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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.11 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.11 2006/08/27 15:24:22 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.f)
1344 victim->speed_left = -50.f;
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
2551 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2552 return RESULT_INT (0); 2335 return RESULT_INT (0);
2553 2336
2554 switch (tmp->type) { 2337 switch (tmp->type)
2555 2338 {
2556 case TRANSPORT:
2557 return apply_transport(op, tmp, aflag);
2558
2559 case CF_HANDLE: 2339 case CF_HANDLE:
2560 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2561 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);
2562 tmp->value=tmp->value?0:1; 2342 tmp->value = tmp->value ? 0 : 1;
2563 SET_ANIMATION(tmp, tmp->value); 2343 SET_ANIMATION (tmp, tmp->value);
2564 update_object(tmp,UP_OBJ_FACE); 2344 update_object (tmp, UP_OBJ_FACE);
2565 push_button(tmp); 2345 push_button (tmp);
2566 return 1; 2346 return 1;
2567 2347
2568 case TRIGGER: 2348 case TRIGGER:
2569 if (check_trigger (tmp, op)) { 2349 if (check_trigger (tmp, op))
2350 {
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 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);
2572 } else { 2353 }
2354 else
2573 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.");
2574 } 2356
2575 return 1; 2357 return 1;
2576 2358
2577 case EXIT: 2359 case EXIT:
2578 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2579 return 0; 2361 return 0;
2362
2580 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2581 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));
2582 query_name(tmp)); 2365 else
2583 } else { 2366 {
2584 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2585 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2586 strncmp(EXIT_PATH(tmp), "/random/", 8))
2587 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2588 enter_exit(op,tmp); 2370
2589 } 2371 op->enter_exit (tmp);
2372 }
2373
2590 return 1; 2374 return 1;
2591 2375
2592 case SIGN: 2376 case SIGN:
2593 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2594 return 1; 2378 return 1;
2595 2379
2596 case BOOK: 2380 case BOOK:
2597 if (op->type == PLAYER) { 2381 if (op->type == PLAYER)
2382 {
2598 apply_book (op, tmp); 2383 apply_book (op, tmp);
2599 return 1; 2384 return 1;
2600 } else { 2385 }
2601 return 0; 2386 else
2602 } 2387 return 0;
2603 2388
2604 case SKILLSCROLL: 2389 case SKILLSCROLL:
2605 if (op->type == PLAYER) { 2390 if (op->type == PLAYER)
2391 {
2606 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2607 return 1; 2393 return 1;
2608 } 2394 }
2395 else
2609 return 0; 2396 return 0;
2610 2397
2611 case SPELLBOOK: 2398 case SPELLBOOK:
2612 if (op->type == PLAYER) { 2399 if (op->type == PLAYER)
2400 {
2613 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2614 return 1; 2402 return 1;
2615 } 2403 }
2404 else
2616 return 0; 2405 return 0;
2617 2406
2618 case SCROLL: 2407 case SCROLL:
2619 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2620 return 1; 2409 return 1;
2621 2410
2622 case POTION: 2411 case POTION:
2623 (void) apply_potion(op, tmp); 2412 apply_potion (op, tmp);
2624 return 1; 2413 return 1;
2625 2414
2626 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2627 case CLOSE_CON: 2417 case CLOSE_CON:
2628 if (op->type==PLAYER)
2629 (void) esrv_apply_container (op, tmp->env);
2630 else
2631 (void) apply_container (op, tmp->env); 2418 apply_container (op, tmp->env);
2632 return 1; 2419 return 1;
2633 2420
2634 case CONTAINER: 2421 case CONTAINER:
2635 if (op->type==PLAYER)
2636 (void) esrv_apply_container (op, tmp);
2637 else
2638 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2639 return 1; 2423 return 1;
2640 2424
2641 case TREASURE: 2425 case TREASURE:
2642 if (op->type == PLAYER) { 2426 if (op->type == PLAYER)
2427 {
2643 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2644 return 1; 2429 return 1;
2645 } else { 2430 }
2646 return 0; 2431 else
2647 } 2432 return 0;
2648 2433
2649 case WEAPON: 2434 case WEAPON:
2650 case ARMOUR: 2435 case ARMOUR:
2651 case BOOTS: 2436 case BOOTS:
2652 case GLOVES: 2437 case GLOVES:
2653 case AMULET: 2438 case AMULET:
2654 case GIRDLE: 2439 case GIRDLE:
2655 case BRACERS: 2440 case BRACERS:
2656 case SHIELD: 2441 case SHIELD:
2657 case HELMET: 2442 case HELMET:
2658 case RING: 2443 case RING:
2659 case CLOAK: 2444 case CLOAK:
2660 case WAND: 2445 case WAND:
2661 case ROD: 2446 case ROD:
2662 case HORN: 2447 case HORN:
2663 case SKILL: 2448 case SKILL:
2664 case BOW: 2449 case BOW:
2665 case LAMP: 2450 case LAMP:
2666 case BUILDER: 2451 case BUILDER:
2667 case SKILL_TOOL: 2452 case SKILL_TOOL:
2668 if (tmp->env != op) 2453 if (tmp->env != op)
2669 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2670 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2671 return 1; 2457 return 1;
2672 2458
2673 case DRINK: 2459 case DRINK:
2674 case FOOD: 2460 case FOOD:
2675 case FLESH: 2461 case FLESH:
2676 apply_food (op, tmp); 2462 apply_food (op, tmp);
2677 return 1; 2463 return 1;
2678 2464
2679 case POISON: 2465 case POISON:
2680 apply_poison (op, tmp); 2466 apply_poison (op, tmp);
2681 return 1; 2467 return 1;
2682 2468
2683 case SAVEBED: 2469 case SAVEBED:
2470 return 1;
2471
2472 case ARMOUR_IMPROVER:
2684 if (op->type == PLAYER) { 2473 if (op->type == PLAYER)
2685 apply_savebed (op); 2474 {
2686 return 1; 2475 apply_armour_improver (op, tmp);
2687 } else { 2476 return 1;
2688 return 0; 2477 }
2689 } 2478 else
2479 return 0;
2690 2480
2691 case ARMOUR_IMPROVER: 2481 case WEAPON_IMPROVER:
2482 check_improve_weapon (op, tmp);
2483 return 1;
2484
2485 case CLOCK:
2692 if (op->type == PLAYER) { 2486 if (op->type == PLAYER)
2693 apply_armour_improver (op, tmp); 2487 {
2694 return 1; 2488 char buf[MAX_BUF];
2695 } else { 2489 timeofday_t tod;
2696 return 0;
2697 }
2698 2490
2699 case WEAPON_IMPROVER: 2491 get_tod (&tod);
2700 (void) check_improve_weapon(op, tmp); 2492 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2701 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;
2702 2501
2703 case CLOCK: 2502 case MENU:
2704 if (op->type == PLAYER) { 2503 if (op->type == PLAYER)
2705 char buf[MAX_BUF]; 2504 {
2706 timeofday_t tod; 2505 shop_listing (tmp, op);
2506 return 1;
2507 }
2508 else
2509 return 0;
2707 2510
2708 get_tod(&tod);
2709 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2710 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2711 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2712 ((tod.hour >= 14) ? "pm" : "am"));
2713 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2714 new_draw_info(NDI_UNIQUE, 0,op, buf);
2715 return 1;
2716 } else {
2717 return 0;
2718 }
2719
2720 case MENU:
2721 if (op->type == PLAYER) {
2722 shop_listing (op);
2723 return 1;
2724 } else {
2725 return 0;
2726 }
2727
2728 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2729 apply_power_crystal(op,tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2730 return 1; 2513 return 1;
2731 2514
2732 case LIGHTER: /* for lighting torches/lanterns/etc */ 2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2733 if (op->type == PLAYER) { 2516 if (op->type == PLAYER)
2734 apply_lighter(op,tmp); 2517 {
2735 return 1; 2518 apply_lighter (op, tmp);
2736 } else { 2519 return 1;
2737 return 0; 2520 }
2738 } 2521 else
2522 return 0;
2739 2523
2740 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2741 apply_item_transformer( op, tmp ); 2525 apply_item_transformer (op, tmp);
2742 return 1; 2526 return 1;
2743 2527
2744 default: 2528 default:
2745 return 0; 2529 return 0;
2746 } 2530 }
2747} 2531}
2748 2532
2749 2533
2750/* 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"
2751 * 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
2752 * "but you are floating high above the ground" messages. 2536 * "but you are floating high above the ground" messages.
