/** 415/**
576 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
577 */ 417 */
418static int
578static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
579{ 420{
580 int count=0; 421 int count = 0;
581 422
582 423
583 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
426
584 op=op->below; 427 op = op->below;
585 while(op!=NULL) { 428 while (op != NULL)
429 {
586 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 434 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 436 count++;
592 else 437 else
593 count += op->nrof; 438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
594 } 443 }
595 } 444
596 op=op->below;
597 }
598 return count; 445 return count;
599} 446}
600 447
601/** 448/**
602 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 450 * op is typically the player, which is only
604 * really used to determine what space to look at. 451 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 452 * Modified to only eat 'nrof' of objects.
606 */ 453 */
454static void
607static void eat_item(object *op,const char *item, uint32 nrof) 455eat_item (object *op, const char *item, uint32 nrof)
608{ 456{
609 object *prev; 457 object *prev;
610 458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->name, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
611 prev = op; 478 prev = op;
612 op=op->below; 479 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 } 480 }
628} 481}
629 482
630/** 483/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 484 * 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 485 * 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 486 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 487 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 488 * we return 1 (true) if the player can use the weapon.
636 */ 489 */
490static int
637static int check_weapon_power(const object *who, int improvs) 491check_weapon_power (const object *who, int improvs)
638{ 492{
493
639/* Old code is below (commented out). Basically, since weapons are the only 494/* 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 495 * 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. 496 * require high level in some combat skill, so we just use overall level.
642 */ 497 */
643#if 1 498#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
645 else return 0; 502 return 0;
646 503
647#else 504#else
648 int level=0; 505 int level = 0;
649 506
650 /* The skill system hands out wc and dam bonuses to fighters 507 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 508 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 509 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 510 * 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 511 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 512 * using normal level - it is just a matter of play balance.
656 */ 513 */
657 if(who->type==PLAYER) { 514 if (who->type == PLAYER)
515 {
658 object *wc_obj=NULL; 516 object *wc_obj = NULL;
659 517
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 518 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) 519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 520 level = wc_obj->level;
663 521
664 if (!level ) { 522 if (!level)
523 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
666 level = who->level; 529 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 530
672 return (improvs <= ((level/5)+5)); 531 return (improvs <= ((level / 5) + 5));
673#endif 532#endif
674} 533}
675 534
676/** 535/**
677 * Returns how many items of type improver->slaying there are under op. 536 * 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. 537 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 538 */
539static int
680static int check_sacrifice(object *op, const object *improver) 540check_sacrifice (object *op, const object *improver)
681{ 541{
682 int count=0; 542 int count = 0;
683 543
684 if (improver->slaying!=NULL) { 544 if (improver->slaying != NULL)
545 {
685 count = check_item(op,improver->slaying); 546 count = check_item (op, improver->slaying);
686 if (count<1) { 547 if (count < 1)
548 {
687 char buf[200]; 549 char buf[200];
550
688 sprintf(buf,"The gods want more %ss",improver->slaying); 551 sprintf (buf, "The gods want more %ss", &improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf); 552 new_draw_info (NDI_UNIQUE, 0, op, buf);
690 return 0; 553 return 0;
691 } 554 }
692 } 555 }
693 else 556 else
694 count=1; 557 count = 1;
695 558
696 return count; 559 return count;
697} 560}
698 561
699/** 562/**
700 * Actually improves the weapon, and tells user. 563 * Actually improves the weapon, and tells user.
701 */ 564 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 565int
703 signed char *stat,int sacrifice_count,const char *statname) 566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
704{ 567{
705 568
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
707 *stat += sacrifice_count; 570 *stat += sacrifice_count;
708 weapon->last_eat++; 571 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 572 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); 573 decrease_ob (improver);
712 574
713 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
714 fix_player(op); 576 op->update_stats ();
715 return 1; 577 return 1;
716} 578}
717 579
718/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
732/** 594/**
733 * This does the prepare weapon scroll. 595 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 596 * Checks for sacrifice, and so on.
735 */ 597 */
736 598
599int
737int prepare_weapon(object *op, object *improver, object *weapon) 600prepare_weapon (object *op, object *improver, object *weapon)
738{ 601{
739 int sacrifice_count,i; 602 int sacrifice_count, i;
740 char buf[MAX_BUF]; 603 char buf[MAX_BUF];
741 604
742 if (weapon->level!=0) { 605 if (weapon->level != 0)
606 {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
744 return 0; 608 return 0;
745 } 609 }
746 for (i=0; i<NROFATTACKS; i++) 610 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 611 if (weapon->resist[i])
612 break;
748 613
749 /* If we break out, i will be less than nrofattacks, preventing 614 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 615 * improvement of items that already have protections.
751 */ 616 */
752 if (i<NROFATTACKS || 617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 619 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 620 weapon->stats.ac) /* AC - only taifu's I think */
757 { 621 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
759 return 0; 623 return 0;
760 } 624 }
761 sacrifice_count=check_sacrifice(op,improver); 625 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 626 if (sacrifice_count <= 0)
763 return 0; 627 return 0;
764 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
767 631
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
769 weapon->name,weapon->level);
770 633
771 sprintf(buf,"%s's %s",op->name,weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 635 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 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 637 slot at once! */
776 decrease_ob(improver); 638 decrease_ob (improver);
777 weapon->last_eat=0; 639 weapon->last_eat = 0;
778 return 1; 640 return 1;
779} 641}
780 642
781 643
782/** 644/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
788 * 650 *
789 * We are hiding extra information about the weapon in the level and 651 * 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 ?? 652 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
792 */ 654 */
655int
793int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
794{ 657{
795 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
796 659
797 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
798 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
799 } 663 }
800 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
802 return 0; 667 return 0;
803 } 668 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
806 return 0; 672 return 0;
807 } 673 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
809 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 676 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"); 677 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."); 678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
813 return 0; 679 return 0;
814 } 680 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice 681 /* 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, 682 * 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 683 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 684 * weapon can be improved.
819 */ 685 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
821 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op, 690 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++; 691 weapon->last_eat++;
826 692
827 weapon->item_power++; 693 weapon->item_power++;
828 decrease_ob(improver); 694 decrease_ob (improver);
829 return 1; 695 return 1;
830 } 696 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
832 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 703 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++; 704 weapon->last_eat++;
839 weapon->item_power++; 705 weapon->item_power++;
840 decrease_ob(improver); 706 decrease_ob (improver);
841 return 1; 707 return 1;
842 } 708 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
844 weapon->magic++; 711 weapon->magic++;
845 weapon->last_eat++; 712 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 713 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); 714 decrease_ob (improver);
849 weapon->item_power++; 715 weapon->item_power++;
850 return 1; 716 return 1;
851 } 717 }
852 718
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 721
857 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 723 sacrifice_needed = 1;
859 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
860 725
861 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
865 return 0; 730 return 0;
866 } 731 }
867 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 733 weapon->item_power++;
869 734
870 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
871 case IMPROVE_STR: 737 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon, 738 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: 739 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon, 740 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: 741 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon, 742 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: 743 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon, 744 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: 745 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon, 746 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: 747 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon, 748 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: 749 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon, 750 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: 751 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
901 } 753 }
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 755 return 0;
904} 756}
905 757
906/** 758/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 760 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
910 */ 762 */
763int
911int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
912{ 765{
913 object *otmp; 766 object *otmp;
914 767
915 if(op->type!=PLAYER) 768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
916 return 0; 774 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 } 775 }
776
921 otmp=find_marked_object(op); 777 otmp = find_marked_object (op);
922 if(!otmp) { 778 if (!otmp)
779 {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0; 781 return 0;
925 } 782 }
783
926 if (otmp->type != WEAPON && otmp->type != BOW) { 784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
928 return 0; 787 return 0;
929 } 788 }
789
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
931 improve_weapon(op,tmp,otmp); 791 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 792 esrv_send_item (op, otmp);
933 return 1; 793 return 1;
934} 794}
935 795
936/** 796/**
937 * This code deals with the armour improvment scrolls. 797 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 798 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 813 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 814 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 815 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 816 * changing of physical area right now.
957 */ 817 */
818int
958int improve_armour(object *op, object *improver, object *armour) 819improve_armour (object *op, object *improver, object *armour)
959{ 820{
960 object *tmp; 821 object *tmp;
961 822
962 if (armour->magic >= settings.armor_max_enchant) { 823 if (armour->magic >= settings.armor_max_enchant)
824 {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
964 return 0; 826 return 0;
965 } 827 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 828 /* 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. 829 * 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 830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 831 * of gnarg and what not?)
970 */ 832 */
971 if (armour->title) { 833 if (armour->title)
834 {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0; 836 return 0;
974 } 837 }
975 838
976 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
978 */ 841 */
979 if(armour->nrof > 1) 842 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 843 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 844 else
982 tmp = NULL; 845 tmp = NULL;
983 846
984 armour->magic++; 847 armour->magic++;
985 848
986 if ( !settings.armor_speed_linear ) 849 if (!settings.armor_speed_linear)
987 { 850 {
988 int base = 100; 851 int base = 100;
989 int pow = 0; 852 int pow = 0;
853
990 while ( pow < armour->magic ) 854 while (pow < armour->magic)
991 { 855 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 857 pow++;
994 } 858 }
995 859
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
997 } 861 }
998 else 862 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 864
1001 if ( !settings.armor_weight_linear ) 865 if (!settings.armor_weight_linear)
1002 { 866 {
1003 int base = 100; 867 int base = 100;
1004 int pow = 0; 868 int pow = 0;
869
1005 while ( pow < armour->magic ) 870 while (pow < armour->magic)
1006 { 871 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 873 pow++;
1009 } 874 }
1010 875
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 876 armour->weight = (armour->arch->clone.weight * base) / 100;
1012 } 877 }
1013 else 878 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 880
1016 if ( armour->weight <= 0 ) 881 if (armour->weight <= 0)
1017 { 882 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 884 armour->weight = 1;
1020 } 885 }
1021 886
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
1023 888
1024 if (op->type == PLAYER) { 889 if (op->type == PLAYER)
890 {
1025 esrv_send_item(op, armour); 891 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 893 op->update_stats ();
1028 } 894 }
1029 decrease_ob(improver); 895 decrease_ob (improver);
1030 if (tmp) { 896 if (tmp)
897 {
1031 insert_ob_in_ob(tmp, op); 898 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 899 esrv_send_item (op, tmp);
1033 } 900 }
1034 return 1; 901 return 1;
1035} 902}
1036 903
1037 904
1038/* 905/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 906 * convert_item() returns 1 if anything was converted, 0 if the item was not
1047/* Takes one items and makes another. 914/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 915 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 916 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 917 * what the converter wants, this will not do anything.
1051 */ 918 */
919int
1052int convert_item(object *item, object *converter) { 920convert_item (object *item, object *converter)
921{
1053 int nr=0; 922 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 923 uint32 price_in;
1057 924
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, 925 /* 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 926 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 927 * 3 gp and player drops a platinum, tough luck)
1069 */ 928 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 929 if (!strcmp (CONV_FROM (converter), "money"))
1071 int cost; 930 {
931 int cost;
1072 932
1073 if(item->type!=MONEY) 933 if (item->type != MONEY)
1074 return 0; 934 return 0;
1075 935
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 936 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 937 if (!nr)
938 return 0;
1078 cost=nr*CONV_NEED(converter)/item->value; 939 cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 940 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
1081 decrease_ob_nr(item, cost); 943 decrease_ob_nr (item, cost);
1082 944
1083 price_in = cost*item->value; 945 price_in = cost * item->value;
946 }
947 else
1084 } 948 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 951 return 0;
1089 952
1090 if(CONV_NEED(converter)) { 953 if (CONV_NEED (converter))
954 {
1091 nr=item->nrof/CONV_NEED(converter); 955 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 956 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 958 }
959 else
960 {
1095 price_in = item->value; 961 price_in = item->value;
1096 remove_ob(item); 962 item->destroy ();
1097 free_object(item); 963 }
1098 }
1099 } 964 }
1100 965
1101 if (converter->inv != NULL) { 966 if (converter->inv != NULL)
967 {
1102 object *ob; 968 object *ob;
1103 int i; 969 int i;
1104 object *ob_to_copy; 970 object *ob_to_copy;
1105 971
1106 /* select random object from inventory to copy */ 972 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 973 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
1109 if (rndm(0, i) == 0) { 976 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 984 }
1112 } 985 else
1113 item = object_create_clone(ob_to_copy); 986 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 987 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); 988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
1119 return -1; 991 return -1;
1120 } 992 }
1121 993
1122 item = object_create_arch(converter->other_arch); 994 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 996 }
1125 997
1126 if(CONV_NR(converter)) 998 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 999 item->nrof = CONV_NR (converter);
1128 if(nr) 1000 if (nr)
1129 item->nrof*=nr; 1001 item->nrof *= nr;
1130 if(is_in_shop) 1002 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 1004 else if (price_in < item->nrof * item->value)
1005 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 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, 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name); 1008
1136 /** 1009 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1139 */ 1012 */
1140 } 1013 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1015 return 1;
1143} 1016}
1144 1017
1145/** 1018/**
1146 * Handle apply on containers. 1019 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1150 */ 1023 */
1151 1024int
1152int apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1153{ 1026{
1154 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 1028 return 0; /* This might change */
1156 1029
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 1030 if (!sack || sack->type != CONTAINER)
1031 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1033 return 0;
1163 } 1034 }
1164 op->contr->last_used = NULL; 1035
1165 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1166 1037
1167 if (sack->env!=op) { 1038 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 } 1039 {
1210 1040 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; 1041 return 1;
1241 } 1042 }
1242 } else { 1043
1243 sprintf (buf, "You don't have the key to unlock %s.", 1044 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1045 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 } 1046 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1047 if (op->container == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1048 {
1258 return 1; 1049 // open on ground or inv, so close
1259} 1050 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
1297 if (INVOKE_OBJECT (CLOSE, op))
1298 return 1; 1051 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 } 1052 }
1053 else if (!sack->env)
1054 {
1055 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059
1060 // fall through to opening it (active in inv)
1061 }
1062 else if (sack->env)
1322 } 1063 {
1323 1064 // 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 1065 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1066 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); 1067 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)); 1068 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; 1069 return 1;
1371} 1070 }
1372 1071
1072 // it's locked?
1073 if (sack->slaying)
1074 {
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack);
1085
1086 return 1;
1087}
1373 1088
1374/** 1089/**
1375 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1377 */ 1092 */
1093static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1094apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1095{
1380 /* Only players can make sacrifices on spell casting altars. */ 1096 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1097 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1098 return 0;
1383 1099
1384 if (operate_altar (altar, &sacrifice)) { 1100 if (operate_altar (altar, &sacrifice))
1101 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1103 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1104 * is up to map designers to use them properly.
1388 */ 1105 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1108 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); 1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1110 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1111 * old maps.
1395 */ 1112 */
1113
1396/* push_button (altar);*/ 1114/* push_button (altar);*/
1397 } else { 1115 }
1116 else
1117 {
1398 altar->value = 1; /* works only once */ 1118 altar->value = 1; /* works only once */
1399 push_button (altar); 1119 push_button (altar);
1400 } 1120 }
1401 return sacrifice == NULL; 1121
1402 } else { 1122 return !sacrifice;
1123 }
1124 else
1403 return 0; 1125 return 0;
1404 }
1405} 1126}
1406
1407 1127
1408/** 1128/**
1409 * Handles 'movement' of shop mats. 1129 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1130 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1131 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1132 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1133 * MSW 2001-08-29
1414 */ 1134 */
1135int
1415int apply_shop_mat (object *shop_mat, object *op) 1136apply_shop_mat (object *shop_mat, object *op)
1416{ 1137{
1417 int rv = 0; 1138 int rv = 0;
1418 double opinion; 1139 double opinion;
1419 object *tmp, *next; 1140 object *tmp, *next;
1420 1141
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1143
1423 if (op->type != PLAYER) { 1144 if (op->type != PLAYER)
1145 {
1424 /* Remove all the unpaid objects that may be carried here. 1146 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1147 * This could be pets or monsters that are somehow in
1426 * the shop. 1148 * the shop.
1427 */ 1149 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1150 for (tmp = op->inv; tmp; tmp = next)
1151 {
1429 next = tmp->below; 1152 next = tmp->below;
1153
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1157
1433 remove_ob(tmp); 1158 tmp->remove ();
1434 if (i==-1) i=0; 1159
1435 tmp->map = op->map; 1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1164 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1165 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1166 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1167 }
1440 } 1168 }
1441 1169
1442 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1444 1173
1445 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1447 */ 1176 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1449 1179
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1183 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185
1186 return 0;
1187 }
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor.
1203 */
1204 else if (!rv && !is_in_shop (op))
1205 {
1206 opinion = shopkeeper_approval (op->map, op);
1207
1208 if (opinion > 0.9)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 else if (opinion > 0.75)
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212 else if (opinion > 0.5)
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 }
1217 }
1218 else
1219 {
1220 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore
1223 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225
1452 if (i != -1) { 1226 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1227 {
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"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1229 }
1497 remove_ob (op); 1230 else
1231 {
1232 op->remove ();
1498 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1236 }
1502 } 1237 }
1238
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1240 return rv;
1505} 1241}
1506 1242
1507/** 1243/**
1508 * Handles applying a sign. 1244 * Handles applying a sign.