2753 * 2537 *
2754 * Same return value as apply() function. 2538 * Same return value as apply() function.
2755 */ 2539 */
2540int
2756int player_apply (object *pl, object *op, int aflag, int quiet) 2541player_apply (object *pl, object *op, int aflag, int quiet)
2757{ 2542{
2758 int tmp; 2543 int tmp;
2759 2544
2760 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2546 {
2761 /* player is flying and applying object not in inventory */ 2547 /* player is flying and applying object not in inventory */
2762 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 {
2763 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!");
2764 "above the ground!");
2765 return 0; 2551 return 0;
2766 } 2552 }
2767 } 2553 }
2768 2554
2769 /* 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
2770 * applied. 2556 * applied.
2771 */ 2557 */
2772 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))
2773 { 2559 {
2774 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);
2775 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!");
2776 "of smoke!");
2777 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.");
2778 remove_ob (op); 2563 op->destroy ();
2779 free_object (op);
2780 return 1; 2564 return 1;
2781 } 2565 }
2782 2566
2783 pl->contr->last_used = op; 2567 pl->contr->last_used = op;
2784 pl->contr->last_used_id = op->count;
2785 2568
2786 tmp = manual_apply (pl, op, aflag); 2569 tmp = manual_apply (pl, op, aflag);
2787 if ( ! quiet) { 2570 if (!quiet)
2571 {
2788 if (tmp == 0) 2572 if (tmp == 0)
2789 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));
2790 "I don't know how to apply the %s.",
2791 query_name (op));
2792 else if (tmp == 2) 2574 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, 2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2794 "You must get it first!\n");
2795 } 2576 }
2796 return tmp; 2577 return tmp;
2797} 2578}
2798 2579
2799/** 2580/**
2800 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2801 * 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
2802 * we use the ground. 2583 * we use the ground.
2803 */ 2584 */
2804 2585void
2805void player_apply_below (object *pl) 2586player_apply_below (object *pl)
2806{ 2587{
2807 object *tmp, *next;
2808 int floors; 2588 int floors = 0;
2809 2589
2810 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2811 apply_transport(pl, pl->contr->transport, 0);
2812 return;
2813 }
2814
2815 /* 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
2816 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2817 */
2818 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2819
2820 /* 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
2821 * 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
2822 * 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
2823 * 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
2824 * not return a proper value. 2596 * not return a proper value.
2825 */ 2597 */
2826 for (floors = 0; tmp!=NULL; tmp=next) { 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2599 {
2827 next = tmp->below; 2600 next = tmp->below;
2601
2828 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2829 floors++; 2603 floors++;
2830 else if (floors > 0) 2604 else if (floors > 0)
2831 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2832 2606
2833 /* 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
2834 * person moving on it, also activate. Added code to make it 2608 * person moving on it, also activate. Added code to make it
2835 * 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
2836 * the item needs. 2610 * the item needs.
2837 */ 2611 */
2838 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2612 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2839 if (player_apply (pl, tmp, 0, 1) == 1) 2614 if (player_apply (pl, tmp, 0, 1) == 1)
2840 return; 2615 return;
2841 } 2616 }
2842 if (floors >= 2) 2617 if (floors >= 2)
2843 return; /* process at most two floor objects */ 2618 return; /* process at most two floor objects */
2844 } 2619 }
2845} 2620}
2846 2621
2847/** 2622/**
2848 * Unapplies specified item. 2623 * Unapplies specified item.
2849 * No check done on cursed/damned. 2624 * No check done on cursed/damned.
2850 * Break this out of apply_special - this is just done 2625 * Break this out of apply_special - this is just done
2851 * 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.
2852 */ 2627 */
2628static int
2853static int unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2854{ 2630{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0);
2634
2855 object *tmp2; 2635 object *tmp2;
2856 2636
2857 CLEAR_FLAG(op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2858 switch(op->type) {
2859 case WEAPON:
2860 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2861 2638
2862 (void) change_abil (who,op); 2639 if (player *pl = who->contr)
2863 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2640 {
2864 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2865 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */ 2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2866 who->current_weapon_script = NULL;
2867 who->current_weapon = NULL;
2868 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 } 2643 }
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 2644
2893 case ARMOUR: 2645 switch (op->type)
2894 case HELMET: 2646 {
2895 case SHIELD: 2647 case SKILL_TOOL:
2896 case RING: 2648 // unapplying a skill tool should also unapply the skill it governs
2897 case BOOTS: 2649 // but this is hard, as it shouldn't do so when the skill can
2898 case GLOVES: 2650 // be used for other reasons
2899 case AMULET: 2651 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2900 case GIRDLE: 2652 if (tmp->skill == op->skill
2901 case BRACERS: 2653 && tmp->type == SKILL
2902 case CLOAK: 2654 && tmp->flag [FLAG_APPLIED]
2903 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2904 (void) change_abil (who,op); 2656 unapply_special (who, tmp, 0);
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 2657
2951 case BUILDER: 2658 change_abil (who, op);
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; 2659 break;
2956 2660
2957 default: 2661 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663
2664 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break;
2668
2669 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr)
2674 {
2675 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2677 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2679 }
2680
2681 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break;
2685
2686 case ARMOUR:
2687 case HELMET:
2688 case SHIELD:
2689 case RING:
2690 case BOOTS:
2691 case GLOVES:
2692 case AMULET:
2693 case GIRDLE:
2694 case BRACERS:
2695 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2697 change_abil (who, op);
2698 break;
2699
2700 case LAMP:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2702 tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x;
2704 tmp2->y = op->y;
2705 tmp2->map = op->map;
2706 tmp2->below = op->below;
2707 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713
2714 if (who->contr)
2715 esrv_del_item (who->contr, op->count);
2716
2717 op->destroy ();
2718 insert_ob_in_ob (tmp2, who);
2719 who->update_stats ();
2720
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 {
2723 if (who->contr)
2724 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 }
2728 }
2729
2730 if (who->contr)
2731 esrv_send_item (who, tmp2);
2732
2733 return 1; /* otherwise, an attempt to drop causes problems */
2734
2735 case BOW:
2736 case WAND:
2737 case ROD:
2738 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr)
2742 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2744
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2750 }
2751 else
2752 {
2753 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 }
2758
2759 break;
2760
2761 case BUILDER:
2762 if (who->contr)
2763 {
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break;
2770
2771 default:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2959 break; 2773 break;
2960 } 2774 }
2961 2775
2962 fix_player(who); 2776 who->update_stats ();
2963 2777
2964 if ( ! (aflags & AP_NO_MERGE)) { 2778 if (!(aflags & AP_NO_MERGE))
2965 object *tmp; 2779 {
2966
2967 tag_t del_tag = op->count;
2968 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2969 if (who->type == PLAYER) { 2781
2970 if (tmp) { /* it was merged */ 2782 if (who->contr)
2783 {
2784 if (tmp)
2785 { /* it was merged */
2971 esrv_del_item (who->contr, del_tag); 2786 esrv_del_item (who->contr, op->count);
2972 op = tmp; 2787 op = tmp;
2973 } 2788 }
2789
2974 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
2975 } 2791 }
2976 } 2792 }
2793
2977 return 0; 2794 return 0;
2978} 2795}
2979 2796
2980/** 2797/**
2981 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2982 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2983 * then go through the below of this. In this way, you can do 2800 * then go through the below of this. In this way, you can do
2984 * something like: 2801 * something like:
2985 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2986 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2987 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2988 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2989 * loc is the index into the array we are looking for a match. 2806 * loc is the index into the array we are looking for a match.