1509 */ 1245 */
1246static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1511{ 1248{
1512 readable_message_type* msgType; 1249 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1250 char newbuf[HUGE_BUF];
1251
1514 if (sign->msg == NULL) { 1252 if (sign->msg == NULL)
1253 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1516 return; 1264 return;
1517 } 1265 }
1518 1266
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)) 1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1268 sign->last_eat++;
1528 } 1269 }
1529 1270
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1271 /* 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 1272 * 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 1273 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1274 * to us).
1534 */ 1275 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1277 {
1537 "You are unable to read while blind."); 1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return; 1279 return;
1539 } 1280 }
1540 msgType=get_readable_message_type(sign); 1281 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1282 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); 1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1543} 1284}
1544
1545 1285
1546/** 1286/**
1547 * 'victim' moves onto 'trap' 1287 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1288 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1289 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1290 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1291 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1292 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1293 * However, some types of traps require an originator to function.
1554 */ 1294 */
1295void
1555void move_apply (object *trap, object *victim, object *originator) 1296move_apply (object *trap, object *victim, object *originator)
1556{ 1297{
1557 static int recursion_depth = 0; 1298 static int recursion_depth = 0;
1558 1299
1559 /* Only exits affect DMs. */ 1300 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1302 return;
1562 1303
1563 /* move_apply() is the most likely candidate for causing unwanted and 1304 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1305 * possibly unlimited recursion.
1565 */ 1306 */
1567 * maps to fail. 1) it's not an error to recurse: 1308 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1309 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1310 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1311 * proper. This code was causing needless crashes.
1571 */ 1312 */
1572 if (recursion_depth >= 500) { 1313 if (recursion_depth >= 500)
1314 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1316 "[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); 1317 return;
1576 return;
1577 } 1318 }
1578 recursion_depth++; 1319 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1320 if (trap->head)
1321 trap = trap->head;
1580 1322
1581 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1324 goto leave;
1325
1326 switch (trap->type)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.0)
1344 victim->speed_left = -50.0;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1582 goto leave; 1347 goto leave;
1583 1348
1584 switch (trap->type) {
1585 case PLAYERMOVER:
1586 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1587 !should_director_abort(trap, victim)) {
1588 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1589
1590 /* Is this correct? From the docs, it doesn't look like it
1591 * should be divided by trap->speed
1592 */
1593 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1594
1595 /* Just put in some sanity check. I think there is a bug in the
1596 * above with some objects have zero speed, and thus the player
1597 * getting permanently paralyzed.
1598 */
1599 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1600 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1601 }
1602 goto leave;
1603
1604 case SPINNER: 1349 case SPINNER:
1605 if(victim->direction) { 1350 if (victim->direction)
1351 {
1606 victim->direction=absdir(victim->direction-trap->stats.sp); 1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1607 update_turn_face(victim); 1353 update_turn_face (victim);
1608 } 1354 }
1609 goto leave; 1355 goto leave;
1610 1356
1611 case DIRECTOR: 1357 case DIRECTOR:
1612 if(victim->direction && !should_director_abort(trap, victim)) { 1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1613 victim->direction=trap->stats.sp; 1360 victim->direction = trap->stats.sp;
1614 update_turn_face(victim); 1361 update_turn_face (victim);
1615 } 1362 }
1616 goto leave; 1363 goto leave;
1617 1364
1618 case BUTTON: 1365 case BUTTON:
1619 case PEDESTAL: 1366 case PEDESTAL:
1620 update_button(trap); 1367 update_button (trap);
1621 goto leave; 1368 goto leave;
1622 1369
1623 case ALTAR: 1370 case ALTAR:
1624 /* sacrifice victim on trap */ 1371 /* sacrifice victim on trap */
1625 apply_altar (trap, victim, originator); 1372 apply_altar (trap, victim, originator);
1626 goto leave; 1373 goto leave;
1627 1374
1628 case THROWN_OBJ: 1375 case THROWN_OBJ:
1629 if (trap->inv == NULL) 1376 if (trap->inv == NULL)
1630 goto leave; 1377 goto leave;
1631 /* fallthrough */ 1378 /* fallthrough */
1632 1379
1633 case ARROW: 1380 case ARROW:
1634
1635 /* bad bug: monster throw a object, make a step forwards, step on object , 1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1636 * trigger this here and get hit by own missile - and will be own enemy. 1382 * trigger this here and get hit by own missile - and will be own enemy.
1637 * Victim then is his own enemy and will start to kill herself (this is 1383 * Victim then is his own enemy and will start to kill herself (this is
1638 * removed) but we have not synced victim and his missile. To avoid senseless 1384 * removed) but we have not synced victim and his missile. To avoid senseless
1639 * action, we avoid hits here 1385 * action, we avoid hits here
1640 */ 1386 */
1641 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1642 hit_with_arrow (trap, victim); 1388 hit_with_arrow (trap, victim);
1643 goto leave; 1389 goto leave;
1644 1390
1645 case SPELL_EFFECT: 1391 case SPELL_EFFECT:
1646 apply_spell_effect(trap, victim); 1392 apply_spell_effect (trap, victim);
1647 goto leave; 1393 goto leave;
1648 1394
1649 case TRAPDOOR: 1395 case TRAPDOOR:
1650 { 1396 {
1651 int max, sound_was_played; 1397 int max, sound_was_played;
1652 object *ab, *ab_next; 1398 object *ab, *ab_next;
1399
1653 if(!trap->value) { 1400 if (!trap->value)
1654 int tot; 1401 {
1402 int tot;
1403
1655 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1656 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1657 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1658 1407
1659 if(!(trap->value=(tot>trap->weight)?1:0)) 1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1660 goto leave; 1409 goto leave;
1661 1410
1662 SET_ANIMATION(trap, trap->value); 1411 SET_ANIMATION (trap, trap->value);
1663 update_object(trap,UP_OBJ_FACE); 1412 update_object (trap, UP_OBJ_FACE);
1664 } 1413 }
1665 1414
1666 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1667 /* need to set this up, since if we do transfer the object, 1417 /* need to set this up, since if we do transfer the object,
1668 * ab->above would be bogus 1418 * ab->above would be bogus
1669 */ 1419 */
1670 ab_next = ab->above; 1420 ab_next = ab->above;
1671 1421
1672 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1673 if ( ! sound_was_played) { 1423 {
1424 if (!sound_was_played)
1425 {
1674 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1675 sound_was_played = 1; 1427 sound_was_played = 1;
1676 } 1428 }
1677 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1678 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1679 } 1431 }
1680 } 1432 }
1681 goto leave; 1433 goto leave;
1682 } 1434 }
1683 1435
1684 1436
1685 case CONVERTER: 1437 case CONVERTER:
1686 if (convert_item (victim, trap) < 0) { 1438 if (convert_item (victim, trap) < 0)
1687 object *op; 1439 {
1688
1689 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1690 1443
1691 op = get_archetype("burnout");
1692 if (op != NULL) {
1693 op->x = trap->x;
1694 op->y = trap->y;
1695 insert_ob_in_map(op, trap->map, trap, 0);
1696 }
1697 }
1698 goto leave; 1444 goto leave;
1699 1445
1700 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1701 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1702 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1703 check_trigger (trap, victim); 1449 check_trigger (trap, victim);
1704 goto leave; 1450 goto leave;
1705 1451
1706 case DEEP_SWAMP: 1452 case DEEP_SWAMP:
1707 walk_on_deep_swamp (trap, victim); 1453 walk_on_deep_swamp (trap, victim);
1708 goto leave; 1454 goto leave;
1709 1455
1710 case CHECK_INV: 1456 case CHECK_INV:
1711 check_inv (victim, trap); 1457 check_inv (victim, trap);
1712 goto leave; 1458 goto leave;
1713 1459
1714 case HOLE: 1460 case HOLE:
1715 /* Hole not open? */ 1461 /* Hole not open? */
1716 if(trap->stats.wc > 0) 1462 if (trap->stats.wc > 0)
1717 goto leave; 1463 goto leave;
1718 1464
1719 /* Is this a multipart monster and not the head? If so, return. 1465 /* Is this a multipart monster and not the head? If so, return.
1720 * Processing will happen if the head runs into the pit 1466 * Processing will happen if the head runs into the pit
1721 */ 1467 */
1722 if (victim->head) 1468 if (victim->head)
1723 goto leave; 1469 goto leave;
1724 1470
1725 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1727 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1728 goto leave; 1474 goto leave;
1729 1475
1730 case EXIT: 1476 case EXIT:
1731 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1732 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1733 * players output. 1480 * players output.
1734 */ 1481 */
1735 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1736 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1737 enter_exit (victim, trap); 1484
1738 } 1485 victim->enter_exit (trap);
1486 }
1739 goto leave; 1487 goto leave;
1740 1488
1741 case ENCOUNTER: 1489 case ENCOUNTER:
1742 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1743 goto leave; 1491 goto leave;
1744 1492
1745 case SHOP_MAT: 1493 case SHOP_MAT:
1746 apply_shop_mat (trap, victim); 1494 apply_shop_mat (trap, victim);
1747 goto leave; 1495 goto leave;
1748 1496
1749 /* Drop a certain amount of gold, and have one item identified */ 1497 /* Drop a certain amount of gold, and have one item identified */
1750 case IDENTIFY_ALTAR: 1498 case IDENTIFY_ALTAR:
1751 apply_id_altar (victim, trap, originator); 1499 apply_id_altar (victim, trap, originator);
1752 goto leave; 1500 goto leave;
1753 1501
1754 case SIGN: 1502 case SIGN:
1755 if (victim->type != PLAYER && trap->stats.food > 0) 1503 if (victim->type != PLAYER && trap->stats.food > 0)
1756 goto leave; /* monsters musn't apply magic_mouths with counters */ 1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1757 1505
1758 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1759 goto leave; 1507 goto leave;
1760 1508
1761 case CONTAINER: 1509 case CONTAINER:
1762 if (victim->type==PLAYER)
1763 (void) esrv_apply_container (victim, trap);
1764 else
1765 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1766 goto leave; 1511 goto leave;
1767 1512
1768 case RUNE: 1513 case RUNE:
1769 case TRAP: 1514 case TRAP:
1770 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1771 spring_trap(trap, victim); 1517 spring_trap (trap, victim);
1772 } 1518 }
1773 goto leave; 1519 goto leave;
1774 1520
1775 default: 1521 default:
1776 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1777 "handled in move_apply()\n", trap->name, trap->arch->name, 1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1778 trap->type);
1779 goto leave; 1524 goto leave;
1780 } 1525 }
1781 1526
1782 leave: 1527leave:
1783 recursion_depth--; 1528 recursion_depth--;
1784} 1529}
1785 1530
1786/** 1531/**
1787 * Handles reading a regular (ie not containing a spell) book. 1532 * Handles reading a regular (ie not containing a spell) book.
1788 */ 1533 */
1534static void
1789static void apply_book (object *op, object *tmp) 1535apply_book (object *op, object *tmp)
1790{ 1536{
1791 int lev_diff; 1537 int lev_diff;
1792 object *skill_ob; 1538 object *skill_ob;
1793 1539
1794 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1795 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1796 return; 1543 return;
1797 } 1544 }
1798 if(tmp->msg==NULL) { 1545 if (tmp->msg == NULL)
1799 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 {
1800 "You open the %s and find it empty.", tmp->name); 1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1801 return; 1548 return;
1802 } 1549 }
1803 1550
1804 /* need a literacy skill to read stuff! */ 1551 /* need a literacy skill to read stuff! */
1805 skill_ob = find_skill_by_name(op, tmp->skill); 1552 skill_ob = find_skill_by_name (op, tmp->skill);
1806 if ( ! skill_ob) { 1553 if (!skill_ob)
1807 new_draw_info(NDI_UNIQUE, 0,op,
1808 "You are unable to decipher the strange symbols.");
1809 return;
1810 } 1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1811 lev_diff = tmp->level - (skill_ob->level + 5); 1558 lev_diff = tmp->level - (skill_ob->level + 5);
1812 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1813 if (lev_diff < 2) 1561 if (lev_diff < 2)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1815 else if (lev_diff < 3) 1563 else if (lev_diff < 3)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1817 else if (lev_diff < 5) 1565 else if (lev_diff < 5)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1819 else if (lev_diff < 8) 1567 else if (lev_diff < 8)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1821 else if (lev_diff < 15) 1569 else if (lev_diff < 15)
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1823 else 1571 else
1824 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1825 return; 1573 return;
1826 } 1574 }
1827 1575
1828 readable_message_type* msgType = get_readable_message_type(tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1829 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1830 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1831 "You open the %s and start reading.\n%s", 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1832 "%s\n%s",
1833 long_desc(tmp,op), tmp->msg); 1581 long_desc (tmp, op), &tmp->msg);
1834 1582
1835 /* gain xp from reading */ 1583 /* gain xp from reading */
1836 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */
1837 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1838 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1839 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1840 SET_FLAG(tmp,FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1841 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1842 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1843 else op->contr->socket.update_look=1; 1596 else
1597 op->contr->ns->floorbox_update ();
1844 } 1598 }
1599
1845 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1846 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1847 } 1602 }
1848} 1603}
1849 1604
1850/** 1605/**
1851 * Handles the applying of a skill scroll, calling learn_skill straight. 1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1852 * op is the person learning the skill, tmp is the skill scroll object 1607 * op is the person learning the skill, tmp is the skill scroll object
1853 */ 1608 */
1609static void
1854static void apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1855{ 1611{
1856 switch ((int) learn_skill (op, tmp)) { 1612 switch ((int) learn_skill (op, tmp))
1857 case 0: 1613 {
1614 case 0:
1858 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1859 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1860 return; 1617 return;
1861 1618
1862 case 1: 1619 case 1:
1863 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1864 tmp->skill);
1865 new_draw_info_format(NDI_UNIQUE, 0, op,
1866 "Type 'bind ready_skill %s",tmp->skill);
1867 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1868 decrease_ob(tmp); 1621 decrease_ob (tmp);
1869 return; 1622 return;
1870 1623
1871 default: 1624 default:
1872 new_draw_info_format(NDI_UNIQUE,0,op, 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1873 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1874 decrease_ob(tmp); 1626 decrease_ob (tmp);
1875 return; 1627 return;
1876 } 1628 }
1877} 1629}
1878 1630
1879/** 1631/**
1880 * Actually makes op learn spell. 1632 * Actually makes op learn spell.
1881 * Informs player of what happens. 1633 * Informs player of what happens.
1882 */ 1634 */
1635void
1883void do_learn_spell (object *op, object *spell, int special_prayer) 1636do_learn_spell (object *op, object *spell, int special_prayer)
1884{ 1637{
1885 object *tmp; 1638 object *tmp;
1886 1639
1887 if (op->type != PLAYER) { 1640 if (op->type != PLAYER)
1641 {
1888 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1889 return; 1643 return;
1890 } 1644 }
1891 1645
1892 /* Upgrade special prayers to normal prayers */ 1646 /* Upgrade special prayers to normal prayers */
1893 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1894 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1895 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1651 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1896 return; 1652 return;
1897 } 1653 }
1898 return; 1654 return;
1899 } 1655 }
1900 1656
1901 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1902 tmp = get_object(); 1658 tmp = spell->clone ();
1903 copy_object(spell, tmp);
1904 insert_ob_in_ob(tmp, op); 1659 insert_ob_in_ob (tmp, op);
1905 1660
1906 if (special_prayer) { 1661 if (special_prayer)
1907 SET_FLAG(tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1908 }
1909 1663
1910 new_draw_info_format (NDI_UNIQUE, 0, op,
1911 "Type 'bind cast %s", spell->name);
1912 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1913 esrv_add_spells(op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1914} 1665}
1915 1666
1916/** 1667/**
1917 * Erases spell from player's inventory. 1668 * Erases spell from player's inventory.
1918 */ 1669 */
1670void
1919void do_forget_spell (object *op, const char *spell) 1671do_forget_spell (object *op, const char *spell)
1920{ 1672{
1921 object *spob; 1673 object *spob;
1922 1674
1923 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1924 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1925 return; 1678 return;
1926 } 1679 }
1927 if ( (spob=check_spell_known (op, spell)) == NULL) { 1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1928 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1929 return; 1683 return;
1930 }
1931 1684 }
1932 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1685
1933 "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1934 player_unready_range_ob(op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1935 esrv_remove_spell(op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1936 remove_ob(spob); 1689 spob->destroy ();
1937 free_object(spob);
1938} 1690}
1939 1691
1940/** 1692/**
1941 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1942 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943 * stuff like that. Random learning failure too. 1695 * stuff like that. Random learning failure too.
1944 */ 1696 */
1697static void
1945static void apply_spellbook (object *op, object *tmp) 1698apply_spellbook (object *op, object *tmp)
1946{ 1699{
1947 object *skop, *spell, *spell_skill; 1700 object *skop, *spell, *spell_skill;
1948 1701
1949 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1950 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1951 return; 1705 return;
1952 } 1706 }
1953 1707
1954 /* artifact_spellbooks have 'slaying' field point to a spell name, 1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1955 * instead of having their spell stored in stats.sp. These are 1709 * instead of having their spell stored in stats.sp. These are
1956 * legacy spellbooks 1710 * legacy spellbooks
1957 */ 1711 */
1958 1712
1959 if(tmp->slaying != NULL) { 1713 if (tmp->slaying != NULL)
1714 {
1960 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1961 if (!spell) { 1716 if (!spell)
1962 new_draw_info_format(NDI_UNIQUE, 0, op, 1717 {
1963 "The book's formula for %s is incomplete", tmp->slaying); 1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1964 return; 1719 return;
1965 } 1720 }
1966 else 1721 else
1967 insert_ob_in_ob(spell, tmp); 1722 insert_ob_in_ob (spell, tmp);
1968 free_string(tmp->slaying);
1969 tmp->slaying=NULL; 1723 tmp->slaying = NULL;
1970 } 1724 }
1971 1725
1972 skop = find_skill_by_name(op, tmp->skill); 1726 skop = find_skill_by_name (op, tmp->skill);
1973 1727
1974 /* need a literacy skill to learn spells. Also, having a literacy level 1728 /* need a literacy skill to learn spells. Also, having a literacy level
1975 * lower than the spell will make learning the spell more difficult */ 1729 * lower than the spell will make learning the spell more difficult */
1976 if ( !skop) { 1730 if (!skop)
1731 {
1977 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1978 return; 1733 return;
1979 } 1734 }
1980 1735
1981 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1982 if (!spell) { 1738 if (!spell)
1739 {
1983 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1984 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1985 return; 1742 return;
1986 }
1987 if (spell->level > (skop->level+10)) {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1989 return;
1990 } 1743 }
1991 1744
1992 new_draw_info_format(NDI_UNIQUE, 0, op, 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1993 "The spellbook contains the %s level spell %s.", 1746 {
1994 get_levelnumber(spell->level), spell->name); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 return;
1749 }
1995 1750
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752
1996 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1997 identify(tmp); 1755 identify (tmp);
1756
1998 if (tmp->env) 1757 if (tmp->env)
1999 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2000 else 1759 else
2001 op->contr->socket.update_look=1; 1760 op->contr->ns->floorbox_update ();
2002 } 1761 }
2003 1762
2004 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
2005 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
2006 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
2007 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
2008 */ 1767 */
2009 if (check_spell_known (op, spell->name)) { 1768 if (check_spell_known (op, spell->name))
1769 {
2010 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
2011 return; 1771 return;
2012 } 1772 }
2013 1773
2014 if (spell->skill) { 1774 if (spell->skill)
1775 {
2015 spell_skill = find_skill_by_name(op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
2016 if (!spell_skill) { 1778 if (!spell_skill)
2017 new_draw_info_format(NDI_UNIQUE, 0, op, 1779 {
2018 "You lack the skill %s to use this spell", 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
2019 spell->skill);
2020 return; 1781 return;
2021 } 1782 }
1783
2022 if (spell_skill->level < spell->level) { 1784 if (spell_skill->level < spell->level)
2023 new_draw_info_format(NDI_UNIQUE, 0, op, 1785 {
2024 "You need to be level %d in %s to learn this spell.", 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2025 spell->level, spell->skill);
2026 return; 1787 return;
2027 } 1788 }
2028 } 1789 }
2029 1790
2030 /* Logic as follows 1791 /* Logic as follows
2031 * 1792 *
2032 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2033 * 1794 *
2034 * 2- The learner's skill level in literacy adjusts the chance to learn 1795 * 2- The learner's skill level in literacy adjusts the chance to learn
2035 * a spell. 1796 * a spell.
2036 * 1797 *
2037 * 3 -Automatically fail to learn if you read while confused 1798 * 3 -Automatically fail to learn if you read while confused
2038 * 1799 *
2039 * Overall, chances are the same but a player will find having a high 1800 * Overall, chances are the same but a player will find having a high
2040 * literacy rate very useful! -b.t. 1801 * literacy rate very useful! -b.t.
2041 */ 1802 */
2042 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
2043 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2044 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
2045 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2046 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2047 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1810 {
2048 1811
2049 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2050 do_learn_spell (op, spell, 0); 1813 do_learn_spell (op, spell, 0);
2051 1814
2052 /* xp gain to literacy for spell learning */ 1815 /* xp gain to literacy for spell learning */
2053 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2054 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2055 } else { 1818 }
1819 else
1820 {
2056 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2057 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2058 } 1823 }
1824
2059 decrease_ob(tmp); 1825 decrease_ob (tmp);
2060} 1826}
2061 1827
2062/** 1828/**
2063 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2064 */ 1830 */
1831void
2065void apply_scroll (object *op, object *tmp, int dir) 1832apply_scroll (object *op, object *tmp, int dir)
2066{ 1833{
2067 object *skop; 1834 object *skop;
2068 1835
2069 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
2070 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2071 return; 1839 return;
2072 } 1840 }
2073 1841
2074 if (!tmp->inv || tmp->inv->type != SPELL) { 1842 if (!tmp->inv || tmp->inv->type != SPELL)
2075 new_draw_info (NDI_UNIQUE, 0, op, 1843 {
2076 "The scroll just doesn't make sense!"); 1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2077 return; 1845 return;
2078 } 1846 }
2079 1847
2080 if(op->type==PLAYER) { 1848 if (op->type == PLAYER)
1849 {
2081 /* players need a literacy skill to read stuff! */ 1850 /* players need a literacy skill to read stuff! */
2082 int exp_gain=0; 1851 int exp_gain = 0;
2083 1852
2084 /* hard code literacy - tmp->skill points to where the exp 1853 /* hard code literacy - tmp->skill points to where the exp
2085 * should go for anything killed by the spell. 1854 * should go for anything killed by the spell.
2086 */ 1855 */
2087 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2088 1857
2089 if ( ! skop) { 1858 if (!skop)
2090 new_draw_info(NDI_UNIQUE, 0,op, 1859 {
2091 "You are unable to decipher the strange symbols."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2092 return; 1861 return;
2093 } 1862 }
2094 1863
2095 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2096 change_exp(op,exp_gain, skop->skill, 0); 1865 change_exp (op, exp_gain, skop->skill, 0);
2097 } 1866 }
2098 1867
2099 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2100 identify(tmp); 1869 identify (tmp);
2101 1870
2102 new_draw_info_format(NDI_BLACK, 0, op, 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2103 "The scroll of %s turns to dust.", tmp->inv->name);
2104 1872
2105 1873
2106 cast_spell(op,tmp,dir,tmp->inv, NULL); 1874 cast_spell (op, tmp, dir, tmp->inv, NULL);
2107 decrease_ob(tmp); 1875 decrease_ob (tmp);
2108} 1876}
2109 1877
2110/** 1878/**
2111 * Applies a treasure object - by default, chest. op 1879 * Applies a treasure object - by default, chest. op
2112 * is the person doing the applying, tmp is the treasure 1880 * is the person doing the applying, tmp is the treasure
2113 * chest. 1881 * chest.
2114 */ 1882 */
1883static void
2115static void apply_treasure (object *op, object *tmp) 1884apply_treasure (object *op, object *tmp)
2116{ 1885{
2117 object *treas; 1886 object *treas;
2118 tag_t tmp_tag = tmp->count, op_tag = op->count;
2119 1887
2120 1888
2121 /* Nice side effect of new treasure creation method is that the treasure 1889 /* Nice side effect of new treasure creation method is that the treasure
2122 * for the chest is done when the chest is created, and put into the chest 1890 * for the chest is done when the chest is created, and put into the chest
2123 * inventory. So that when the chest burns up, the items still exist. Also 1891 * inventory. So that when the chest burns up, the items still exist. Also
2124 * prevents people fromt moving chests to more difficult maps to get better 1892 * prevents people fromt moving chests to more difficult maps to get better
2125 * treasure 1893 * treasure
2126 */ 1894 */
2127 1895
2128 treas = tmp->inv; 1896 treas = tmp->inv;
2129 if(treas==NULL) { 1897 if (treas == NULL)
1898 {
2130 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2131 decrease_ob(tmp);
2132 return;
2133 }
2134 while (tmp->inv) {
2135 treas = tmp->inv;
2136
2137 remove_ob(treas);
2138 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2139 query_name(treas));
2140
2141 treas->x=op->x;
2142 treas->y=op->y;
2143 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2144
2145 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2146 && QUERY_FLAG (op, FLAG_ALIVE))
2147 spring_trap (treas, op);
2148 /* If either player or container was destroyed, no need to do
2149 * further processing. I think this should be enclused with
2150 * spring trap above, as I don't think there is otherwise
2151 * any way for the treasure chest or player to get killed
2152 */
2153 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2154 break;
2155 }
2156
2157 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2158 decrease_ob (tmp); 1900 decrease_ob (tmp);
1901 return;
1902 }
1903 while (tmp->inv)
1904 {
1905 treas = tmp->inv;
1906
1907 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909
1910 treas->x = op->x;
1911 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op);
1916
1917 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed
1921 */
1922 if (op->destroyed () || tmp->destroyed ())
1923 break;
1924 }
1925
1926 if (!tmp->destroyed () && tmp->inv == NULL)
1927 decrease_ob (tmp);
2159 1928
2160} 1929}
2161 1930
2162/** 1931/**
2163 * op eats food. 1932 * op eats food.
2164 * If player, takes care of messages and dragon special food. 1933 * If player, takes care of messages and dragon special food.
2165 */ 1934 */
1935static void
2166static void apply_food (object *op, object *tmp) 1936apply_food (object *op, object *tmp)
2167{ 1937{
2168 int capacity_remaining; 1938 int capacity_remaining;
2169 1939
2170 if(op->type!=PLAYER) 1940 if (op->type != PLAYER)
2171 op->stats.hp=op->stats.maxhp; 1941 op->stats.hp = op->stats.maxhp;
2172 else { 1942 else
1943 {
2173 /* check if this is a dragon (player), eating some flesh */ 1944 /* check if this is a dragon (player), eating some flesh */
2174 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1945 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2175 ; 1946 ;
2176 else { 1947 else
1948 {
2177 /* usual case - no dragon meal: */ 1949 /* usual case - no dragon meal: */
2178 if(op->stats.food+tmp->stats.food>999) { 1950 if (op->stats.food + tmp->stats.food > 999)
1951 {
2179 if(tmp->type==FOOD || tmp->type==FLESH) 1952 if (tmp->type == FOOD || tmp->type == FLESH)
2180 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2181 else 1954 else
2182 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2183 } 1956 }
2184 1957
2185 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 {
2186 char buf[MAX_BUF]; 1960 char buf[MAX_BUF];
2187 1961
2188 if (!is_dragon_pl(op)) { 1962 if (!is_dragon_pl (op))
1963 {
2189 /* eating message for normal players*/ 1964 /* eating message for normal players */
2190 if(tmp->type==DRINK) 1965 if (tmp->type == DRINK)
2191 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2192 else 1967 else
2193 sprintf(buf,"The %s tasted %s",tmp->name, 1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2194 tmp->type==FLESH?"terrible!":"good."); 1969 }
2195 } 1970 else
2196 else { 1971 {
2197 /* eating message for dragon players*/ 1972 /* eating message for dragon players */
2198 sprintf(buf,"The %s tasted terrible!",tmp->name); 1973 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2199 } 1974 }
2200 1975
2201 new_draw_info(NDI_UNIQUE, 0,op,buf); 1976 new_draw_info (NDI_UNIQUE, 0, op, buf);
2202 capacity_remaining = 999 - op->stats.food; 1977 capacity_remaining = 999 - op->stats.food;
2203 op->stats.food+=tmp->stats.food; 1978 op->stats.food += tmp->stats.food;
2204 if(capacity_remaining < tmp->stats.food) 1979 if (capacity_remaining < tmp->stats.food)
2205 op->stats.hp += capacity_remaining / 50; 1980 op->stats.hp += capacity_remaining / 50;
2206 else 1981 else
2207 op->stats.hp+=tmp->stats.food/50; 1982 op->stats.hp += tmp->stats.food / 50;
2208 if(op->stats.hp>op->stats.maxhp) 1983 if (op->stats.hp > op->stats.maxhp)
2209 op->stats.hp=op->stats.maxhp; 1984 op->stats.hp = op->stats.maxhp;
2210 if (op->stats.food > 999) 1985 if (op->stats.food > 999)
2211 op->stats.food = 999; 1986 op->stats.food = 999;
2212 } 1987 }
2213 1988
2214 /* special food hack -b.t. */ 1989 /* special food hack -b.t. */
2215 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2216 eat_special_food(op,tmp); 1991 eat_special_food (op, tmp);
2217 } 1992 }
2218 } 1993 }
2219 handle_apply_yield(tmp); 1994 handle_apply_yield (tmp);
2220 decrease_ob(tmp); 1995 decrease_ob (tmp);
2221} 1996}
2222 1997
2223/** 1998/**
2224 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2225 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2228 * object *op the object (dragon player) eating the flesh 2003 * object *op the object (dragon player) eating the flesh
2229 * object *meal the flesh item, getting chewed in dragon's mouth 2004 * object *meal the flesh item, getting chewed in dragon's mouth
2230 * return: 2005 * return:
2231 * int 1 if eating successful, 0 if it doesn't work 2006 * int 1 if eating successful, 0 if it doesn't work
2232 */ 2007 */
2008int
2233int dragon_eat_flesh(object *op, object *meal) { 2009dragon_eat_flesh (object *op, object *meal)
2010{
2234 object *skin = NULL; /* pointer to dragon skin force*/ 2011 object *skin = NULL; /* pointer to dragon skin force */
2235 object *abil = NULL; /* pointer to dragon ability force*/ 2012 object *abil = NULL; /* pointer to dragon ability force */
2236 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2237 2014
2238 char buf[MAX_BUF]; /* tmp. string buffer */ 2015 char buf[MAX_BUF]; /* tmp. string buffer */
2239 double chance; /* improvement-chance of one resistance type */ 2016 double chance; /* improvement-chance of one resistance type */
2240 double totalchance=1; /* total chance of gaining one resistance */ 2017 double totalchance = 1; /* total chance of gaining one resistance */
2241 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2242 double mbonus=0; /* monster bonus */ 2019 double mbonus = 0; /* monster bonus */
2243 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2244 int winners=0; /* number of winners */ 2021 int winners = 0; /* number of winners */
2245 int i; /* index */ 2022 int i; /* index */
2246 2023
2247 /* let's make sure and doublecheck the parameters */ 2024 /* let's make sure and doublecheck the parameters */
2248 if (meal->type!=FLESH || !is_dragon_pl(op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2249 return 0; 2026 return 0;
2250 2027
2251 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2252 from the player's inventory */ 2029 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2253 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2254 if (tmp->type == FORCE) { 2034 if (tmp->type == FORCE)
2255 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2035 if (tmp->arch->name == dragon_skin_force)
2256 skin = tmp; 2036 skin = tmp;
2257 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2037 else if (tmp->arch->name == dragon_ability_force)
2258 abil = tmp; 2038 abil = tmp;
2259 } 2039
2260 }
2261
2262 /* if either skin or ability are missing, this is an old player 2040 /* if either skin or ability are missing, this is an old player
2263 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2264 if (skin == NULL || abil == NULL) return 0; 2042 if (skin == NULL || abil == NULL)
2265 2043 return 0;
2044
2266 /* now start by filling stomache and health, according to food-value */ 2045 /* now start by filling stomache and health, according to food-value */
2267 if((999 - op->stats.food) < meal->stats.food) 2046 if ((999 - op->stats.food) < meal->stats.food)
2268 op->stats.hp += (999 - op->stats.food) / 50; 2047 op->stats.hp += (999 - op->stats.food) / 50;
2269 else 2048 else
2270 op->stats.hp += meal->stats.food/50; 2049 op->stats.hp += meal->stats.food / 50;
2271 if(op->stats.hp>op->stats.maxhp) 2050 if (op->stats.hp > op->stats.maxhp)
2272 op->stats.hp=op->stats.maxhp; 2051 op->stats.hp = op->stats.maxhp;
2273 2052
2274 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2275 2054
2276 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2055 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2277 2056
2278 /* on to the interesting part: chances for adding resistance */ 2057 /* on to the interesting part: chances for adding resistance */
2279 for (i=0; i<NROFATTACKS; i++) { 2058 for (i = 0; i < NROFATTACKS; i++)
2059 {
2280 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2060 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2061 {
2281 /* got positive resistance, now calculate improvement chance (0-100) */ 2062 /* got positive resistance, now calculate improvement chance (0-100) */
2282 2063
2283 /* this bonus makes resistance increase easier at lower levels */ 2064 /* this bonus makes resistance increase easier at lower levels */
2284 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2065 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2285 if (i == abil->stats.exp) 2066 if (i == abil->stats.exp)
2286 bonus += 5; /* additional bonus for resistance of ability-focus */ 2067 bonus += 5; /* additional bonus for resistance of ability-focus */
2287 2068
2288 /* monster bonus increases with level, because high-level 2069 /* monster bonus increases with level, because high-level
2289 flesh is too rare */ 2070 flesh is too rare */
2290 mbonus = op->level * 20. / ((double)settings.max_level); 2071 mbonus = op->level * 20. / ((double) settings.max_level);
2291 2072
2292 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2073 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2293 ((double)settings.max_level)) - skin->resist[i]; 2074 ((double) settings.max_level)) - skin->resist[i];
2294 2075
2295 if (chance >= 0.) 2076 if (chance >= 0.)