2990 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2991 * invisible other objects that use 2808 * invisible other objects that use
2992 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2993 */ 2810 */
2994object *get_item_from_body_location(object *start, int loc) 2811static object *
2812get_next_item_from_body_location (int loc, object *start)
2995{ 2813{
2996 object *tmp;
2997
2998 if (!start) return NULL;
2999
3000 for (tmp=start; tmp; tmp=tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
3001 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2815 if (tmp->flag [FLAG_APPLIED]
3002 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2816 && tmp->slot[loc].info
2817 && (!tmp->invisible || tmp->type == SKILL))
2818 return tmp;
3003 2819
3004 return NULL; 2820 return 0;
3005} 2821}
3006
3007
3008 2822
3009/** 2823/**
3010 * 'op' wants to apply an object, but can't because of other equipment. 2824 * 'op' wants to apply an object, but can't because of other equipment.
3011 * This should only be called when it is known 2825 * This should only be called when it is known
3012 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
3015 * Returns 0 on success, returns 1 if there is some problem. 2829 * Returns 0 on success, returns 1 if there is some problem.
3016 * if aflags is AP_PRINT, we instead print out waht to unapply 2830 * 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 2831 * instead of doing it. This is a lot less code than having
3018 * another function that does just that. 2832 * another function that does just that.
3019 */ 2833 */
2834int
3020int unapply_for_ob(object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
3021{ 2836{
3022 int i; 2837 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) { 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3030 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3031 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2840 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))) { 2841 {
3033 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
3034 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3035 else 2844 else
3036 unapply_special(who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
3037 } 2846 }
3038 else { 2847 else
2848 {
3039 /* In this case, we want to try and remove a cursed item. 2849 /* 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 2850 * While we know it won't work, we want unapply_special to
3041 * at least generate the message. 2851 * at least generate the message.
3042 */ 2852 */
3043 new_draw_info_format(NDI_UNIQUE, 0, who, 2853 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.", 2854 return 1;
3045 query_name(tmp)); 2855 }
3046 return 1;
3047 }
3048 2856
3049 }
3050 }
3051 }
3052
3053 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 {
3054 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
3055 if (op->body_info[i]) { 2860 if (op->slot[i].info)
3056 last = who->inv; 2861 {
2862 object *last = who->inv;
3057 2863
3058 /* We do a while loop - may need to remove several items in order 2864 /* We do a while loop - may need to remove several items in order
3059 * to free up enough slots. 2865 * to free up enough slots.
3060 */ 2866 */
3061 while ((who->body_used[i] + op->body_info[i]) < 0) { 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
3062 tmp = get_item_from_body_location(last, i); 2868 {
3063 if (!tmp) { 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2871 if (!tmp)
2872 {
3064#if 0 2873#if 0
3065 /* Not a bug - we'll get this if the player has cursed items 2874 /* Not a bug - we'll get this if the player has cursed items
3066 * equipped. 2875 * equipped.
3067 */ 2876 */
3068 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2877 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 2878#endif
3071 return 1; 2879 return 1;
3072 } 2880 }
2881
3073 /* If we are just printing, we don't care about cursed status */ 2882 /* If we are just printing, we don't care about cursed status */
3074 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2883 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)))) { 2884 {
3076 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
3077 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3078 else 2887 else
3079 unapply_special(who, tmp, aflags); 2888 unapply_special (who, tmp, aflags);
3080 } 2889 }
3081 else { 2890 else
2891 {
3082 /* Cursed item that we can't unequip - tell the player. 2892 /* Cursed item that we can't unequip - tell the player.
3083 * Note this could be annoying if this is just one of a few, 2893 * 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 2894 * so it may not be critical (eg, putting on a ring and you have
3085 * one cursed ring.) 2895 * one cursed ring.)
3086 */ 2896 */
3087 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3088 } 2898 }
3089 last = tmp->below; 2899
3090 } 2900 last = tmp->below;
2901 }
3091 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2902 /* 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. 2903 * return in the !tmp would have kicked in.
3093 */ 2904 */
3094 } /* if op is using this body location */ 2905 } /* if op is using this body location */
3095 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
3096 return 0; 2908 return 0;
3097} 2909}
3098 2910
3099/** 2911/**
3100 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
3101 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
3102 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
3103 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
3104 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2916 * 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?) 2917 * is set, do we really care what the other flags may be?)
3106 * 2918 *
3107 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
3108 * these return values. 2920 * these return values.
3109 */ 2921 */
2922int
3110int can_apply_object(object *who, object *op) 2923can_apply_object (object *who, object *op)
3111{ 2924{
2925 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2926 return RESULT_INT (0);
2927
3112 int i, retval=0; 2928 int retval = 0;
3113 object *tmp=NULL, *ws=NULL; 2929 object *tmp = 0, *ws = 0;
3114 2930
3115 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3116 * 2 weapons, but we don't want to let them do that. So if they are
3117 * trying to equip a weapon or shield, see if they already have one
3118 * in place and store that way.
3119 */
3120 if (op->type == WEAPON || op->type == SHIELD) {
3121 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3122 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3123 retval = CAN_APPLY_UNAPPLY;
3124 ws = tmp;
3125 }
3126 }
3127 }
3128
3129
3130 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 if (op->body_info[i]) { 2932 {
2933 if (op->slot[i].info)
2934 {
3132 /* Item uses more slots than we have */ 2935 /* Item uses more slots than we have */
3133 if (FABS(op->body_info[i]) > who->body_info[i]) { 2936 if (who->slot[i].info + op->slot [i].info < 0)
2937 {
3134 /* Could return now for efficiently - rest of info below isn' 2938 /* Could return now for efficiency - rest of info below isn't
3135 * really needed. 2939 * really needed.
3136 */ 2940 */
3137 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
3138 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2942 }
2943 else if (who->slot[i].used + op->slot[i].info < 0)
2944 {
3139 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
3140 * we have. 2946 * we have.
3141 */ 2947 */
3142 object *tmp1;
3143 2948
3144
3145 /* if we have an applied weapon/shield, and unapply it would free 2949 /* if we have an applied weapon/shield, and unapply it would free
3146 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
3147 * continue. We don't care about the logic below - if you have 2951 * apply unapply". We don't care about the logic below - if you have a
3148 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
3149 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
3150 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
3151 * may be two handed for example. 2955 * may be two handed for example.