2296 chance += 1.; 2077 chance += 1.;
2297 else 2078 else
2298 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2079 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2299 2080
2300 /* chance is proportional to amount of resistance (max. 50) */ 2081 /* chance is proportional to amount of resistance (max. 50) */
2301 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2082 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2302 2083
2303 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2304 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2305 chance = MIN(100., chance*2.); 2086 chance = MIN (100., chance * 2.);
2306 2087
2307 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2308 if (RANDOM()%10000 < (int)(chance*100)) { 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2090 {
2309 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2310 winners++; 2092 winners++;
2311 } 2093 }
2312 2094
2313 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2095 if (chance >= 0.01)
2314 2096 totalchance *= 1 - chance / 100;
2097
2315 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2098 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2316 } 2099 }
2317 } 2100 }
2318 2101
2319 /* inverse totalchance as until now we have the failure-chance */ 2102 /* inverse totalchance as until now we have the failure-chance */
2320 totalchance = 100 - totalchance*100; 2103 totalchance = 100 - totalchance * 100;
2321 /* print message according to totalchance */ 2104 /* print message according to totalchance */
2322 if (totalchance > 50.) 2105 if (totalchance > 50.)
2323 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2324 else if (totalchance > 10.) 2107 else if (totalchance > 10.)
2325 sprintf(buf, "The %s tasted very good.", meal->name); 2108 sprintf (buf, "The %s tasted very good.", &meal->name);
2326 else if (totalchance > 1.) 2109 else if (totalchance > 1.)
2327 sprintf(buf, "The %s tasted good.", meal->name); 2110 sprintf (buf, "The %s tasted good.", &meal->name);
2328 else if (totalchance > 0.1) 2111 else if (totalchance > 0.1)
2329 sprintf(buf, "The %s tasted bland.", meal->name); 2112 sprintf (buf, "The %s tasted bland.", &meal->name);
2330 else if (totalchance >= 0.01) 2113 else if (totalchance >= 0.01)
2331 sprintf(buf, "The %s had a boring taste.", meal->name); 2114 sprintf (buf, "The %s had a boring taste.", &meal->name);
2332 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2333 sprintf(buf, "The %s tasted strange.", meal->name); 2116 sprintf (buf, "The %s tasted strange.", &meal->name);
2334 else 2117 else
2335 sprintf(buf, "The %s had no taste.", meal->name); 2118 sprintf (buf, "The %s had no taste.", &meal->name);
2336 new_draw_info(NDI_UNIQUE, 0, op, buf); 2119 new_draw_info (NDI_UNIQUE, 0, op, buf);
2337 2120
2338 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2339 i = -1; 2122 i = -1;
2340 if (winners>0) 2123 if (winners > 0)
2341 i = atnr_winner[RANDOM()%winners]; 2124 i = atnr_winner[RANDOM () % winners];
2342 2125
2343 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2344 /* resistance increased! */ 2128 /* resistance increased! */
2345 skin->resist[i]++; 2129 skin->resist[i]++;
2346 fix_player(op); 2130 op->update_stats ();
2347 2131
2348 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2349 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2350 } 2134 }
2351 2135
2352 /* if this flesh contains a new ability focus, we mark it 2136 /* if this flesh contains a new ability focus, we mark it
2353 into the ability_force and it will take effect on next level */ 2137 into the ability_force and it will take effect on next level */
2354 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2355 && meal->last_eat != abil->last_eat) { 2139 {
2356 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2357 2141
2358 if (meal->last_eat != abil->stats.exp) { 2142 if (meal->last_eat != abil->stats.exp)
2143 {
2359 sprintf(buf, "Your metabolism prepares to focus on %s!", 2144 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2360 change_resist_msg[meal->last_eat]);
2361 new_draw_info(NDI_UNIQUE, 0, op, buf); 2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2362 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2146 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf); 2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2364 } 2148 }
2365 else { 2149 else
2150 {
2366 sprintf(buf, "Your metabolism will continue to focus on %s.", 2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2367 change_resist_msg[meal->last_eat]);
2368 new_draw_info(NDI_UNIQUE, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2369 abil->last_eat = 0; 2153 abil->last_eat = 0;
2370 } 2154 }
2371 } 2155 }
2372 return 1; 2156 return 1;
2373}
2374
2375static void apply_savebed (object *pl)
2376{
2377#ifndef COZY_SERVER
2378 if(!pl->contr->name_changed||!pl->stats.exp) {
2379 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2380 return;
2381 }
2382#endif
2383 /* Need to call terminate_all_pets() before we remove the player ob */
2384 terminate_all_pets(pl);
2385 remove_ob(pl);
2386 pl->direction=0;
2387 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2388 "%s leaves the game.",pl->name);
2389
2390 /* update respawn position */
2391 strcpy(pl->contr->savebed_map, pl->map->path);
2392 pl->contr->bed_x = pl->x;
2393 pl->contr->bed_y = pl->y;
2394
2395 strcpy(pl->contr->killer,"left");
2396 check_score(pl); /* Always check score */
2397 (void)save_player(pl,0);
2398 pl->map->players--;
2399#if MAP_MAXTIMEOUT
2400 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2401#endif
2402 play_again(pl);
2403 pl->speed = 0;
2404 update_ob_speed(pl);
2405} 2157}
2406 2158
2407/** 2159/**
2408 * Handles applying an improve armor scroll. 2160 * Handles applying an improve armor scroll.
2409 * Does some sanity checks, then calls improve_armour. 2161 * Does some sanity checks, then calls improve_armour.
2410 */ 2162 */
2163static void
2411static void apply_armour_improver (object *op, object *tmp) 2164apply_armour_improver (object *op, object *tmp)
2412{ 2165{
2413 object *armor; 2166 object *armor;
2414 2167
2415 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2169 {
2416 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2417 return;
2418 }
2419 armor=find_marked_object(op);
2420 if ( ! armor) {
2421 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2422 return; 2171 return;
2423 } 2172 }
2173
2174 armor = find_marked_object (op);
2175
2176 if (!armor)
2177 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2179 return;
2180 }
2181
2424 if (armor->type != ARMOUR 2182 if (armor->type != ARMOUR
2425 && armor->type != CLOAK 2183 && armor->type != CLOAK
2426 && armor->type != BOOTS && armor->type != GLOVES 2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2427 && armor->type != BRACERS && armor->type != SHIELD
2428 && armor->type != HELMET)
2429 { 2185 {
2430 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2431 return; 2187 return;
2432 } 2188 }
2433 2189
2434 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2435 improve_armour(op,tmp,armor); 2191 improve_armour (op, tmp, armor);
2436} 2192}
2437 2193
2438 2194extern void
2439extern void apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2440{ 2196{
2441 if (op->type == PLAYER) { 2197 if (op->type == PLAYER)
2198 {
2442 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2443 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2444 strcpy(op->contr->killer,"poisonous booze"); 2201 strcpy (op->contr->killer, "poisonous booze");
2445 } 2202 }
2446 if (tmp->stats.hp > 0) { 2203 if (tmp->stats.hp > 0)
2204 {
2447 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2448 tmp->stats.hp);
2449 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2450 } 2207 }
2451 op->stats.food-=op->stats.food/4; 2208 op->stats.food -= op->stats.food / 4;
2452 handle_apply_yield(tmp); 2209 handle_apply_yield (tmp);
2453 decrease_ob(tmp); 2210 decrease_ob (tmp);
2454} 2211}
2455 2212
2456/** 2213/**
2457 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2458 * A valid 2 way exit means: 2215 * A valid 2 way exit means:
2459 * -You can come back (there is another exit at the other side) 2216 * -You can come back (there is another exit at the other side)
2460 * -You are 2217 * -You are
2461 * ° the owner of the exit 2218 * ° the owner of the exit
2462 * ° or in the same party as the owner 2219 * ° or in the same party as the owner
2463 * 2220 *
2464 * Note: a owner in a 2 way exit is saved as the owner's name 2221 * Note: a owner in a 2 way exit is saved as the owner's name
2465 * in the field exit->name cause the field exit->owner doesn't 2222 * in the field exit->name cause the field exit->owner doesn't
2466 * survive in the swapping (in fact the whole exit doesn't survive). 2223 * survive in the swapping (in fact the whole exit doesn't survive).
2467 */ 2224 */
2225int
2468int is_legal_2ways_exit (object* op, object *exit) 2226is_legal_2ways_exit (object *op, object *exit)
2469 { 2227{
2470 object * tmp; 2228 if (exit->stats.exp != 1)
2471 object * exit_owner; 2229 return 1; /*This is not a 2 way, so it is legal */
2472 player * pp; 2230
2473 mapstruct * exitmap; 2231#if 0 //TODO
2474 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2233 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at 2234#endif
2477 * all the exits in destination and try to find one with same path as 2235
2478 * the current exit's position */ 2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2479 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2237
2480 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2482 if (exitmap) 2238 if (exitmap)
2483 { 2239 {
2484 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2240 exitmap->load_sync ();
2485 if (!tmp) return 0; 2241
2486 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2242 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2243
2244 if (!tmp)
2245 return 0;
2246
2247 for (; tmp; tmp = tmp->above)
2487 { 2248 {
2488 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2249 if (tmp->type != EXIT)
2489 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2250 continue; /*Not an exit */
2490 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2491 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2492 2251
2252 if (!EXIT_PATH (tmp))
2253 continue; /*Not a valid exit */
2254
2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2256 continue; /*Not in the same place */
2257
2258 if (exit->map->path != EXIT_PATH (tmp))
2259 continue; /*Not in the same map */
2260
2493 /* From here we have found the exit is valid. However we do 2261 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2262 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2496 */ 2264 */
2265 if (!exit->race)
2497 if (!exit->race) return 1; /*No owner, free for all!*/ 2266 return 1; /*No owner, free for all! */
2498 exit_owner=NULL; 2267
2499 for (pp=first_player;pp;pp=pp->next) 2268 object *exit_owner = 0;
2269
2270 for_all_players (pp)
2500 { 2271 {
2501 if (!pp->ob) continue; 2272 if (!pp->ob)
2273 continue;
2274
2502 if (pp->ob->name!=exit->race) continue; 2275 if (pp->ob->name != exit->race)
2276 continue;
2277
2503 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2278 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2504 break; 2279 break;
2505 } 2280 }
2506 if (!exit_owner) return 0; /* No more owner*/ 2281
2507 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2282 if (!exit_owner)
2283 return 0; /* No more owner */
2284
2285 if (exit_owner->contr == op->contr)
2286 return 1; /*It is your exit */
2287
2508 if ( exit_owner && /*There is a owner*/ 2288 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */ 2289 (op->contr) && /*A player tries to pass */
2510 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2290 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2291 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0; 2292 return 0;
2293
2513 return 1; 2294 return 1;
2514 } 2295 }
2515 } 2296 }
2297
2516 return 0; 2298 return 0;
2517 } 2299}
2518
2519 2300
2520/** 2301/**
2521 * Main apply handler. 2302 * Main apply handler.
2522 * 2303 *
2523 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2531 * being applied. 2312 * being applied.
2532 * 2313 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2535 */ 2316 */
2536 2317int
2537int manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2538{ 2319{
2539 if (tmp->head) tmp=tmp->head; 2320 if (tmp->head)
2321 tmp = tmp->head;
2540 2322
2541 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 {
2542 if (op->type == PLAYER) { 2325 if (op->type == PLAYER)
2326 {
2543 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2544 return 1; 2328 return 1;
2545 } else { 2329 }
2330 else
2546 return 0; /* monsters just skip unpaid items */ 2331 return 0; /* monsters just skip unpaid items */
2547 }
2548 } 2332 }
2549 2333
2550 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2551 return RESULT_INT (0); 2335 return RESULT_INT (0);
2552 2336
2553 switch (tmp->type) { 2337 switch (tmp->type)
2554 2338 {
2555 case TRANSPORT:
2556 return apply_transport(op, tmp, aflag);
2557
2558 case CF_HANDLE: 2339 case CF_HANDLE:
2559 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2560 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2561 tmp->value=tmp->value?0:1; 2342 tmp->value = tmp->value ? 0 : 1;
2562 SET_ANIMATION(tmp, tmp->value); 2343 SET_ANIMATION (tmp, tmp->value);
2563 update_object(tmp,UP_OBJ_FACE); 2344 update_object (tmp, UP_OBJ_FACE);
2564 push_button(tmp); 2345 push_button (tmp);
2565 return 1; 2346 return 1;
2566 2347
2567 case TRIGGER: 2348 case TRIGGER:
2568 if (check_trigger (tmp, op)) { 2349 if (check_trigger (tmp, op))
2350 {
2569 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2570 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2571 } else { 2353 }
2354 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2573 } 2356
2574 return 1; 2357 return 1;
2575 2358
2576 case EXIT: 2359 case EXIT:
2577 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2578 return 0; 2361 return 0;
2362
2579 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2580 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2581 query_name(tmp)); 2365 else
2582 } else { 2366 {
2583 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2584 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2585 strncmp(EXIT_PATH(tmp), "/random/", 8))
2586 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2587 enter_exit(op,tmp); 2370
2588 } 2371 op->enter_exit (tmp);
2372 }
2373
2589 return 1; 2374 return 1;
2590 2375
2591 case SIGN: 2376 case SIGN:
2592 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2593 return 1; 2378 return 1;
2594 2379
2595 case BOOK: 2380 case BOOK:
2596 if (op->type == PLAYER) { 2381 if (op->type == PLAYER)
2382 {
2597 apply_book (op, tmp); 2383 apply_book (op, tmp);
2598 return 1; 2384 return 1;
2599 } else { 2385 }
2600 return 0; 2386 else
2601 } 2387 return 0;
2602 2388
2603 case SKILLSCROLL: 2389 case SKILLSCROLL:
2604 if (op->type == PLAYER) { 2390 if (op->type == PLAYER)
2391 {
2605 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2606 return 1; 2393 return 1;
2607 } 2394 }
2395 else
2608 return 0; 2396 return 0;
2609 2397
2610 case SPELLBOOK: 2398 case SPELLBOOK:
2611 if (op->type == PLAYER) { 2399 if (op->type == PLAYER)
2400 {
2612 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2613 return 1; 2402 return 1;
2614 } 2403 }
2404 else
2615 return 0; 2405 return 0;
2616 2406
2617 case SCROLL: 2407 case SCROLL:
2618 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2619 return 1; 2409 return 1;
2620 2410
2621 case POTION: 2411 case POTION:
2622 (void) apply_potion(op, tmp); 2412 apply_potion (op, tmp);
2623 return 1; 2413 return 1;
2624 2414
2625 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2626 case CLOSE_CON: 2417 case CLOSE_CON:
2627 if (op->type==PLAYER)
2628 (void) esrv_apply_container (op, tmp->env);
2629 else
2630 (void) apply_container (op, tmp->env); 2418 apply_container (op, tmp->env);
2631 return 1; 2419 return 1;
2632 2420
2633 case CONTAINER: 2421 case CONTAINER:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp);
2636 else
2637 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2638 return 1; 2423 return 1;
2639 2424
2640 case TREASURE: 2425 case TREASURE:
2641 if (op->type == PLAYER) { 2426 if (op->type == PLAYER)
2427 {
2642 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2643 return 1; 2429 return 1;
2644 } else { 2430 }
2645 return 0; 2431 else
2646 } 2432 return 0;
2647 2433
2648 case WEAPON: 2434 case WEAPON:
2649 case ARMOUR: 2435 case ARMOUR:
2650 case BOOTS: 2436 case BOOTS:
2651 case GLOVES: 2437 case GLOVES:
2652 case AMULET: 2438 case AMULET:
2653 case GIRDLE: 2439 case GIRDLE:
2654 case BRACERS: 2440 case BRACERS:
2655 case SHIELD: 2441 case SHIELD:
2656 case HELMET: 2442 case HELMET:
2657 case RING: 2443 case RING:
2658 case CLOAK: 2444 case CLOAK:
2659 case WAND: 2445 case WAND:
2660 case ROD: 2446 case ROD:
2661 case HORN: 2447 case HORN:
2662 case SKILL: 2448 case SKILL:
2663 case BOW: 2449 case BOW:
2664 case LAMP: 2450 case LAMP:
2665 case BUILDER: 2451 case BUILDER:
2666 case SKILL_TOOL: 2452 case SKILL_TOOL:
2667 if (tmp->env != op) 2453 if (tmp->env != op)
2668 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2669 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2670 return 1; 2457 return 1;
2671 2458
2672 case DRINK: 2459 case DRINK:
2673 case FOOD: 2460 case FOOD:
2674 case FLESH: 2461 case FLESH:
2675 apply_food (op, tmp); 2462 apply_food (op, tmp);
2676 return 1; 2463 return 1;
2677 2464
2678 case POISON: 2465 case POISON:
2679 apply_poison (op, tmp); 2466 apply_poison (op, tmp);
2680 return 1; 2467 return 1;
2681 2468
2682 case SAVEBED: 2469 case SAVEBED:
2470 return 1;
2471
2472 case ARMOUR_IMPROVER:
2683 if (op->type == PLAYER) { 2473 if (op->type == PLAYER)
2684 apply_savebed (op); 2474 {
2685 return 1; 2475 apply_armour_improver (op, tmp);
2686 } else { 2476 return 1;
2687 return 0; 2477 }
2688 } 2478 else
2479 return 0;
2689 2480
2690 case ARMOUR_IMPROVER: 2481 case WEAPON_IMPROVER:
2482 check_improve_weapon (op, tmp);
2483 return 1;
2484
2485 case CLOCK:
2691 if (op->type == PLAYER) { 2486 if (op->type == PLAYER)
2692 apply_armour_improver (op, tmp); 2487 {
2693 return 1; 2488 char buf[MAX_BUF];
2694 } else { 2489 timeofday_t tod;
2695 return 0;
2696 }
2697 2490
2698 case WEAPON_IMPROVER: 2491 get_tod (&tod);
2699 (void) check_improve_weapon(op, tmp); 2492 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2700 return 1; 2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1;
2498 }
2499 else
2500 return 0;
2701 2501
2702 case CLOCK: 2502 case MENU:
2703 if (op->type == PLAYER) { 2503 if (op->type == PLAYER)
2704 char buf[MAX_BUF]; 2504 {
2705 timeofday_t tod; 2505 shop_listing (tmp, op);
2506 return 1;
2507 }
2508 else
2509 return 0;
2706 2510
2707 get_tod(&tod);
2708 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2709 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2710 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2711 ((tod.hour >= 14) ? "pm" : "am"));
2712 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2713 new_draw_info(NDI_UNIQUE, 0,op, buf);
2714 return 1;
2715 } else {
2716 return 0;
2717 }
2718
2719 case MENU:
2720 if (op->type == PLAYER) {
2721 shop_listing (op);
2722 return 1;
2723 } else {
2724 return 0;
2725 }
2726
2727 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2728 apply_power_crystal(op,tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1; 2513 return 1;
2730 2514
2731 case LIGHTER: /* for lighting torches/lanterns/etc */ 2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2732 if (op->type == PLAYER) { 2516 if (op->type == PLAYER)
2733 apply_lighter(op,tmp); 2517 {
2734 return 1; 2518 apply_lighter (op, tmp);
2735 } else { 2519 return 1;
2736 return 0; 2520 }
2737 } 2521 else
2522 return 0;
2738 2523
2739 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2740 apply_item_transformer( op, tmp ); 2525 apply_item_transformer (op, tmp);
2741 return 1; 2526 return 1;
2742 2527
2743 default: 2528 default:
2744 return 0; 2529 return 0;
2745 } 2530 }
2746} 2531}
2747 2532
2748 2533
2749/* quiet suppresses the "don't know how to apply" and "you must get it first" 2534/* quiet suppresses the "don't know how to apply" and "you must get it first"
2750 * messages as needed by player_apply_below(). But there can still be 2535 * messages as needed by player_apply_below(). But there can still be
2751 * "but you are floating high above the ground" messages. 2536 * "but you are floating high above the ground" messages.