3152 */ 2956 */
3153 if (ws) { 2957 if (ws)
3154 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3155 retval |= CAN_APPLY_UNAPPLY; 2959 {
3156 continue; 2960 retval |= CAN_APPLY_UNAPPLY;
3157 } 2961 continue;
3158 } 2962 }
3159 2963
3160 tmp1 = get_item_from_body_location(who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3161 if (!tmp1) { 2965 if (!tmp1)
2966 {
3162#if 0 2967#if 0
3163 /* This is sort of an error, but happens a lot when old players 2968 /* This is sort of an error, but happens a lot when old players
3164 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
3165 */ 2970 */
3166 LOG(llevError,"Can't find object using location %d on %s\n", 2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3167 i, who->name);
3168#endif 2972#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
3169 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
3170 } else { 2976 }
2977 else
2978 {
3171 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
3172 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
3173 * to apply multiple objects 2981 * to apply multiple objects
3174 */ 2982 */
3175 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
3176 if (!tmp) tmp = tmp1; 2984
3177 else if (tmp != tmp1) { 2985 if (!tmp)
3178 retval |= CAN_APPLY_UNAPPLY_MULT; 2986 tmp = tmp1;
3179 } 2987 else if (tmp != tmp1)
2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2989
3180 /* This object isn't using up all the slots, so there must 2990 /* This object isn't using up all the slots, so there must
3181 * be another. If so, and it the new item doesn't need all 2991 * be another. If so, and it the new item doesn't need all
3182 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3183 */ 2993 */
3184 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3185 (FABS(op->body_info[i]) < who->body_info[i])) 2995 && abs (op->slot[i].info) < who->slot[i].info)
3186 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3187 2997
3188 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3189 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3190 */ 3000 */
3191 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3193 3003 }
3194 } 3004 } /* if not enough free slots */
3195 } /* if not enough free slots */ 3005 } /* if this object uses location i */
3196 } /* if this object uses location i */
3197 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3198 3007
3199 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3008 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3200 * really be controlled by use of body locations. We do have 3009 * really be controlled by use of body locations. We do have
3201 * the weapon/shield checks, and the range checks for monsters, 3010 * the weapon/shield checks, and the range checks for monsters,
3202 * because you can't control those just by body location - bows, shields, 3011 * because you can't control those just by body location - bows, shields,
3203 * and weapons all use the same slot. Similar for horn/rod/wand - they 3012 * and weapons all use the same slot. Similar for horn/rod/wand - they
3204 * all use the same location. 3013 * all use the same location.
3205 */ 3014 */
3206 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3207 retval |= CAN_APPLY_RESTRICTION;
3208 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3209 retval |= CAN_APPLY_RESTRICTION;
3210
3211
3212 if (who->type != PLAYER) {
3213 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3214 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3215 retval |= CAN_APPLY_RESTRICTION;
3216 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3217 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3218 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3219 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3220 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3020
3021 if (who->type != PLAYER)
3022 {
3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3027 retval |= CAN_APPLY_RESTRICTION;
3028
3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3030 retval |= CAN_APPLY_RESTRICTION;
3031
3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3033 retval |= CAN_APPLY_RESTRICTION;
3222 } 3034 }
3035
3223 return retval; 3036 return retval;
3224} 3037}
3225
3226
3227 3038
3228/** 3039/**
3229 * who is the object using the object. It can be a monster. 3040 * who is the object using the object. It can be a monster.
3230 * op is the object they are using. op is an equipment type item, 3041 * op is the object they are using. op is an equipment type item,
3231 * eg, one which you put on and keep on for a while, and not something 3042 * eg, one which you put on and keep on for a while, and not something
3245 * 3056 *
3246 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3247 * 3058 *
3248 * apply_special() doesn't check for unpaid items. 3059 * apply_special() doesn't check for unpaid items.
3249 */ 3060 */
3061int
3250int apply_special (object *who, object *op, int aflags) 3062apply_special (object *who, object *op, int aflags)
3251{ 3063{
3252 int basic_flag = aflags & AP_BASIC_FLAGS; 3064 int basic_flag = aflags & AP_BASIC_FLAGS;
3253 object *tmp, *tmp2, *skop=NULL; 3065 object *tmp, *tmp2, *skop = NULL;
3254 int i;
3255 3066
3256 if(who==NULL) { 3067 if (who == NULL)
3068 {
3257 LOG(llevError,"apply_special() from object without environment.\n"); 3069 LOG (llevError, "apply_special() from object without environment.\n");
3258 return 1; 3070 return 1;
3259 } 3071 }
3260 3072
3261 if(op->env!=who) 3073 if (op->env != who)
3262 return 1; /* op is not in inventory */ 3074 return 1; /* op is not in inventory */
3263 3075
3264 /* trying to unequip op */ 3076 /* trying to unequip op */
3265 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3077 if (QUERY_FLAG (op, FLAG_APPLIED))
3078 {
3266 /* always apply, so no reason to unapply */ 3079 /* always apply, so no reason to unapply */
3267 if (basic_flag == AP_APPLY) return 0; 3080 if (basic_flag == AP_APPLY)
3081 return 0;
3268 3082
3269 if ( ! (aflags & AP_IGNORE_CURSE) 3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3270 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3084 {
3271 new_draw_info_format(NDI_UNIQUE, 0, who, 3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3272 "No matter how hard you try, you just can't\nremove %s.",
3273 query_name(op));
3274 return 1; 3086 return 1;
3275 } 3087 }
3088
3276 return unapply_special(who, op, aflags); 3089 return unapply_special (who, op, aflags);
3277 } 3090 }
3278 3091
3279 if (basic_flag == AP_UNAPPLY) return 0; 3092 if (basic_flag == AP_UNAPPLY)
3093 return 0;
3280 3094
3281 i = can_apply_object(who, op); 3095 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts.
3097 if (player *pl = who->contr)
3098 switch (op->slottype ())
3099 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 }
3282 3103
3283 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3284 if (i) { 3105 if (int i = can_apply_object (who, op))
3106 {
3285 if (i & CAN_APPLY_NEVER) { 3107 if (i & CAN_APPLY_NEVER)
3108 {
3286 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3287 return 1; 3110 return 1;
3111 }
3288 } else if (i & CAN_APPLY_RESTRICTION) { 3112 else if (i & CAN_APPLY_RESTRICTION)
3113 {
3289 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3290 return 1; 3115 return 1;
3291 } 3116 }
3117
3292 if (who->type != PLAYER) { 3118 if (who->type != PLAYER)
3119 {
3293 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3294 if (unapply_for_ob(who, op, aflags)) return 1; 3121 if (unapply_for_ob (who, op, aflags))
3295 } else { 3122 return 1;
3296 if (who->contr->unapply == unapply_never || 3123 }
3297 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3124 else
3298 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3125 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3299 unapply_for_ob(who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3300 return 1; 3130 return 1;
3301 } 3131 }
3302 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3303 i = unapply_for_ob(who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3304 if (i) return 1; 3134 return 1;
3135 }
3305 } 3136 }
3306 } 3137
3307 }
3308 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 {
3309 skop=find_skill_by_name(who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3310 if (!skop) { 3141
3142 if (!skop)
3143 {
3311 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3312 return 1; 3145 return 1;
3313 } else { 3146 }
3147 else
3314 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3315 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3316 */ 3150 */
3317 change_skill(who, skop, 0); 3151 change_skill (who, skop, 0);
3318 }
3319 } 3152 }
3320 3153
3321 if (who->type == PLAYER && op->item_power && 3154 if (who->type == PLAYER
3155 && op->item_power
3322 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3323 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3324 return 1;
3325 } 3157 {
3326 3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]");
3161 return 1;
3162 }
3327 3163
3328 /* Ok. We are now at the state where we can apply the new object. 3164 /* Ok. We are now at the state where we can apply the new object.
3329 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3330 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3331 */ 3167 */
3332
3333
3334 if(op->nrof > 1) 3168 if (op->nrof > 1)
3335 tmp = get_split_ob(op,op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3336 else 3170 else
3337 tmp = NULL; 3171 tmp = 0;
3338 3172
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0);
3175
3339 switch(op->type) { 3176 switch (op->type)
3177 {
3340 case WEAPON: 3178 case WEAPON:
3341 if (!check_weapon_power(who, op->last_eat)) { 3179 if (!check_weapon_power (who, op->last_eat))
3342 new_draw_info(NDI_UNIQUE, 0,who, 3180 {
3343 "That weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3344 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3345 if(tmp!=NULL) 3183
3346 (void) insert_ob_in_ob(tmp,who); 3184 if (tmp)
3347 return 1; 3185 insert_ob_in_ob (tmp, who);
3348 } 3186
3187 return 1;
3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3349 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 {
3350 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3351 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3352 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3353 if(tmp!=NULL) 3197
3354 (void) insert_ob_in_ob(tmp,who); 3198 if (tmp)
3355 return 1; 3199 insert_ob_in_ob (tmp, who);
3356 } 3200
3201 return 1;
3202 }
3203
3204 if (!skop)
3205 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1;
3208 }
3209
3357 SET_FLAG(op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1);
3358 3212
3359 if (skop) change_skill(who, skop, 1); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3360 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3361 SET_FLAG(who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3362 3218
3363 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3364 3220
3365 (void) change_abil (who,op); 3221 change_abil (who, op);
3366 break;
3367
3368 case ARMOUR:
3369 case HELMET:
3370 case SHIELD:
3371 case BOOTS:
3372 case GLOVES:
3373 case GIRDLE:
3374 case BRACERS:
3375 case CLOAK:
3376 case RING:
3377 case AMULET:
3378 SET_FLAG(op, FLAG_APPLIED);
3379 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3380 (void) change_abil (who,op);
3381 break;
3382 case LAMP:
3383 if (op->stats.food < 1) {
3384 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3385 " fuel!", op->name);
3386 return 1;
3387 }
3388 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3389 op->name);
3390 tmp2 = arch_to_object(op->other_arch);
3391 tmp2->stats.food = op->stats.food;
3392 SET_FLAG(tmp2, FLAG_APPLIED);
3393 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3394 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3395 insert_ob_in_ob(tmp2, who);
3396
3397 /* Remove the old lantern */
3398 if (who->type == PLAYER)
3399 esrv_del_item(who->contr, (tag_t)op->count);
3400 remove_ob(op);
3401 free_object(op);
3402
3403 /* insert the portion that was split off */
3404 if(tmp!=NULL) {
3405 (void) insert_ob_in_ob(tmp,who);
3406 if(who->type==PLAYER)
3407 esrv_send_item(who, tmp);
3408 }
3409 fix_player(who);
3410 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3411 if (who->type == PLAYER) {
3412 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3413 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3414 }
3415 }
3416 if(who->type==PLAYER)
3417 esrv_send_item(who, tmp2);
3418 return 0;
3419 break;
3420
3421 /* this part is needed for skill-tools */
3422 case SKILL:
3423 case SKILL_TOOL:
3424 if (who->chosen_skill) {
3425 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3426 return 1;
3427 }
3428 if (who->type == PLAYER) {
3429 who->contr->shoottype = range_skill;
3430 who->contr->ranges[range_skill] = op;
3431 if ( ! op->invisible) {
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3433 query_name (op));
3434 new_draw_info_format (NDI_UNIQUE, 0, who,
3435 "You can now use the skill: %s.",
3436 op->skill);
3437 } else {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3439 op->skill? op->skill:op->name);
3440 }
3441 }
3442 SET_FLAG (op, FLAG_APPLIED);
3443 (void) change_abil (who, op);
3444 who->chosen_skill = op;
3445 SET_FLAG (who, FLAG_READY_SKILL);
3446 break;
3447
3448 case BOW:
3449 if (!check_weapon_power(who, op->last_eat)) {
3450 new_draw_info(NDI_UNIQUE, 0, who,
3451 "That item is too powerful for you to use.");
3452 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3453 if(tmp != NULL)
3454 (void)insert_ob_in_ob(tmp,who);
3455 return 1;
3456 }
3457 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3458 new_draw_info(NDI_UNIQUE, 0, who,
3459 "The weapon does not recognize you as its owner.");
3460 if(tmp != NULL)
3461 (void)insert_ob_in_ob(tmp,who);
3462 return 1;
3463 }
3464 /*FALLTHROUGH*/
3465 case WAND:
3466 case ROD:
3467 case HORN:
3468 /* check for skill, alter player status */
3469 SET_FLAG(op, FLAG_APPLIED);
3470 if (skop) change_skill(who, skop, 0);
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3472
3473 if(who->type==PLAYER) {
3474 if (op->type == BOW) {
3475 (void)change_abil(who, op);
3476 new_draw_info_format (NDI_UNIQUE, 0, who,
3477 "You will now fire %s with %s.",
3478 op->race ? op->race : "nothing", query_name(op));
3479 who->contr->shoottype = range_bow;
3480 } else {
3481 who->contr->shoottype = range_misc;
3482 }
3483 } else {
3484 if (op->type == BOW)
3485 SET_FLAG (who, FLAG_READY_BOW);
3486 else
3487 SET_FLAG (who, FLAG_READY_RANGE);
3488 }
3489 break;
3490
3491 case BUILDER:
3492 if ( who->contr->ranges[ range_builder ] )
3493 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3494 who->contr->shoottype = range_builder;
3495 who->contr->ranges[ range_builder ] = op;
3496 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3497 break; 3222 break;
3498 3223
3499 default: 3224 case ARMOUR:
3225 case HELMET:
3226 case SHIELD:
3227 case BOOTS:
3228 case GLOVES:
3229 case GIRDLE:
3230 case BRACERS:
3231 case CLOAK:
3232 case RING:
3233 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3236 change_abil (who, op);
3237 break;
3238
3239 case LAMP:
3240 if (op->stats.food < 1)
3241 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1;
3244 }
3245
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 {
3265 insert_ob_in_ob (tmp, who);
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2);
3281
3282 return 0;
3283
3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3290 break;
3291
3292 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr)
3300 {
3301 if (IS_COMBAT_SKILL (op->subtype))
3302 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 {
3305 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 {
3308 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon;
3310 }
3311
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3313 return 1;
3314
3315 found_weapon:;
3316 }
3317 else
3318 who->change_weapon (pl->combat_ob = op);
3319 }
3320 else if (IS_RANGED_SKILL (op->subtype))
3321 {
3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 {
3324 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 {
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3355 if (!op->invisible)
3356 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3359 }
3360 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3362 }
3363
3364 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op);
3366 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL);
3368 break;
3369
3370 case BOW:
3371 if (!check_weapon_power (who, op->last_eat))
3372 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3375
3376 if (tmp)
3377 insert_ob_in_ob (tmp, who);
3378
3379 return 1;
3380 }
3381
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3383 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3385 if (tmp)
3386 insert_ob_in_ob (tmp, who);
3387
3388 return 1;
3389 }
3390
3391 /*FALLTHROUGH*/
3392 case WAND:
3393 case ROD:
3394 case HORN:
3395 /* check for skill, alter player status */
3396
3397 if (!skop)
3398 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3400 return 1;
3401 }
3402
3403 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0);
3405
3406 if (who->contr)
3407 {
3408 who->contr->ranged_ob = op;
3409
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3411
3412 if (op->type == BOW)
3413 {
3414 who->current_weapon = op;
3415 change_abil (who, op);
3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3418 }
3419 }
3420 else
3421 {
3422 if (op->type == BOW)
3423 SET_FLAG (who, FLAG_READY_BOW);
3424 else
3425 SET_FLAG (who, FLAG_READY_RANGE);
3426 }
3427
3428 break;
3429
3430 case BUILDER:
3431 if (who->type == PLAYER)
3432 {
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0);
3435
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437
3438 who->contr->ranged_ob = op;
3439 }
3440 break;
3441
3442 default:
3500 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3501 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3502 3445
3503 SET_FLAG(op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3504 3447
3505 if(tmp!=NULL) 3448 if (tmp)
3506 tmp = insert_ob_in_ob(tmp,who); 3449 tmp = insert_ob_in_ob (tmp, who);
3507 3450
3508 fix_player(who); 3451 who->update_stats ();
3509 3452
3510 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3511 * been applied flag when they are used - until that point, 3454 * been applied flag when they are used - until that point,
3512 * you don't know anything about them. 3455 * you don't know anything about them.