2752 * 2537 *
2753 * Same return value as apply() function. 2538 * Same return value as apply() function.
2754 */ 2539 */
2540int
2755int player_apply (object *pl, object *op, int aflag, int quiet) 2541player_apply (object *pl, object *op, int aflag, int quiet)
2756{ 2542{
2757 int tmp; 2543 int tmp;
2758 2544
2759 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2546 {
2760 /* player is flying and applying object not in inventory */ 2547 /* player is flying and applying object not in inventory */
2761 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 {
2762 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2763 "above the ground!");
2764 return 0; 2551 return 0;
2765 } 2552 }
2766 } 2553 }
2767 2554
2768 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2769 * applied. 2556 * applied.
2770 */ 2557 */
2771 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2772 { 2559 {
2773 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2774 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2775 "of smoke!");
2776 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2777 remove_ob (op); 2563 op->destroy ();
2778 free_object (op);
2779 return 1; 2564 return 1;
2780 } 2565 }
2781 2566
2782 pl->contr->last_used = op; 2567 pl->contr->last_used = op;
2783 pl->contr->last_used_id = op->count;
2784 2568
2785 tmp = manual_apply (pl, op, aflag); 2569 tmp = manual_apply (pl, op, aflag);
2786 if ( ! quiet) { 2570 if (!quiet)
2571 {
2787 if (tmp == 0) 2572 if (tmp == 0)
2788 new_draw_info_format (NDI_UNIQUE, 0, pl, 2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2789 "I don't know how to apply the %s.",
2790 query_name (op));
2791 else if (tmp == 2) 2574 else if (tmp == 2)
2792 new_draw_info_format (NDI_UNIQUE, 0, pl, 2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2793 "You must get it first!\n");
2794 } 2576 }
2795 return tmp; 2577 return tmp;
2796} 2578}
2797 2579
2798/** 2580/**
2799 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2800 * If the player has an open container, we use that for below, otherwise 2582 * If the player has an open container, we use that for below, otherwise
2801 * we use the ground. 2583 * we use the ground.
2802 */ 2584 */
2803 2585void
2804void player_apply_below (object *pl) 2586player_apply_below (object *pl)
2805{ 2587{
2806 object *tmp, *next;
2807 int floors; 2588 int floors = 0;
2808 2589
2809 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2810 apply_transport(pl, pl->contr->transport, 0);
2811 return;
2812 }
2813
2814 /* If using a container, set the starting item to be the top 2590 /* If using a container, set the starting item to be the top
2815 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2816 */
2817 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2818
2819 /* This is perhaps more complicated. However, I want to make sure that 2592 * This is perhaps more complicated. However, I want to make sure that
2820 * we don't use a corrupt pointer for the next object, so we get the 2593 * we don't use a corrupt pointer for the next object, so we get the
2821 * next object in the stack before applying. This is can only be a 2594 * next object in the stack before applying. This is can only be a
2822 * problem if player_apply() has a bug in that it uses the object but does 2595 * problem if player_apply() has a bug in that it uses the object but does
2823 * not return a proper value. 2596 * not return a proper value.
2824 */ 2597 */
2825 for (floors = 0; tmp!=NULL; tmp=next) { 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2599 {
2826 next = tmp->below; 2600 next = tmp->below;
2601
2827 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2828 floors++; 2603 floors++;
2829 else if (floors > 0) 2604 else if (floors > 0)
2830 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2831 2606
2832 /* If it is visible, player can apply it. If it is applied by 2607 /* If it is visible, player can apply it. If it is applied by
2833 * person moving on it, also activate. Added code to make it 2608 * person moving on it, also activate. Added code to make it
2834 * so that at least one of players movement types be that which 2609 * so that at least one of players movement types be that which
2835 * the item needs. 2610 * the item needs.
2836 */ 2611 */
2837 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2612 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2838 if (player_apply (pl, tmp, 0, 1) == 1) 2614 if (player_apply (pl, tmp, 0, 1) == 1)
2839 return; 2615 return;
2840 } 2616 }
2841 if (floors >= 2) 2617 if (floors >= 2)
2842 return; /* process at most two floor objects */ 2618 return; /* process at most two floor objects */
2843 } 2619 }
2844} 2620}
2845 2621
2846/** 2622/**
2847 * Unapplies specified item. 2623 * Unapplies specified item.
2848 * No check done on cursed/damned. 2624 * No check done on cursed/damned.
2849 * Break this out of apply_special - this is just done 2625 * Break this out of apply_special - this is just done
2850 * to keep the size of apply_special to a more managable size. 2626 * to keep the size of apply_special to a more managable size.
2851 */ 2627 */
2628static int
2852static int unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2853{ 2630{
2854 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2855 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2856 return RESULT_INT (0); 2633 return RESULT_INT (0);
2857 2634
2858 object *tmp2; 2635 object *tmp2;
2859 2636
2860 CLEAR_FLAG(op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2861 switch(op->type) { 2639 switch (op->type)
2640 {
2862 case WEAPON: 2641 case WEAPON:
2863 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2864 2643
2865 (void) change_abil (who,op); 2644 change_abil (who, op);
2866 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2867 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2645 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2868 clear_skill(who); 2656 clear_skill (who);
2869 break;
2870
2871 case SKILL: /* allows objects to impart skills */
2872 case SKILL_TOOL:
2873 if (op != who->chosen_skill) {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 }
2876 if (who->type==PLAYER) {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if ( ! op->invisible) {
2880 new_draw_info_format (NDI_UNIQUE, 0, who,
2881 "You stop using the %s.", query_name(op));
2882 } else {
2883 new_draw_info_format (NDI_UNIQUE, 0, who,
2884 "You can no longer use the skill: %s.",
2885 op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break;
2892
2893 case ARMOUR:
2894 case HELMET:
2895 case SHIELD:
2896 case RING:
2897 case BOOTS:
2898 case GLOVES:
2899 case AMULET:
2900 case GIRDLE:
2901 case BRACERS:
2902 case CLOAK:
2903 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2904 (void) change_abil (who,op);
2905 break;
2906 case LAMP:
2907 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2908 op->name);
2909 tmp2 = arch_to_object(op->other_arch);
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2917 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2918 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2919 if (who->type == PLAYER)
2920 esrv_del_item(who->contr, (tag_t)op->count);
2921 remove_ob(op);
2922 free_object(op);
2923 insert_ob_in_ob(tmp2, who);
2924 fix_player(who);
2925 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2926 if (who->type == PLAYER) {
2927 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2928 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2929 }
2930 }
2931 if(who->type==PLAYER)
2932 esrv_send_item(who, tmp2);
2933 return 1; /* otherwise, an attempt to drop causes problems */
2934 break;
2935 case BOW:
2936 case WAND:
2937 case ROD:
2938 case HORN:
2939 clear_skill(who);
2940 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2941 if(who->type==PLAYER) {
2942 who->contr->shoottype = range_none;
2943 } else {
2944 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else
2947 CLEAR_FLAG(who, FLAG_READY_RANGE);
2948 }
2949 break;
2950
2951 case BUILDER:
2952 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2953 who->contr->shoottype = range_none;
2954 who->contr->ranges[ range_builder ] = NULL;
2955 break; 2657 break;
2956 2658
2957 default: 2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2665 {
2666 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 }
2671
2672 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break;
2676
2677 case ARMOUR:
2678 case HELMET:
2679 case SHIELD:
2680 case RING:
2681 case BOOTS:
2682 case GLOVES:
2683 case AMULET:
2684 case GIRDLE:
2685 case BRACERS:
2686 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op);
2689 break;
2690
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->contr)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 {
2714 if (who->contr)
2715 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 }
2719 }
2720
2721 if (who->contr)
2722 esrv_send_item (who, tmp2);
2723
2724 return 1; /* otherwise, an attempt to drop causes problems */
2725
2726 case BOW:
2727 case WAND:
2728 case ROD:
2729 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2735
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2741 }
2742 else
2743 {
2744 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 }
2749
2750 break;
2751
2752 case BUILDER:
2753 if (who->contr)
2754 {
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break;
2761
2762 default:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2959 break; 2764 break;
2960 } 2765 }
2961 2766
2962 fix_player(who); 2767 who->update_stats ();
2963 2768
2964 if ( ! (aflags & AP_NO_MERGE)) { 2769 if (!(aflags & AP_NO_MERGE))
2965 object *tmp; 2770 {
2966
2967 tag_t del_tag = op->count;
2968 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
2969 if (who->type == PLAYER) { 2772
2970 if (tmp) { /* it was merged */ 2773 if (who->contr)
2774 {
2775 if (tmp)
2776 { /* it was merged */
2971 esrv_del_item (who->contr, del_tag); 2777 esrv_del_item (who->contr, op->count);
2972 op = tmp; 2778 op = tmp;
2973 } 2779 }
2780
2974 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
2975 } 2782 }
2976 } 2783 }
2784
2977 return 0; 2785 return 0;
2978} 2786}
2979 2787
2980/** 2788/**
2981 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
2982 * Note that 'start' is the first object to start examing - we 2790 * Note that 'start' is the first object to start examing - we
2989 * loc is the index into the array we are looking for a match. 2797 * loc is the index into the array we are looking for a match.
2990 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
2991 * invisible other objects that use 2799 * invisible other objects that use
2992 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
2993 */ 2801 */
2802static object *
2994object *get_item_from_body_location(object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
2995{ 2804{
2996 object *tmp; 2805 if (start)
2997
2998 if (!start) return NULL;
2999
3000 for (tmp=start; tmp; tmp=tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
3001 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
3002 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2808 return tmp;
3003 2809
3004 return NULL; 2810 return 0;
3005} 2811}
3006
3007
3008 2812
3009/** 2813/**
3010 * 'op' wants to apply an object, but can't because of other equipment. 2814 * 'op' wants to apply an object, but can't because of other equipment.
3011 * This should only be called when it is known 2815 * This should only be called when it is known
3012 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
3015 * Returns 0 on success, returns 1 if there is some problem. 2819 * Returns 0 on success, returns 1 if there is some problem.
3016 * if aflags is AP_PRINT, we instead print out waht to unapply 2820 * if aflags is AP_PRINT, we instead print out waht to unapply
3017 * instead of doing it. This is a lot less code than having 2821 * instead of doing it. This is a lot less code than having
3018 * another function that does just that. 2822 * another function that does just that.
3019 */ 2823 */
2824int
3020int unapply_for_ob(object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
3021{ 2826{
3022 int i; 2827 if (op->is_range ())
3023 object *tmp=NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD) {
3029 for (tmp=who->inv; tmp; tmp=tmp->below) { 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3030 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3031 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3032 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2831 {
3033 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
3034 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3035 else 2834 else
3036 unapply_special(who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
3037 } 2836 }
3038 else { 2837 else
2838 {
3039 /* In this case, we want to try and remove a cursed item. 2839 /* In this case, we want to try and remove a cursed item.
3040 * While we know it won't work, we want unapply_special to 2840 * While we know it won't work, we want unapply_special to
3041 * at least generate the message. 2841 * at least generate the message.
3042 */ 2842 */
3043 new_draw_info_format(NDI_UNIQUE, 0, who, 2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3044 "No matter how hard you try, you just can't\nremove %s.", 2844 return 1;
3045 query_name(tmp)); 2845 }
3046 return 1;
3047 }
3048 2846
3049 }
3050 }
3051 }
3052
3053 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 {
3054 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
3055 if (op->body_info[i]) { 2850 if (op->slot[i].info)
3056 last = who->inv; 2851 {
2852 object *last = who->inv;
3057 2853
3058 /* We do a while loop - may need to remove several items in order 2854 /* We do a while loop - may need to remove several items in order
3059 * to free up enough slots. 2855 * to free up enough slots.
3060 */ 2856 */
3061 while ((who->body_used[i] + op->body_info[i]) < 0) { 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
3062 tmp = get_item_from_body_location(last, i); 2858 {
3063 if (!tmp) { 2859 object *tmp = get_item_from_body_location (i, last);
2860
2861 if (!tmp)
2862 {
3064#if 0 2863#if 0
3065 /* Not a bug - we'll get this if the player has cursed items 2864 /* Not a bug - we'll get this if the player has cursed items
3066 * equipped. 2865 * equipped.
3067 */ 2866 */
3068 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2867 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3069 i, body_locations[i].save_name, who->name);
3070#endif 2868#endif
3071 return 1; 2869 return 1;
3072 } 2870 }
2871
3073 /* If we are just printing, we don't care about cursed status */ 2872 /* If we are just printing, we don't care about cursed status */
3074 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3075 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2874 {
3076 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
3077 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3078 else 2877 else
3079 unapply_special(who, tmp, aflags); 2878 unapply_special (who, tmp, aflags);
3080 } 2879 }
3081 else { 2880 else
2881 {
3082 /* Cursed item that we can't unequip - tell the player. 2882 /* Cursed item that we can't unequip - tell the player.
3083 * Note this could be annoying if this is just one of a few, 2883 * Note this could be annoying if this is just one of a few,
3084 * so it may not be critical (eg, putting on a ring and you have 2884 * so it may not be critical (eg, putting on a ring and you have
3085 * one cursed ring.) 2885 * one cursed ring.)
3086 */ 2886 */
3087 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3088 } 2888 }
3089 last = tmp->below; 2889
3090 } 2890 last = tmp->below;
2891 }
3091 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3092 * return in the !tmp would have kicked in. 2893 * return in the !tmp would have kicked in.
3093 */ 2894 */
3094 } /* if op is using this body location */ 2895 } /* if op is using this body location */
3095 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
3096 return 0; 2898 return 0;
3097} 2899}
3098 2900
3099/** 2901/**
3100 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
3101 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
3102 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
3103 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
3104 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3105 * is set, do we really are what the other flags may be?) 2907 * is set, do we really are what the other flags may be?)
3106 * 2908 *
3107 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
3108 * these return values. 2910 * these return values.
3109 */ 2911 */
2912int
3110int can_apply_object(object *who, object *op) 2913can_apply_object (object *who, object *op)
3111{ 2914{
3112 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2915 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3113 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3114 return RESULT_INT (0); 2916 return RESULT_INT (0);
3115 2917
3116 int i, retval=0; 2918 int retval = 0;
3117 object *tmp=NULL, *ws=NULL; 2919 object *tmp = 0, *ws = 0;
3118 2920
3119 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3120 * 2 weapons, but we don't want to let them do that. So if they are
3121 * trying to equip a weapon or shield, see if they already have one
3122 * in place and store that way.
3123 */
3124 if (op->type == WEAPON || op->type == SHIELD) {
3125 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3126 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3127 retval = CAN_APPLY_UNAPPLY;
3128 ws = tmp;
3129 }
3130 }
3131 }
3132
3133
3134 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3135 if (op->body_info[i]) { 2922 {
2923 if (op->slot[i].info)
2924 {
3136 /* Item uses more slots than we have */ 2925 /* Item uses more slots than we have */
3137 if (FABS(op->body_info[i]) > who->body_info[i]) { 2926 if (abs (op->slot[i].info) > who->slot[i].info)
2927 {
3138 /* Could return now for efficiently - rest of info below isn' 2928 /* Could return now for efficiency - rest of info below isn't
3139 * really needed. 2929 * really needed.