3513 */ 3456 */
3514 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3515 op->type!=ROD)
3516 SET_FLAG(op,FLAG_BEEN_APPLIED); 3458 SET_FLAG (op, FLAG_BEEN_APPLIED);
3517 3459
3518 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3519 if (who->type == PLAYER) { 3462 if (who->type == PLAYER)
3463 {
3520 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3521 SET_FLAG(op,FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3522 } 3466 }
3523 } 3467 }
3468
3524 if(who->type==PLAYER) { 3469 if (who->type == PLAYER)
3470 {
3525 /* if multiple objects were applied, update both slots */ 3471 /* if multiple objects were applied, update both slots */
3526 if (tmp) 3472 if (tmp)
3527 esrv_send_item(who, tmp); 3473 esrv_send_item (who, tmp);
3474
3528 esrv_send_item(who, op); 3475 esrv_send_item (who, op);
3529 } 3476 }
3477
3530 return 0; 3478 return 0;
3531} 3479}
3532 3480
3533 3481int
3534int monster_apply_special (object *who, object *op, int aflags) 3482monster_apply_special (object *who, object *op, int aflags)
3535{ 3483{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3537 return 1; 3485 return 1;
3538 return apply_special (who, op, aflags); 3486 return apply_special (who, op, aflags);
3539} 3487}
3540 3488
3541/** 3489/**
3542 * Map was just loaded, handle op's initialisation. 3490 * Map was just loaded, handle op's initialisation.
3543 * 3491 *
3544 * Generates shop floor's item, and treasures. 3492 * Generates shop floor's item, and treasures.
3545 */ 3493 */
3494int
3546int auto_apply (object *op) { 3495auto_apply (object *op)
3496{
3547 object *tmp = NULL, *tmp2; 3497 object *tmp = NULL, *tmp2;
3548 int i; 3498 int i;
3549 3499
3550 switch(op->type) { 3500 switch (op->type)
3501 {
3551 case SHOP_FLOOR: 3502 case SHOP_FLOOR:
3552 if (!HAS_RANDOM_ITEMS(op)) return 0; 3503 if (!op->has_random_items ())
3553 do { 3504 return 0;
3554 i=10; /* let's give it 10 tries */ 3505
3506 do
3507 {
3508 i = 10; /* let's give it 10 tries */
3555 while((tmp=generate_treasure(op->randomitems, 3509 while ((tmp = generate_treasure (op->randomitems,
3556 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3510 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3557 if(tmp==NULL) 3511 if (tmp == NULL)
3558 return 0; 3512 return 0;
3559 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3513 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3560 free_object(tmp); 3514 {
3561 tmp = NULL; 3515 tmp->destroy ();
3562 } 3516 tmp = NULL;
3563 } while(!tmp); 3517 }
3518 }
3519 while (!tmp);
3520
3564 tmp->x=op->x; 3521 tmp->x = op->x;
3565 tmp->y=op->y; 3522 tmp->y = op->y;
3566 SET_FLAG(tmp,FLAG_UNPAID); 3523 SET_FLAG (tmp, FLAG_UNPAID);
3567 insert_ob_in_map(tmp,op->map,NULL,0); 3524 insert_ob_in_map (tmp, op->map, NULL, 0);
3568 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3569 identify(tmp); 3526 identify (tmp);
3570 break; 3527 break;
3571 3528
3572 case TREASURE: 3529 case TREASURE:
3573 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3574 return 0; 3531 return 0;
3532
3575 while ((op->stats.hp--)>0) 3533 while (op->stats.hp-- > 0)
3576 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3534 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3577 op->stats.exp ? (int)op->stats.exp : 3535 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3578 op->map == NULL ? 14: op->map->difficulty,0);
3579 3536
3580 /* If we generated an object and put it in this object inventory, 3537 /* If we generated an object and put it in this object inventory,
3581 * move it to the parent object as the current object is about 3538 * move it to the parent object as the current object is about
3582 * to disappear. An example of this item is the random_* stuff 3539 * to disappear. An example of this item is the random_* stuff
3583 * that is put inside other objects. 3540 * that is put inside other objects.
3584 */ 3541 */
3585 for (tmp=op->inv; tmp; tmp=tmp2) { 3542 for (tmp = op->inv; tmp; tmp = tmp2)
3586 tmp2 = tmp->below; 3543 {
3587 remove_ob(tmp); 3544 tmp2 = tmp->below;
3588 if (op->env) insert_ob_in_ob(tmp, op->env); 3545 tmp->remove ();
3589 else free_object(tmp); 3546
3547 if (op->env)
3548 insert_ob_in_ob (tmp, op->env);
3549 else
3550 tmp->destroy ();
3551 }
3552
3553 op->destroy ();
3554 break;
3590 } 3555 }
3591 remove_ob(op);
3592 free_object(op);
3593 break;
3594 }
3595 return tmp ? 1 : 0; 3556 return tmp ? 1 : 0;
3596} 3557}
3597 3558
3598/** 3559/**
3599 * fix_auto_apply goes through the entire map (only the first time 3560 * fix_auto_apply goes through the entire map every time a map
3600 * when an original map is loaded) and performs special actions for 3561 * is loaded or swapped in and performs special actions for
3601 * certain objects (most initialization of chests and creation of 3562 * certain objects (most initialization of chests and creation of
3602 * treasures and stuff). Calls auto_apply if appropriate. 3563 * treasures and stuff). Calls auto_apply if appropriate.
3603 */ 3564 */
3565void
3566maptile::fix_auto_apply ()
3567{
3568 if (!spaces)
3569 return;
3604 3570
3605void fix_auto_apply(mapstruct *m) { 3571 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3606 object *tmp,*above=NULL; 3572 for (object *tmp = ms->bot; tmp; )
3607 int x,y; 3573 {
3574 object *above = tmp->above;
3608 3575
3609 if(m==NULL) return; 3576 if (tmp->inv)
3610 3577 {
3611 for(x=0;x<MAP_WIDTH(m);x++)
3612 for(y=0;y<MAP_HEIGHT(m);y++)
3613 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3614 above=tmp->above;
3615
3616 if (tmp->inv) {
3617 object *invtmp, *invnext; 3578 object *invtmp, *invnext;
3618 3579
3619 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3620 invnext = invtmp->below; 3581 {
3582 invnext = invtmp->below;
3621 3583
3622 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3623 auto_apply(invtmp); 3585 auto_apply (invtmp);
3624 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3587 {
3625 while ((invtmp->stats.hp--)>0) 3588 while ((invtmp->stats.hp--) > 0)
3626 create_treasure(invtmp->randomitems, invtmp, 0, 3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3627 m->difficulty,0); 3590
3628 invtmp->randomitems = NULL; 3591 invtmp->randomitems = NULL;
3629 } 3592 }
3630 else if (invtmp && invtmp->arch && 3593 else if (invtmp && invtmp->arch
3631 invtmp->type!=TREASURE && 3594 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3632 invtmp->type != SPELL && 3595 {
3633 invtmp->type != CLASS && 3596 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3634 HAS_RANDOM_ITEMS(invtmp)) {
3635 create_treasure(invtmp->randomitems, invtmp, 0,
3636 m->difficulty,0);
3637 /* Need to clear this so that we never try to create 3597 /* Need to clear this so that we never try to create
3638 * treasure again for this object 3598 * treasure again for this object
3639 */ 3599 */
3640 invtmp->randomitems = NULL; 3600 invtmp->randomitems = NULL;
3641 } 3601 }
3642 } 3602 }
3643 /* This is really temporary - the code at the bottom will 3603 /* This is really temporary - the code at the bottom will
3644 * also set randomitems to null. The problem is there are bunches 3604 * also set randomitems to null. The problem is there are bunches
3645 * of maps/players already out there with items that have spells 3605 * of maps/players already out there with items that have spells
3646 * which haven't had the randomitems set to null yet. 3606 * which haven't had the randomitems set to null yet.
3647 * MSW 2004-05-13 3607 * MSW 2004-05-13
3648 * 3608 *
3649 * And if it's a spellbook, it's better to set randomitems to NULL too, 3609 * And if it's a spellbook, it's better to set randomitems to NULL too,
3650 * else you get two spells in the book ^_- 3610 * else you get two spells in the book ^_-
3651 * Ryo 2004-08-16 3611 * Ryo 2004-08-16
3652 */ 3612 */
3653 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3613 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3654 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3614 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3655 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3656 tmp->randomitems = NULL; 3615 tmp->randomitems = NULL;
3657 3616
3658 } 3617 }
3659 3618
3660 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3619 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3661 auto_apply(tmp); 3620 auto_apply (tmp);
3662 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3621 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3622 {
3663 while ((tmp->stats.hp--)>0) 3623 while ((tmp->stats.hp--) > 0)
3664 create_treasure(tmp->randomitems, tmp, 0, 3624 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3665 m->difficulty,0);
3666 tmp->randomitems = NULL; 3625 tmp->randomitems = NULL;
3667 } 3626 }
3668 else if(tmp->type==TIMED_GATE) { 3627 else if (tmp->type == TIMED_GATE)
3628 {
3669 object *head = tmp->head != NULL ? tmp->head : tmp; 3629 object *head = tmp->head != NULL ? tmp->head : tmp;
3630
3670 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3631 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3671 tmp->speed = 0; 3632 tmp->set_speed (0);
3672 update_ob_speed(tmp); 3633 }
3673 }
3674 }
3675 /* This function can be called everytime a map is loaded, even when 3634 /* This function can be called everytime a map is loaded, even when
3676 * swapping back in. As such, we don't want to create the treasure 3635 * swapping back in. As such, we don't want to create the treasure
3677 * over and ove again, so after we generate the treasure, blank out 3636 * over and ove again, so after we generate the treasure, blank out
3678 * randomitems so if it is swapped in again, it won't make anything. 3637 * randomitems so if it is swapped in again, it won't make anything.
3679 * This is a problem for the above objects, because they have counters 3638 * This is a problem for the above objects, because they have counters
3680 * which say how many times to make the treasure. 3639 * which say how many times to make the treasure.
3681 */ 3640 */
3682 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3641 else if (tmp && tmp->arch && tmp->type != PLAYER
3683 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3642 && tmp->type != TREASURE && tmp->type != SPELL
3684 HAS_RANDOM_ITEMS(tmp)) { 3643 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3644 {
3685 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3645 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3686 m->difficulty,0);
3687 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3688 } 3647 }
3648
3649 // close all containers
3650 else if (tmp->type == CONTAINER)
3651 tmp->flag [FLAG_APPLIED] = 0;
3652
3653 tmp = above;
3689 } 3654 }
3690 3655
3691 for(x=0;x<MAP_WIDTH(m);x++) 3656 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3692 for(y=0;y<MAP_HEIGHT(m);y++) 3657 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3693 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3694 if (tmp->above &&
3695 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3658 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3696 check_trigger (tmp, tmp->above); 3659 check_trigger (tmp, tmp->above);
3697} 3660}
3698 3661
3699/** 3662/**
3700 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3701 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3702 * that doesn't work with the new spell code. Since we know what 3665 * that doesn't work with the new spell code. Since we know what
3703 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3704 */ 3667 */
3705 3668void
3706void eat_special_food(object *who, object *food) { 3669eat_special_food (object *who, object *food)
3670{
3707 object *force; 3671 object *force;
3708 int i, did_one=0; 3672 int i, did_one = 0;
3709 sint8 k;
3710 3673
3711 force = get_archetype(FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3712 3675
3713 for (i=0; i < NUM_STATS; i++) { 3676 for (i = 0; i < NUM_STATS; i++)
3714 k = get_attr_value(&food->stats, i); 3677 if (sint8 k = food->stats.stat (i))
3715 if (k) { 3678 {
3716 set_attr_value(&force->stats, i, k); 3679 force->stats.stat (i) = k;
3717 did_one = 1; 3680 did_one = 1;
3718 }
3719 } 3681 }
3720 3682
3721 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3722 for (i=0; i<NROFATTACKS; i++) { 3684 for (i = 0; i < NROFATTACKS; i++)
3685 {
3723 if (food->resist[i]>0) { 3686 if (food->resist[i] > 0)
3687 {
3724 force->resist[i] = food->resist[i] / 2; 3688 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1; 3689 did_one = 1;
3726 } 3690 }
3727 } 3691 }
3692
3728 if (did_one) { 3693 if (did_one)
3729 force->speed = 0.1; 3694 {
3730 update_ob_speed(force); 3695 force->set_speed (0.1);
3731 /* bigger morsel of food = longer effect time */ 3696 /* bigger morsel of food = longer effect time */
3732 force->stats.food = food->stats.food / 5; 3697 force->duration = food->stats.food / 5;
3733 SET_FLAG(force, FLAG_IS_USED_UP);
3734 SET_FLAG(force, FLAG_APPLIED); 3698 SET_FLAG (force, FLAG_APPLIED);
3735 change_abil(who, force); 3699 change_abil (who, force);
3736 insert_ob_in_ob(force, who); 3700 insert_ob_in_ob (force, who);
3737 } else {
3738 free_object(force);
3739 } 3701 }
3702 else
3703 force->destroy ();
3740 3704
3741 /* check for hp, sp change */ 3705 /* check for hp, sp change */
3742 if(food->stats.hp!=0) { 3706 if (food->stats.hp != 0)
3707 {
3743 if(QUERY_FLAG(food, FLAG_CURSED)) { 3708 if (QUERY_FLAG (food, FLAG_CURSED))
3744 strcpy(who->contr->killer,food->name); 3709 {
3710 assign (who->contr->killer, food->name);
3745 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3711 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3746 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3747 } else { 3713 }
3714 else
3715 {
3748 if(food->stats.hp>0) 3716 if (food->stats.hp > 0)
3749 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3750 else 3718 else
3751 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3752 who->stats.hp += food->stats.hp; 3720 who->stats.hp += food->stats.hp;
3753 } 3721 }
3754 } 3722 }
3755 if(food->stats.sp!=0) { 3723 if (food->stats.sp != 0)
3724 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3725 if (QUERY_FLAG (food, FLAG_CURSED))
3726 {
3757 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3758 who->stats.sp -= food->stats.sp; 3728 who->stats.sp -= food->stats.sp;
3759 if(who->stats.sp<0) who->stats.sp=0; 3729 if (who->stats.sp < 0)
3760 } else { 3730 who->stats.sp = 0;
3731 }
3732 else
3733 {
3761 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3762 who->stats.sp += food->stats.sp; 3735 who->stats.sp += food->stats.sp;
3763 /* place limit on max sp from food? */ 3736 /* place limit on max sp from food? */
3737 }
3764 } 3738 }
3765 } 3739 who->update_stats ();
3766 fix_player(who);
3767} 3740}
3768
3769 3741
3770/** 3742/**
3771 * Designed primarily to light torches/lanterns/etc. 3743 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is 3744 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t. 3745 * the selected object to "burn". -b.t.