3140 */ 2930 */
3141 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
3142 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2932 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
2934 {
3143 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
3144 * we have. 2936 * we have.
3145 */ 2937 */
3146 object *tmp1;
3147 2938
3148
3149 /* if we have an applied weapon/shield, and unapply it would free 2939 /* if we have an applied weapon/shield, and unapply it would free
3150 * enough slots to equip the new item, then just set this can 2940 * enough slots to equip the new item, then just set "can
3151 * continue. We don't care about the logic below - if you have 2941 * apply unapply". We don't care about the logic below - if you have a
3152 * shield equipped and try to equip another shield, there is only 2942 * shield equipped and try to equip another shield, there is only
3153 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
3154 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
3155 * may be two handed for example. 2945 * may be two handed for example.
3156 */ 2946 */
3157 if (ws) { 2947 if (ws)
3158 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3159 retval |= CAN_APPLY_UNAPPLY; 2949 {
3160 continue; 2950 retval |= CAN_APPLY_UNAPPLY;
3161 } 2951 continue;
3162 } 2952 }
3163 2953
3164 tmp1 = get_item_from_body_location(who->inv, i); 2954 object *tmp1 = get_item_from_body_location (i, who->inv);
3165 if (!tmp1) { 2955 if (!tmp1)
2956 {
3166#if 0 2957#if 0
3167 /* This is sort of an error, but happens a lot when old players 2958 /* This is sort of an error, but happens a lot when old players
3168 * join in with more stuff equipped than they are now allowed. 2959 * join in with more stuff equipped than they are now allowed.
3169 */ 2960 */
3170 LOG(llevError,"Can't find object using location %d on %s\n", 2961 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3171 i, who->name);
3172#endif 2962#endif
3173 retval |= CAN_APPLY_NEVER; 2963 retval |= CAN_APPLY_NEVER;
3174 } else { 2964 }
2965 else
2966 {
3175 /* need to unapply something. However, if this something 2967 /* need to unapply something. However, if this something
3176 * is different than we had found before, it means they need 2968 * is different than we had found before, it means they need
3177 * to apply multiple objects 2969 * to apply multiple objects
3178 */ 2970 */
3179 retval |= CAN_APPLY_UNAPPLY; 2971 retval |= CAN_APPLY_UNAPPLY;
3180 if (!tmp) tmp = tmp1; 2972 if (!tmp)
3181 else if (tmp != tmp1) { 2973 tmp = tmp1;
3182 retval |= CAN_APPLY_UNAPPLY_MULT; 2974 else if (tmp != tmp1)
3183 } 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
2976
3184 /* This object isn't using up all the slots, so there must 2977 /* This object isn't using up all the slots, so there must
3185 * be another. If so, and it the new item doesn't need all 2978 * be another. If so, and it the new item doesn't need all
3186 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3187 */ 2980 */
3188 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3189 (FABS(op->body_info[i]) < who->body_info[i])) 2982 && abs (op->slot[i].info) < who->slot[i].info)
3190 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3191 2984
3192 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3193 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3194 */ 2987 */
3195 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3196 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3197 2990 }
3198 } 2991 } /* if not enough free slots */
3199 } /* if not enough free slots */ 2992 } /* if this object uses location i */
3200 } /* if this object uses location i */
3201 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3202 2994
3203 /* Note that we don't check for FLAG_USE_ARMOUR - that should 2995 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3204 * really be controlled by use of body locations. We do have 2996 * really be controlled by use of body locations. We do have
3205 * the weapon/shield checks, and the range checks for monsters, 2997 * the weapon/shield checks, and the range checks for monsters,
3206 * because you can't control those just by body location - bows, shields, 2998 * because you can't control those just by body location - bows, shields,
3207 * and weapons all use the same slot. Similar for horn/rod/wand - they 2999 * and weapons all use the same slot. Similar for horn/rod/wand - they
3208 * all use the same location. 3000 * all use the same location.
3209 */ 3001 */
3210 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3211 retval |= CAN_APPLY_RESTRICTION;
3212 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3213 retval |= CAN_APPLY_RESTRICTION;
3214
3215
3216 if (who->type != PLAYER) {
3217 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3218 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3219 retval |= CAN_APPLY_RESTRICTION;
3220 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3221 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3222 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3223 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3007
3008 if (who->type != PLAYER)
3009 {
3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3225 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3014 retval |= CAN_APPLY_RESTRICTION;
3015
3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3017 retval |= CAN_APPLY_RESTRICTION;
3018
3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3020 retval |= CAN_APPLY_RESTRICTION;
3226 } 3021 }
3022
3227 return retval; 3023 return retval;
3228} 3024}
3229
3230
3231 3025
3232/** 3026/**
3233 * who is the object using the object. It can be a monster. 3027 * who is the object using the object. It can be a monster.
3234 * op is the object they are using. op is an equipment type item, 3028 * op is the object they are using. op is an equipment type item,
3235 * eg, one which you put on and keep on for a while, and not something 3029 * eg, one which you put on and keep on for a while, and not something
3249 * 3043 *
3250 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3251 * 3045 *
3252 * apply_special() doesn't check for unpaid items. 3046 * apply_special() doesn't check for unpaid items.
3253 */ 3047 */
3048int
3254int apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3255{ 3050{
3256 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3257 object *tmp, *tmp2, *skop=NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3258 int i;
3259 3053
3260 if(who==NULL) { 3054 if (who == NULL)
3055 {
3261 LOG(llevError,"apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3262 return 1; 3057 return 1;
3263 } 3058 }
3264 3059
3265 if(op->env!=who) 3060 if (op->env != who)
3266 return 1; /* op is not in inventory */ 3061 return 1; /* op is not in inventory */
3267 3062
3268 /* trying to unequip op */ 3063 /* trying to unequip op */
3269 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3064 if (QUERY_FLAG (op, FLAG_APPLIED))
3065 {
3270 /* always apply, so no reason to unapply */ 3066 /* always apply, so no reason to unapply */
3271 if (basic_flag == AP_APPLY) return 0; 3067 if (basic_flag == AP_APPLY)
3068 return 0;
3272 3069
3273 if ( ! (aflags & AP_IGNORE_CURSE) 3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3274 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3071 {
3275 new_draw_info_format(NDI_UNIQUE, 0, who, 3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3276 "No matter how hard you try, you just can't\nremove %s.",
3277 query_name(op));
3278 return 1; 3073 return 1;
3279 } 3074 }
3075
3280 return unapply_special(who, op, aflags); 3076 return unapply_special (who, op, aflags);
3281 } 3077 }
3282 3078
3283 if (basic_flag == AP_UNAPPLY) return 0; 3079 if (basic_flag == AP_UNAPPLY)
3080 return 0;
3284 3081
3285 i = can_apply_object(who, op); 3082 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts.
3084 if (player *pl = who->contr)
3085 switch (op->type)
3086 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob);
3089 break;
3286 3090
3091 case BOW:
3092 case ROD:
3093 case WAND:
3094 case HORN:
3095 case SKILL_TOOL:
3096 who->change_weapon (pl->ranged_ob);
3097 break;
3098
3099 case SKILL:
3100 if (IS_COMBAT_SKILL (op->subtype))
3101 who->change_weapon (pl->combat_ob);
3102 else if (IS_RANGED_SKILL (op->subtype))
3103 who->change_weapon (pl->ranged_ob);
3104 break;
3105 }
3106
3287 /* Can't just apply this object. Lets see what not and what to do */ 3107 /* Can't just apply this object. Lets see what not and what to do */
3288 if (i) { 3108 if (int i = can_apply_object (who, op))
3109 {
3289 if (i & CAN_APPLY_NEVER) { 3110 if (i & CAN_APPLY_NEVER)
3111 {
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3291 return 1; 3113 return 1;
3114 }
3292 } else if (i & CAN_APPLY_RESTRICTION) { 3115 else if (i & CAN_APPLY_RESTRICTION)
3116 {
3293 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3294 return 1; 3118 return 1;
3295 } 3119 }
3120
3296 if (who->type != PLAYER) { 3121 if (who->type != PLAYER)
3122 {
3297 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3298 if (unapply_for_ob(who, op, aflags)) return 1; 3124 if (unapply_for_ob (who, op, aflags))
3299 } else { 3125 return 1;
3300 if (who->contr->unapply == unapply_never || 3126 }
3301 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3127 else
3302 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3128 {
3129 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3130 {
3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3303 unapply_for_ob(who, op, AP_PRINT); 3132 unapply_for_ob (who, op, AP_PRINT);
3304 return 1; 3133 return 1;
3305 } 3134 }
3306 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3307 i = unapply_for_ob(who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3308 if (i) return 1; 3137 return 1;
3138 }
3309 } 3139 }
3310 } 3140
3311 }
3312 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3142 {
3313 skop=find_skill_by_name(who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3314 if (!skop) { 3144
3145 if (!skop)
3146 {
3315 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3316 return 1; 3148 return 1;
3317 } else { 3149 }
3150 else
3318 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3319 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3320 */ 3153 */
3321 change_skill(who, skop, 0); 3154 change_skill (who, skop, 0);
3322 }
3323 } 3155 }
3324 3156
3325 if (who->type == PLAYER && op->item_power && 3157 if (who->type == PLAYER
3158 && op->item_power
3326 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3327 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3328 return 1;
3329 } 3160 {
3330 3161 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! "
3163 "[use the skills command to check your available item power]");
3164 return 1;
3165 }
3331 3166
3332 /* Ok. We are now at the state where we can apply the new object. 3167 /* Ok. We are now at the state where we can apply the new object.
3333 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3334 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3335 */ 3170 */
3336
3337
3338 if(op->nrof > 1) 3171 if (op->nrof > 1)
3339 tmp = get_split_ob(op,op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3340 else 3173 else
3341 tmp = NULL; 3174 tmp = 0;
3342 3175
3343 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) 3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3344 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3345 return RESULT_INT (0); 3177 return RESULT_INT (0);
3346 3178
3347 switch(op->type) { 3179 switch (op->type)
3180 {
3348 case WEAPON: 3181 case WEAPON:
3349 if (!check_weapon_power(who, op->last_eat)) { 3182 if (!check_weapon_power (who, op->last_eat))
3350 new_draw_info(NDI_UNIQUE, 0,who, 3183 {
3351 "That weapon is too powerful for you to use."); 3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3352 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 "It would consume your soul!.");
3353 if(tmp!=NULL) 3186
3354 (void) insert_ob_in_ob(tmp,who); 3187 if (tmp)
3355 return 1; 3188 insert_ob_in_ob (tmp, who);
3356 } 3189
3190 return 1;
3191 }
3192
3193 //TODO: this obviously fails for players using a shorter prefix
3194 // i.e. "R" can use Ragnarok's sword.
3357 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 {
3358 /* if the weapon does not have the name as the character, can't use it. */ 3197 /* if the weapon does not have the name as the character, can't use it. */
3359 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3360 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3361 if(tmp!=NULL) 3200
3362 (void) insert_ob_in_ob(tmp,who); 3201 if (tmp)
3363 return 1; 3202 insert_ob_in_ob (tmp, who);
3364 } 3203
3204 return 1;
3205 }
3206
3207 if (!skop)
3208 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3210 return 1;
3211 }
3212
3365 SET_FLAG(op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1);
3366 3215
3367 if (skop) change_skill(who, skop, 1); 3216 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op);
3218
3368 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3369 SET_FLAG(who, FLAG_READY_WEAPON); 3220 SET_FLAG (who, FLAG_READY_WEAPON);
3370 3221
3371 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3372 3223
3373 (void) change_abil (who,op); 3224 change_abil (who, op);
3374 break;
3375
3376 case ARMOUR:
3377 case HELMET:
3378 case SHIELD:
3379 case BOOTS:
3380 case GLOVES:
3381 case GIRDLE:
3382 case BRACERS:
3383 case CLOAK:
3384 case RING:
3385 case AMULET:
3386 SET_FLAG(op, FLAG_APPLIED);
3387 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3388 (void) change_abil (who,op);
3389 break;
3390 case LAMP:
3391 if (op->stats.food < 1) {
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3393 " fuel!", op->name);
3394 return 1;
3395 }
3396 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3397 op->name);
3398 tmp2 = arch_to_object(op->other_arch);
3399 tmp2->stats.food = op->stats.food;
3400 SET_FLAG(tmp2, FLAG_APPLIED);
3401 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3402 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3403 insert_ob_in_ob(tmp2, who);
3404
3405 /* Remove the old lantern */
3406 if (who->type == PLAYER)
3407 esrv_del_item(who->contr, (tag_t)op->count);
3408 remove_ob(op);
3409 free_object(op);
3410
3411 /* insert the portion that was split off */
3412 if(tmp!=NULL) {
3413 (void) insert_ob_in_ob(tmp,who);
3414 if(who->type==PLAYER)
3415 esrv_send_item(who, tmp);
3416 }
3417 fix_player(who);
3418 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3419 if (who->type == PLAYER) {
3420 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3421 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3422 }
3423 }
3424 if(who->type==PLAYER)
3425 esrv_send_item(who, tmp2);
3426 return 0;
3427 break;
3428
3429 /* this part is needed for skill-tools */
3430 case SKILL:
3431 case SKILL_TOOL:
3432 if (who->chosen_skill) {
3433 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3434 return 1;
3435 }
3436 if (who->type == PLAYER) {
3437 who->contr->shoottype = range_skill;
3438 who->contr->ranges[range_skill] = op;
3439 if ( ! op->invisible) {
3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3441 query_name (op));
3442 new_draw_info_format (NDI_UNIQUE, 0, who,
3443 "You can now use the skill: %s.",
3444 op->skill);
3445 } else {
3446 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3447 op->skill? op->skill:op->name);
3448 }
3449 }
3450 SET_FLAG (op, FLAG_APPLIED);
3451 (void) change_abil (who, op);
3452 who->chosen_skill = op;
3453 SET_FLAG (who, FLAG_READY_SKILL);
3454 break;
3455
3456 case BOW:
3457 if (!check_weapon_power(who, op->last_eat)) {
3458 new_draw_info(NDI_UNIQUE, 0, who,
3459 "That item is too powerful for you to use.");
3460 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3461 if(tmp != NULL)
3462 (void)insert_ob_in_ob(tmp,who);
3463 return 1;
3464 }
3465 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3466 new_draw_info(NDI_UNIQUE, 0, who,
3467 "The weapon does not recognize you as its owner.");
3468 if(tmp != NULL)
3469 (void)insert_ob_in_ob(tmp,who);
3470 return 1;
3471 }
3472 /*FALLTHROUGH*/
3473 case WAND:
3474 case ROD:
3475 case HORN:
3476 /* check for skill, alter player status */
3477 SET_FLAG(op, FLAG_APPLIED);
3478 if (skop) change_skill(who, skop, 0);
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3480
3481 if(who->type==PLAYER) {
3482 if (op->type == BOW) {
3483 (void)change_abil(who, op);
3484 new_draw_info_format (NDI_UNIQUE, 0, who,
3485 "You will now fire %s with %s.",
3486 op->race ? op->race : "nothing", query_name(op));
3487 who->contr->shoottype = range_bow;
3488 } else {
3489 who->contr->shoottype = range_misc;
3490 }
3491 } else {
3492 if (op->type == BOW)
3493 SET_FLAG (who, FLAG_READY_BOW);
3494 else
3495 SET_FLAG (who, FLAG_READY_RANGE);
3496 }
3497 break;
3498
3499 case BUILDER:
3500 if ( who->contr->ranges[ range_builder ] )
3501 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3502 who->contr->shoottype = range_builder;
3503 who->contr->ranges[ range_builder ] = op;
3504 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3505 break; 3225 break;
3506 3226
3507 default: 3227 case ARMOUR:
3228 case HELMET:
3229 case SHIELD:
3230 case BOOTS:
3231 case GLOVES:
3232 case GIRDLE:
3233 case BRACERS:
3234 case CLOAK:
3235 case RING:
3236 case AMULET:
3237 SET_FLAG (op, FLAG_APPLIED);
3238 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3239 change_abil (who, op);
3240 break;
3241
3242 case LAMP:
3243 if (op->stats.food < 1)
3244 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3246 return 1;
3247 }
3248
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3250 tmp2 = arch_to_object (op->other_arch);
3251 tmp2->stats.food = op->stats.food;
3252 SET_FLAG (tmp2, FLAG_APPLIED);
3253
3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3255 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256
3257 insert_ob_in_ob (tmp2, who);
3258
3259 /* Remove the old lantern */
3260 if (who->type == PLAYER)
3261 esrv_del_item (who->contr, op->count);
3262
3263 op->destroy ();
3264
3265 /* insert the portion that was split off */
3266 if (tmp)
3267 {
3268 insert_ob_in_ob (tmp, who);
3269 if (who->type == PLAYER)
3270 esrv_send_item (who, tmp);
3271 }
3272
3273 who->update_stats ();
3274
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER)
3277 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 }
3281
3282 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2);
3284
3285 return 0;
3286
3287 /* this part is needed for skill-tools */
3288 case SKILL:
3289 case SKILL_TOOL:
3290 if (who->chosen_skill)
3291 {
3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3293 return 1;
3294 }
3295
3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3299 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 {
3302 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3310 return 1;
3311
3312 found_weapon:;
3313 }
3314 else
3315 who->change_weapon (pl->combat_ob = op);
3316 }
3317 else if (IS_RANGED_SKILL (op->subtype))
3318 {
3319 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 {
3321 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 {
3324 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow;
3326 }
3327
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1;
3330
3331 found_bow:;
3332 }
3333 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->flag [FLAG_APPLIED]
3337 && (item->type == WAND || item->type == ROD || item->type == HORN))
3338 {
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_item;
3341 }
3342
3343 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3344 return 1;
3345
3346 found_item:;
3347 }
3348 else
3349 who->change_weapon (pl->ranged_ob = op);
3350 }
3351
3352 if (!op->invisible)
3353 {
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 }
3357 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 }
3360
3361 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op);
3363 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL);
3365 break;
3366
3367 case BOW:
3368 if (!check_weapon_power (who, op->last_eat))
3369 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3372
3373 if (tmp)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 }
3378
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3382 if (tmp)
3383 insert_ob_in_ob (tmp, who);
3384
3385 return 1;
3386 }
3387
3388 /*FALLTHROUGH*/
3389 case WAND:
3390 case ROD:
3391 case HORN:
3392 /* check for skill, alter player status */
3393
3394 if (!skop)
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3397 return 1;
3398 }
3399
3400 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0);
3402
3403 if (who->contr)
3404 {
3405 who->contr->ranged_ob = op;
3406
3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3408
3409 if (op->type == BOW)
3410 {
3411 who->current_weapon = op;
3412 change_abil (who, op);
3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3414 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3415 }
3416 }
3417 else
3418 {
3419 if (op->type == BOW)
3420 SET_FLAG (who, FLAG_READY_BOW);
3421 else
3422 SET_FLAG (who, FLAG_READY_RANGE);
3423 }
3424
3425 break;
3426
3427 case BUILDER:
3428 if (who->type == PLAYER)
3429 {
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0);
3432
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434
3435 who->contr->ranged_ob = op;
3436 }
3437 break;
3438
3439 default:
3508 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3509 } /* end of switch op->type */ 3441 } /* end of switch op->type */
3510 3442
3511 SET_FLAG(op, FLAG_APPLIED); 3443 SET_FLAG (op, FLAG_APPLIED);
3512 3444
3513 if(tmp!=NULL) 3445 if (tmp)
3514 tmp = insert_ob_in_ob(tmp,who); 3446 tmp = insert_ob_in_ob (tmp, who);
3515 3447
3516 fix_player(who); 3448 who->update_stats ();
3517 3449
3518 /* We exclude spell casting objects. The fire code will set the 3450 /* We exclude spell casting objects. The fire code will set the
3519 * been applied flag when they are used - until that point, 3451 * been applied flag when they are used - until that point,
3520 * you don't know anything about them. 3452 * you don't know anything about them.
3521 */ 3453 */
3522 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3523 op->type!=ROD)
3524 SET_FLAG(op,FLAG_BEEN_APPLIED); 3455 SET_FLAG (op, FLAG_BEEN_APPLIED);
3525 3456
3526 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 {
3527 if (who->type == PLAYER) { 3459 if (who->type == PLAYER)
3460 {
3528 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3529 SET_FLAG(op,FLAG_KNOWN_CURSED); 3462 SET_FLAG (op, FLAG_KNOWN_CURSED);
3530 } 3463 }
3531 } 3464 }
3465
3532 if(who->type==PLAYER) { 3466 if (who->type == PLAYER)
3467 {
3533 /* if multiple objects were applied, update both slots */ 3468 /* if multiple objects were applied, update both slots */
3534 if (tmp) 3469 if (tmp)
3535 esrv_send_item(who, tmp); 3470 esrv_send_item (who, tmp);
3471
3536 esrv_send_item(who, op); 3472 esrv_send_item (who, op);
3537 } 3473 }
3474
3538 return 0; 3475 return 0;
3539} 3476}
3540 3477
3541 3478int
3542int monster_apply_special (object *who, object *op, int aflags) 3479monster_apply_special (object *who, object *op, int aflags)
3543{ 3480{
3544 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3545 return 1; 3482 return 1;
3546 return apply_special (who, op, aflags); 3483 return apply_special (who, op, aflags);
3547} 3484}
3548 3485
3549/** 3486/**
3550 * Map was just loaded, handle op's initialisation. 3487 * Map was just loaded, handle op's initialisation.
3551 * 3488 *
3552 * Generates shop floor's item, and treasures. 3489 * Generates shop floor's item, and treasures.
3553 */ 3490 */
3491int
3554int auto_apply (object *op) { 3492auto_apply (object *op)
3493{
3555 object *tmp = NULL, *tmp2; 3494 object *tmp = NULL, *tmp2;
3556 int i; 3495 int i;
3557 3496
3558 switch(op->type) { 3497 switch (op->type)
3498 {
3559 case SHOP_FLOOR: 3499 case SHOP_FLOOR:
3560 if (!HAS_RANDOM_ITEMS(op)) return 0; 3500 if (!op->has_random_items ())
3561 do { 3501 return 0;
3562 i=10; /* let's give it 10 tries */ 3502
3503 do
3504 {
3505 i = 10; /* let's give it 10 tries */
3563 while((tmp=generate_treasure(op->randomitems, 3506 while ((tmp = generate_treasure (op->randomitems,
3564 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3507 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3565 if(tmp==NULL) 3508 if (tmp == NULL)
3566 return 0; 3509 return 0;
3567 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3510 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3568 free_object(tmp); 3511 {
3569 tmp = NULL; 3512 tmp->destroy ();
3570 } 3513 tmp = NULL;
3571 } while(!tmp); 3514 }
3515 }
3516 while (!tmp);
3517
3572 tmp->x=op->x; 3518 tmp->x = op->x;
3573 tmp->y=op->y; 3519 tmp->y = op->y;
3574 SET_FLAG(tmp,FLAG_UNPAID); 3520 SET_FLAG (tmp, FLAG_UNPAID);
3575 insert_ob_in_map(tmp,op->map,NULL,0); 3521 insert_ob_in_map (tmp, op->map, NULL, 0);
3576 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3522 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3577 identify(tmp); 3523 identify (tmp);
3578 break; 3524 break;
3579 3525
3580 case TREASURE: 3526 case TREASURE:
3581 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3527 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3582 return 0; 3528 return 0;
3529
3583 while ((op->stats.hp--)>0) 3530 while (op->stats.hp-- > 0)
3584 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3531 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3585 op->stats.exp ? (int)op->stats.exp : 3532 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3586 op->map == NULL ? 14: op->map->difficulty,0);
3587 3533
3588 /* If we generated an object and put it in this object inventory, 3534 /* If we generated an object and put it in this object inventory,
3589 * move it to the parent object as the current object is about 3535 * move it to the parent object as the current object is about
3590 * to disappear. An example of this item is the random_* stuff 3536 * to disappear. An example of this item is the random_* stuff
3591 * that is put inside other objects. 3537 * that is put inside other objects.
3592 */ 3538 */
3593 for (tmp=op->inv; tmp; tmp=tmp2) { 3539 for (tmp = op->inv; tmp; tmp = tmp2)
3594 tmp2 = tmp->below; 3540 {
3595 remove_ob(tmp); 3541 tmp2 = tmp->below;
3596 if (op->env) insert_ob_in_ob(tmp, op->env); 3542 tmp->remove ();
3597 else free_object(tmp); 3543
3544 if (op->env)
3545 insert_ob_in_ob (tmp, op->env);
3546 else
3547 tmp->destroy ();
3548 }
3549
3550 op->destroy ();
3551 break;
3598 } 3552 }
3599 remove_ob(op);
3600 free_object(op);
3601 break;
3602 }
3603 return tmp ? 1 : 0; 3553 return tmp ? 1 : 0;
3604} 3554}
3605 3555
3606/** 3556/**
3607 * fix_auto_apply goes through the entire map (only the first time 3557 * fix_auto_apply goes through the entire map every time a map
3608 * when an original map is loaded) and performs special actions for 3558 * is loaded or swapped in and performs special actions for
3609 * certain objects (most initialization of chests and creation of 3559 * certain objects (most initialization of chests and creation of
3610 * treasures and stuff). Calls auto_apply if appropriate. 3560 * treasures and stuff). Calls auto_apply if appropriate.
3611 */ 3561 */
3562void
3563maptile::fix_auto_apply ()
3564{
3565 if (!spaces)
3566 return;
3612 3567
3613void fix_auto_apply(mapstruct *m) { 3568 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3614 object *tmp,*above=NULL; 3569 for (object *tmp = ms->bot; tmp; )
3615 int x,y; 3570 {
3571 object *above = tmp->above;
3616 3572
3617 if(m==NULL) return; 3573 if (tmp->inv)
3618 3574 {
3619 for(x=0;x<MAP_WIDTH(m);x++)
3620 for(y=0;y<MAP_HEIGHT(m);y++)
3621 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3622 above=tmp->above;
3623
3624 if (tmp->inv) {
3625 object *invtmp, *invnext; 3575 object *invtmp, *invnext;
3626 3576
3627 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3577 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3628 invnext = invtmp->below; 3578 {
3579 invnext = invtmp->below;
3629 3580
3630 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3581 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3631 auto_apply(invtmp); 3582 auto_apply (invtmp);
3632 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3583 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3584 {
3633 while ((invtmp->stats.hp--)>0) 3585 while ((invtmp->stats.hp--) > 0)
3634 create_treasure(invtmp->randomitems, invtmp, 0, 3586 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3635 m->difficulty,0); 3587
3636 invtmp->randomitems = NULL; 3588 invtmp->randomitems = NULL;
3637 } 3589 }
3638 else if (invtmp && invtmp->arch && 3590 else if (invtmp && invtmp->arch
3639 invtmp->type!=TREASURE && 3591 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3640 invtmp->type != SPELL && 3592 {
3641 invtmp->type != CLASS && 3593 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3642 HAS_RANDOM_ITEMS(invtmp)) {
3643 create_treasure(invtmp->randomitems, invtmp, 0,
3644 m->difficulty,0);
3645 /* Need to clear this so that we never try to create 3594 /* Need to clear this so that we never try to create
3646 * treasure again for this object 3595 * treasure again for this object
3647 */ 3596 */
3648 invtmp->randomitems = NULL; 3597 invtmp->randomitems = NULL;
3649 } 3598 }
3650 } 3599 }
3651 /* This is really temporary - the code at the bottom will 3600 /* This is really temporary - the code at the bottom will
3652 * also set randomitems to null. The problem is there are bunches 3601 * also set randomitems to null. The problem is there are bunches
3653 * of maps/players already out there with items that have spells 3602 * of maps/players already out there with items that have spells
3654 * which haven't had the randomitems set to null yet. 3603 * which haven't had the randomitems set to null yet.
3655 * MSW 2004-05-13 3604 * MSW 2004-05-13
3656 * 3605 *
3657 * And if it's a spellbook, it's better to set randomitems to NULL too, 3606 * And if it's a spellbook, it's better to set randomitems to NULL too,
3658 * else you get two spells in the book ^_- 3607 * else you get two spells in the book ^_-
3659 * Ryo 2004-08-16 3608 * Ryo 2004-08-16
3660 */ 3609 */
3661 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3610 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3662 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3611 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3663 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3664 tmp->randomitems = NULL; 3612 tmp->randomitems = NULL;
3665 3613
3666 } 3614 }
3667 3615
3668 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3616 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3669 auto_apply(tmp); 3617 auto_apply (tmp);
3670 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3618 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3619 {
3671 while ((tmp->stats.hp--)>0) 3620 while ((tmp->stats.hp--) > 0)
3672 create_treasure(tmp->randomitems, tmp, 0, 3621 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3673 m->difficulty,0);
3674 tmp->randomitems = NULL; 3622 tmp->randomitems = NULL;
3675 } 3623 }
3676 else if(tmp->type==TIMED_GATE) { 3624 else if (tmp->type == TIMED_GATE)
3625 {
3677 object *head = tmp->head != NULL ? tmp->head : tmp; 3626 object *head = tmp->head != NULL ? tmp->head : tmp;
3627
3678 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3628 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3679 tmp->speed = 0; 3629 tmp->set_speed (0);
3680 update_ob_speed(tmp); 3630 }
3681 }
3682 }
3683 /* This function can be called everytime a map is loaded, even when 3631 /* This function can be called everytime a map is loaded, even when
3684 * swapping back in. As such, we don't want to create the treasure 3632 * swapping back in. As such, we don't want to create the treasure
3685 * over and ove again, so after we generate the treasure, blank out 3633 * over and ove again, so after we generate the treasure, blank out
3686 * randomitems so if it is swapped in again, it won't make anything. 3634 * randomitems so if it is swapped in again, it won't make anything.
3687 * This is a problem for the above objects, because they have counters 3635 * This is a problem for the above objects, because they have counters
3688 * which say how many times to make the treasure. 3636 * which say how many times to make the treasure.
3689 */ 3637 */
3690 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3638 else if (tmp && tmp->arch && tmp->type != PLAYER
3691 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3639 && tmp->type != TREASURE && tmp->type != SPELL
3692 HAS_RANDOM_ITEMS(tmp)) { 3640 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3641 {
3693 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3642 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3694 m->difficulty,0);
3695 tmp->randomitems = NULL; 3643 tmp->randomitems = NULL;
3696 } 3644 }
3645
3646 // close all containers
3647 else if (tmp->type == CONTAINER)
3648 tmp->flag [FLAG_APPLIED] = 0;
3649
3650 tmp = above;
3697 } 3651 }
3698 3652
3699 for(x=0;x<MAP_WIDTH(m);x++) 3653 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3700 for(y=0;y<MAP_HEIGHT(m);y++) 3654 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3701 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3702 if (tmp->above &&
3703 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3655 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3704 check_trigger (tmp, tmp->above); 3656 check_trigger (tmp, tmp->above);
3705} 3657}
3706 3658
3707/** 3659/**
3708 * Handles player eating food that temporarily changes status (resistances, stats). 3660 * Handles player eating food that temporarily changes status (resistances, stats).
3709 * This used to call cast_change_attr(), but 3661 * This used to call cast_change_attr(), but
3710 * that doesn't work with the new spell code. Since we know what 3662 * that doesn't work with the new spell code. Since we know what
3711 * the food changes, just grab a force and use that instead. 3663 * the food changes, just grab a force and use that instead.
3712 */ 3664 */
3713 3665void
3714void eat_special_food(object *who, object *food) { 3666eat_special_food (object *who, object *food)
3667{
3715 object *force; 3668 object *force;
3716 int i, did_one=0; 3669 int i, did_one = 0;
3717 sint8 k;
3718 3670
3719 force = get_archetype(FORCE_NAME); 3671 force = get_archetype (FORCE_NAME);
3720 3672
3721 for (i=0; i < NUM_STATS; i++) { 3673 for (i = 0; i < NUM_STATS; i++)
3722 k = get_attr_value(&food->stats, i); 3674 if (sint8 k = food->stats.stat (i))
3723 if (k) { 3675 {
3724 set_attr_value(&force->stats, i, k); 3676 force->stats.stat (i) = k;
3725 did_one = 1; 3677 did_one = 1;
3726 }
3727 } 3678 }
3728 3679
3729 /* check if we can protect the eater */ 3680 /* check if we can protect the eater */
3730 for (i=0; i<NROFATTACKS; i++) { 3681 for (i = 0; i < NROFATTACKS; i++)
3682 {
3731 if (food->resist[i]>0) { 3683 if (food->resist[i] > 0)
3684 {
3732 force->resist[i] = food->resist[i] / 2; 3685 force->resist[i] = food->resist[i] / 2;
3733 did_one = 1; 3686 did_one = 1;
3734 } 3687 }
3735 } 3688 }
3689
3736 if (did_one) { 3690 if (did_one)
3737 force->speed = 0.1; 3691 {
3738 update_ob_speed(force); 3692 force->set_speed (0.1);
3739 /* bigger morsel of food = longer effect time */ 3693 /* bigger morsel of food = longer effect time */
3740 force->stats.food = food->stats.food / 5; 3694 force->duration = food->stats.food / 5;
3741 SET_FLAG(force, FLAG_IS_USED_UP);
3742 SET_FLAG(force, FLAG_APPLIED); 3695 SET_FLAG (force, FLAG_APPLIED);
3743 change_abil(who, force); 3696 change_abil (who, force);
3744 insert_ob_in_ob(force, who); 3697 insert_ob_in_ob (force, who);
3745 } else {
3746 free_object(force);
3747 } 3698 }
3699 else
3700 force->destroy ();
3748 3701
3749 /* check for hp, sp change */ 3702 /* check for hp, sp change */
3750 if(food->stats.hp!=0) { 3703 if (food->stats.hp != 0)
3704 {
3751 if(QUERY_FLAG(food, FLAG_CURSED)) { 3705 if (QUERY_FLAG (food, FLAG_CURSED))
3752 strcpy(who->contr->killer,food->name); 3706 {
3707 assign (who->contr->killer, food->name);
3753 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3708 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3754 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3709 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3755 } else { 3710 }
3711 else
3712 {
3756 if(food->stats.hp>0) 3713 if (food->stats.hp > 0)
3757 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3714 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3758 else 3715 else
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3716 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760 who->stats.hp += food->stats.hp; 3717 who->stats.hp += food->stats.hp;
3761 } 3718 }
3762 } 3719 }
3763 if(food->stats.sp!=0) { 3720 if (food->stats.sp != 0)
3721 {
3764 if(QUERY_FLAG(food, FLAG_CURSED)) { 3722 if (QUERY_FLAG (food, FLAG_CURSED))
3723 {
3765 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3724 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3766 who->stats.sp -= food->stats.sp; 3725 who->stats.sp -= food->stats.sp;
3767 if(who->stats.sp<0) who->stats.sp=0; 3726 if (who->stats.sp < 0)
3768 } else { 3727 who->stats.sp = 0;
3728 }
3729 else
3730 {
3769 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3731 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3770 who->stats.sp += food->stats.sp; 3732 who->stats.sp += food->stats.sp;
3771 /* place limit on max sp from food? */ 3733 /* place limit on max sp from food? */
3734 }
3772 } 3735 }
3773 } 3736 who->update_stats ();
3774 fix_player(who);
3775} 3737}
3776
3777 3738
3778/** 3739/**
3779 * Designed primarily to light torches/lanterns/etc. 3740 * Designed primarily to light torches/lanterns/etc.
3780 * Also burns up burnable material too. First object in the inventory is 3741 * Also burns up burnable material too. First object in the inventory is
3781 * the selected object to "burn". -b.t. 3742 * the selected object to "burn". -b.t.
3782 */ 3743 */
3783 3744void
3784void apply_lighter(object *who, object *lighter) { 3745apply_lighter (object *who, object *lighter)
3746{
3785 object *item; 3747 object *item;
3786 int is_player_env=0; 3748 int is_player_env = 0;
3787 uint32 nrof;
3788 tag_t count;
3789 char item_name[MAX_BUF];
3790 3749
3791 item=find_marked_object(who); 3750 item = find_marked_object (who);
3792 if(item) { 3751 if (item)
3752 {
3793 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3753 if (lighter->last_eat && lighter->stats.food)
3754 { /* lighter gets used up */
3794 /* Split multiple lighters if they're being used up. Otherwise * 3755 /* Split multiple lighters if they're being used up. Otherwise *
3795 * one charge from each would be used up. --DAMN */ 3756 * one charge from each would be used up. --DAMN */
3796 if(lighter->nrof > 1) { 3757 if (lighter->nrof > 1)
3797 object *oneLighter = get_object(); 3758 {
3798 copy_object(lighter, oneLighter); 3759 object *oneLighter = lighter->clone ();
3760
3799 lighter->nrof -= 1; 3761 lighter->nrof -= 1;
3800 oneLighter->nrof = 1; 3762 oneLighter->nrof = 1;
3801 oneLighter->stats.food--; 3763 oneLighter->stats.food--;
3802 esrv_send_item(who, lighter); 3764 esrv_send_item (who, lighter);
3803 oneLighter=insert_ob_in_ob(oneLighter, who); 3765 oneLighter = insert_ob_in_ob (oneLighter, who);
3804 esrv_send_item(who, oneLighter); 3766 esrv_send_item (who, oneLighter);
3805 } else { 3767 }
3768 else
3806 lighter->stats.food--; 3769 lighter->stats.food--;
3807 } 3770 }
3808 3771 else if (lighter->last_eat)
3809 } else if(lighter->last_eat) { /* no charges left in lighter */ 3772 { /* no charges left in lighter */
3810 new_draw_info_format(NDI_UNIQUE, 0,who, 3773 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3811 "You attempt to light the %s with a used up %s.",
3812 item->name, lighter->name);
3813 return; 3774 return;
3814 } 3775 }
3776
3815 /* Perhaps we should split what we are trying to light on fire? 3777 /* Perhaps we should split what we are trying to light on fire?
3816 * I can't see many times when you would want to light multiple 3778 * I can't see many times when you would want to light multiple
3817 * objects at once. 3779 * objects at once.
3818 */ 3780 */
3819 nrof=item->nrof;
3820 count=item->count;
3821 /* If the item is destroyed, we don't have a valid pointer to the
3822 * name object, so make a copy so the message we print out makes
3823 * some sense.
3824 */
3825 strcpy(item_name, item->name);
3826 if (who == is_player_inv(item)) is_player_env=1;
3827 3781
3782 if (who == item->in_player ())
3783 is_player_env = 1;
3784
3828 save_throw_object(item,AT_FIRE,who); 3785 save_throw_object (item, AT_FIRE, who);
3829 /* Change to check count and not freed, since the object pointer 3786
3830 * may have gotten recycled 3787 if (item->destroyed ())
3831 */ 3788 {
3832 if ((nrof != item->nrof ) || (count != item->count)) { 3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3833 new_draw_info_format(NDI_UNIQUE, 0,who,
3834 "You light the %s with the %s.",item_name,lighter->name);
3835 /* Need to update the player so that the players glow radius 3790 /* Need to update the player so that the players glow radius
3836 * gets changed. 3791 * gets changed.
3837 */ 3792 */
3838 if (is_player_env) fix_player(who); 3793 if (is_player_env)
3839 } else { 3794 who->update_stats ();
3840 new_draw_info_format(NDI_UNIQUE, 0,who, 3795 }
3841 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3796 else
3842 } 3797 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3843 3798 }
3844 } else /* nothing to light */ 3799 else /* nothing to light */
3845 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3800 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3846 3801
3847} 3802}
3848 3803
3849/** 3804/**
3850 * op made some mistake with a scroll, this takes care of punishment. 3805 * op made some mistake with a scroll, this takes care of punishment.
3851 * scroll_failure()- hacked directly from spell_failure 3806 * scroll_failure()- hacked directly from spell_failure
3852 */ 3807 */
3808void
3853void scroll_failure(object *op, int failure, int power) 3809scroll_failure (object *op, int failure, int power)
3854{ 3810{
3855 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3811 if (abs (failure / 4) > power)
3812 power = abs (failure / 4); /* set minimum effect */
3856 3813
3857 if(failure<= -1&&failure > -15) {/* wonder */ 3814 if (failure <= -1 && failure > -15)
3815 { /* wonder */
3858 object *tmp; 3816 object *tmp;
3859 3817
3860 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3861 tmp=get_archetype(SPELL_WONDER); 3819 tmp = get_archetype (SPELL_WONDER);
3862 cast_wonder(op, op, 0, tmp); 3820 cast_wonder (op, op, 0, tmp);
3863 free_object(tmp); 3821 tmp->destroy ();
3822 }
3864 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3823 else if (failure <= -15 && failure > -35)
3824 { /* drain mana */
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3825 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3866 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3826 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3867 if(op->stats.sp<0) op->stats.sp = 0; 3827 if (op->stats.sp < 0)
3828 op->stats.sp = 0;
3829 }
3868 } else if (settings.spell_failure_effects == TRUE) { 3830 else if (settings.spell_failure_effects == TRUE)
3869 if (failure <= -35&&failure > -60) { /* confusion */ 3831 {
3832 if (failure <= -35 && failure > -60)
3833 { /* confusion */
3870 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3834 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3871 confuse_player(op,op,power); 3835 confuse_player (op, op, power);
3872 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3836 }
3837 else if (failure <= -60 && failure > -70)
3838 { /* paralysis */
3873 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3839 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3874 "you!");
3875 paralyze_player(op,op,power); 3840 paralyze_player (op, op, power);
3841 }
3876 } else if (failure <= -70&&failure> -80) {/* blind */ 3842 else if (failure <= -70 && failure > -80)
3843 { /* blind */
3877 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3844 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3878 blind_player(op,op,power); 3845 blind_player (op, op, power);
3879 } else if (failure <= -80) {/* blast the immediate area */ 3846 }
3880 object *tmp; 3847 else if (failure <= -80)
3881 tmp=get_archetype(LOOSE_MANA); 3848 { /* blast the immediate area */
3849 object *tmp = get_archetype (LOOSE_MANA);
3882 cast_magic_storm(op,tmp, power); 3850 cast_magic_storm (op, tmp, power);
3883 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3884 free_object(tmp); 3852 tmp->destroy ();
3885 } 3853 }
3886 } 3854 }
3887} 3855}
3888 3856
3857void
3889void apply_changes_to_player(object *pl, object *change) { 3858apply_changes_to_player (object *pl, object *change)
3859{
3890 int excess_stat=0; /* if the stat goes over the maximum 3860 int excess_stat = 0; /* if the stat goes over the maximum
3891 for the race, put the excess stat some 3861 for the race, put the excess stat some
3892 where else. */ 3862 where else. */
3893 3863
3894 switch (change->type) { 3864 switch (change->type)
3895 case CLASS: { 3865 {
3866 case CLASS:
3867 {
3896 living *stats = &(pl->contr->orig_stats); 3868 living *stats = &(pl->contr->orig_stats);
3897 living *ns = &(change->stats); 3869 living *ns = &(change->stats);
3898 object *walk; 3870 object *walk;
3899 int flag_change_face=1; 3871 int flag_change_face = 1;
3900 3872
3901 /* the following code assigns stats up to the stat max 3873 /* the following code assigns stats up to the stat max
3902 * for the race, and if the stat max is exceeded, 3874 * for the race, and if the stat max is exceeded,
3903 * tries to randomly reassign the excess stat 3875 * tries to randomly reassign the excess stat
3904 */ 3876 */
3905 int i,j; 3877 int i, j;
3878
3906 for(i=0;i<NUM_STATS;i++) { 3879 for (i = 0; i < NUM_STATS; i++)
3907 sint8 stat=get_attr_value(stats,i); 3880 {
3908 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3881 int race_bonus = pl->arch->clone.stats.stat (i);
3909 stat += get_attr_value(ns,i); 3882 sint8 stat = stats->stat (i) + ns->stat (i);
3910 if(stat > 20 + race_bonus) {
3911 excess_stat++;
3912 stat = 20+race_bonus;
3913 }
3914 set_attr_value(stats,i,stat);
3915 }
3916 3883
3917 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3884 if (stat > 20 + race_bonus)
3918 int i = rndm(0, 6); 3885 {
3919 int stat=get_attr_value(stats,i); 3886 excess_stat++;
3920 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3887 stat = 20 + race_bonus;
3921 if(i==CHA) continue; /* exclude cha from this */ 3888 }
3922 if( stat < 20 + race_bonus) { 3889
3890 stats->stat (i) = stat;
3891 }
3892
3893 for (j = 0; excess_stat > 0 && j < 100; j++)
3894 { /* try 100 times to assign excess stats */
3895 int i = rndm (0, 6);
3896
3897 if (i == CHA)
3898 continue; /* exclude cha from this */
3899
3900 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i);
3902 if (stat < 20 + race_bonus)
3903 {
3923 change_attr_value(stats,i,1); 3904 change_attr_value (stats, i, 1);
3924 excess_stat--; 3905 excess_stat--;
3925 } 3906 }
3926 } 3907 }
3927 3908
3928 /* insert the randomitems from the change's treasurelist into 3909 /* insert the randomitems from the change's treasurelist into
3929 * the player ref: player.c 3910 * the player ref: player.c
3930 */ 3911 */
3931 if(change->randomitems!=NULL) 3912 if (change->randomitems != NULL)
3932 give_initial_items(pl,change->randomitems); 3913 give_initial_items (pl, change->randomitems);
3933 3914
3934
3935 /* set up the face, for some races. */ 3915 /* set up the face, for some races. */
3936 3916
3937 /* first, look for the force object banning 3917 /* first, look for the force object banning
3938 * changing the face. Certain races never change face with class. 3918 * changing the face. Certain races never change face with class.
3939 */ 3919 */
3940 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3920 for (walk = pl->inv; walk != NULL; walk = walk->below)
3941 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3921 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3922 flag_change_face = 0;
3942 3923
3943 if(flag_change_face) { 3924 if (flag_change_face)
3925 {
3944 pl->animation_id = GET_ANIM_ID(change); 3926 pl->animation_id = GET_ANIM_ID (change);
3945 pl->face = change->face; 3927 pl->face = change->face;
3946 3928
3947 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3929 if (QUERY_FLAG (change, FLAG_ANIMATE))
3948 SET_FLAG(pl,FLAG_ANIMATE); 3930 SET_FLAG (pl, FLAG_ANIMATE);
3949 else 3931 else
3950 CLEAR_FLAG(pl,FLAG_ANIMATE); 3932 CLEAR_FLAG (pl, FLAG_ANIMATE);
3951 } 3933 }
3952 3934
3953 /* check the special case of can't use weapons */ 3935 /* check the special case of can't use weapons */
3954 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3936 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3955 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3937 if (!strcmp (change->name, "monk"))
3938 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3956 3939
3957 break; 3940 break;
3958 } 3941 }
3959 } 3942 }
3960} 3943}
3961 3944
3962/** 3945/**
3963 * This handles items of type 'transformer'. 3946 * This handles items of type 'transformer'.
3967 * Change information is contained in the 'slaying' field of the marked item. 3950 * Change information is contained in the 'slaying' field of the marked item.
3968 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3951 * The format is as follow: transformer:[number ]yield[;transformer:...].
3969 * This way an item can be transformed in many things, and/or many objects. 3952 * This way an item can be transformed in many things, and/or many objects.
3970 * The 'slaying' field for transformer is used as verb for the action. 3953 * The 'slaying' field for transformer is used as verb for the action.
3971 */ 3954 */
3955void
3972void apply_item_transformer( object* pl, object* transformer ) 3956apply_item_transformer (object *pl, object *transformer)
3973 { 3957{
3974 object* marked; 3958 object *marked;
3975 object* new_item; 3959 object *new_item;
3976 char* find; 3960 char *find;
3977 char* separator; 3961 char *separator;
3978 int yield; 3962 int yield;
3979 char got[ MAX_BUF ]; 3963 char got[MAX_BUF];
3980 int len; 3964 int len;
3981 3965
3982 if ( !pl || !transformer ) 3966 if (!pl || !transformer)
3983 return; 3967 return;
3984 marked = find_marked_object( pl ); 3968 marked = find_marked_object (pl);
3985 if ( !marked ) 3969 if (!marked)
3986 { 3970 {
3987 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3988 return; 3972 return;
3989 } 3973 }
3990 if ( !marked->slaying ) 3974 if (!marked->slaying)
3991 { 3975 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3993 return; 3977 return;
3994 } 3978 }
3995 /* check whether they are compatible or not */ 3979 /* check whether they are compatible or not */
3996 find = strstr( marked->slaying, transformer->arch->name ); 3980 find = strstr (marked->slaying, transformer->arch->name);
3997 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3998 { 3982 {
3999 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4000 return; 3984 return;
4001 } 3985 }
4002 find += strlen( transformer->arch->name ) + 1; 3986 find += strlen (transformer->arch->name) + 1;
4003 /* Item can be used, now find how many and what it yields */ 3987 /* Item can be used, now find how many and what it yields */
4004 if ( isdigit( *( find ) ) ) 3988 if (isdigit (*(find)))
4005 { 3989 {
4006 yield = atoi( find ); 3990 yield = atoi (find);
4007 if ( yield < 1 ) 3991 if (yield < 1)
4008 { 3992 {
4009 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3993 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4010 yield = 1; 3994 yield = 1;
4011 } 3995 }
4012 } 3996 }
4013 else 3997 else
4014 yield = 1; 3998 yield = 1;
4015 3999
4016 while ( isdigit( *find ) ) 4000 while (isdigit (*find))
4017 find++; 4001 find++;
4018 while ( *find == ' ' ) 4002 while (*find == ' ')
4019 find++; 4003 find++;
4020 memset( got, 0, MAX_BUF ); 4004 memset (got, 0, MAX_BUF);
4021 if ( (separator = strchr( find, ';' ))!=NULL) 4005 if ((separator = strchr (find, ';')) != NULL)
4022 { 4006 {
4023 len = separator - find; 4007 len = separator - find;
4024 } 4008 }
4025 else 4009 else
4026 { 4010 {
4027 len = strlen(find); 4011 len = strlen (find);
4028 } 4012 }
4029 if ( len > MAX_BUF-1) 4013 if (len > MAX_BUF - 1)
4030 len = MAX_BUF-1; 4014 len = MAX_BUF - 1;
4031 strcpy( got, find ); 4015 strcpy (got, find);
4032 got[len] = '\0'; 4016 got[len] = '\0';
4033 4017
4034 /* Now create new item, remove used ones when required. */ 4018 /* Now create new item, remove used ones when required. */
4035 new_item = get_archetype( got ); 4019 new_item = get_archetype (got);
4036 if ( !new_item ) 4020 if (!new_item)
4037 { 4021 {
4038 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4022 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4039 return; 4023 return;
4040 } 4024 }
4025
4041 new_item->nrof = yield; 4026 new_item->nrof = yield;
4042 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4027 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4043 insert_ob_in_ob( new_item, pl ); 4028 insert_ob_in_ob (new_item, pl);
4044 esrv_send_inventory( pl, pl ); 4029 esrv_send_inventory (pl, pl);
4045 /* Eat up one item */ 4030 /* Eat up one item */
4046 decrease_ob_nr( marked, 1 ); 4031 decrease_ob_nr (marked, 1);
4047 /* Eat one transformer if needed */ 4032 /* Eat one transformer if needed */
4048 if ( transformer->stats.food ) 4033 if (transformer->stats.food)
4049 if ( --transformer->stats.food == 0 ) 4034 if (--transformer->stats.food == 0)
4050 decrease_ob_nr( transformer, 1 ); 4035 decrease_ob_nr (transformer, 1);
4051 } 4036}

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