3774 */ 3746 */
3775 3747void
3776void apply_lighter(object *who, object *lighter) { 3748apply_lighter (object *who, object *lighter)
3749{
3777 object *item; 3750 object *item;
3778 int is_player_env=0; 3751 int is_player_env = 0;
3779 uint32 nrof;
3780 tag_t count;
3781 char item_name[MAX_BUF];
3782 3752
3783 item=find_marked_object(who); 3753 item = find_marked_object (who);
3784 if(item) { 3754 if (item)
3755 {
3785 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3756 if (lighter->last_eat && lighter->stats.food)
3757 { /* lighter gets used up */
3786 /* Split multiple lighters if they're being used up. Otherwise * 3758 /* Split multiple lighters if they're being used up. Otherwise *
3787 * one charge from each would be used up. --DAMN */ 3759 * one charge from each would be used up. --DAMN */
3788 if(lighter->nrof > 1) { 3760 if (lighter->nrof > 1)
3789 object *oneLighter = get_object(); 3761 {
3790 copy_object(lighter, oneLighter); 3762 object *oneLighter = lighter->clone ();
3763
3791 lighter->nrof -= 1; 3764 lighter->nrof -= 1;
3792 oneLighter->nrof = 1; 3765 oneLighter->nrof = 1;
3793 oneLighter->stats.food--; 3766 oneLighter->stats.food--;
3794 esrv_send_item(who, lighter); 3767 esrv_send_item (who, lighter);
3795 oneLighter=insert_ob_in_ob(oneLighter, who); 3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3796 esrv_send_item(who, oneLighter); 3769 esrv_send_item (who, oneLighter);
3797 } else { 3770 }
3771 else
3798 lighter->stats.food--; 3772 lighter->stats.food--;
3799 } 3773 }
3800 3774 else if (lighter->last_eat)
3801 } else if(lighter->last_eat) { /* no charges left in lighter */ 3775 { /* no charges left in lighter */
3802 new_draw_info_format(NDI_UNIQUE, 0,who, 3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3803 "You attempt to light the %s with a used up %s.",
3804 item->name, lighter->name);
3805 return; 3777 return;
3806 } 3778 }
3779
3807 /* Perhaps we should split what we are trying to light on fire? 3780 /* Perhaps we should split what we are trying to light on fire?
3808 * I can't see many times when you would want to light multiple 3781 * I can't see many times when you would want to light multiple
3809 * objects at once. 3782 * objects at once.
3810 */ 3783 */
3811 nrof=item->nrof;
3812 count=item->count;
3813 /* If the item is destroyed, we don't have a valid pointer to the
3814 * name object, so make a copy so the message we print out makes
3815 * some sense.
3816 */
3817 strcpy(item_name, item->name);
3818 if (who == is_player_inv(item)) is_player_env=1;
3819 3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3820 save_throw_object(item,AT_FIRE,who); 3788 save_throw_object (item, AT_FIRE, who);
3821 /* Change to check count and not freed, since the object pointer 3789
3822 * may have gotten recycled 3790 if (item->destroyed ())
3823 */ 3791 {
3824 if ((nrof != item->nrof ) || (count != item->count)) { 3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3825 new_draw_info_format(NDI_UNIQUE, 0,who,
3826 "You light the %s with the %s.",item_name,lighter->name);
3827 /* Need to update the player so that the players glow radius 3793 /* Need to update the player so that the players glow radius
3828 * gets changed. 3794 * gets changed.
3829 */ 3795 */
3830 if (is_player_env) fix_player(who); 3796 if (is_player_env)
3831 } else { 3797 who->update_stats ();
3832 new_draw_info_format(NDI_UNIQUE, 0,who, 3798 }
3833 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3799 else
3834 } 3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3835 3801 }
3836 } else /* nothing to light */ 3802 else /* nothing to light */
3837 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3838 3804
3839} 3805}
3840 3806
3841/** 3807/**
3842 * op made some mistake with a scroll, this takes care of punishment. 3808 * op made some mistake with a scroll, this takes care of punishment.
3843 * scroll_failure()- hacked directly from spell_failure 3809 * scroll_failure()- hacked directly from spell_failure
3844 */ 3810 */
3811void
3845void scroll_failure(object *op, int failure, int power) 3812scroll_failure (object *op, int failure, int power)
3846{ 3813{
3847 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3814 if (abs (failure / 4) > power)
3815 power = abs (failure / 4); /* set minimum effect */
3848 3816
3849 if(failure<= -1&&failure > -15) {/* wonder */ 3817 if (failure <= -1 && failure > -15)
3818 { /* wonder */
3850 object *tmp; 3819 object *tmp;
3851 3820
3852 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3853 tmp=get_archetype(SPELL_WONDER); 3822 tmp = get_archetype (SPELL_WONDER);
3854 cast_wonder(op, op, 0, tmp); 3823 cast_wonder (op, op, 0, tmp);
3855 free_object(tmp); 3824 tmp->destroy ();
3825 }
3856 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3826 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */
3857 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3858 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859 if(op->stats.sp<0) op->stats.sp = 0; 3830 if (op->stats.sp < 0)
3831 op->stats.sp = 0;
3832 }
3860 } else if (settings.spell_failure_effects == TRUE) { 3833 else if (settings.spell_failure_effects == TRUE)
3861 if (failure <= -35&&failure > -60) { /* confusion */ 3834 {
3835 if (failure <= -35 && failure > -60)
3836 { /* confusion */
3862 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3863 confuse_player(op,op,power); 3838 confuse_player (op, op, power);
3864 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3839 }
3840 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */
3865 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3866 "you!");
3867 paralyze_player(op,op,power); 3843 paralyze_player (op, op, power);
3844 }
3868 } else if (failure <= -70&&failure> -80) {/* blind */ 3845 else if (failure <= -70 && failure > -80)
3846 { /* blind */
3869 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3870 blind_player(op,op,power); 3848 blind_player (op, op, power);
3871 } else if (failure <= -80) {/* blast the immediate area */ 3849 }
3872 object *tmp; 3850 else if (failure <= -80)
3873 tmp=get_archetype(LOOSE_MANA); 3851 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA);
3874 cast_magic_storm(op,tmp, power); 3853 cast_magic_storm (op, tmp, power);
3875 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3876 free_object(tmp); 3855 tmp->destroy ();
3877 } 3856 }
3878 } 3857 }
3879} 3858}
3880 3859
3860void
3881void apply_changes_to_player(object *pl, object *change) { 3861apply_changes_to_player (object *pl, object *change)
3862{
3882 int excess_stat=0; /* if the stat goes over the maximum 3863 int excess_stat = 0; /* if the stat goes over the maximum
3883 for the race, put the excess stat some 3864 for the race, put the excess stat some
3884 where else. */ 3865 where else. */
3885 3866
3886 switch (change->type) { 3867 switch (change->type)
3887 case CLASS: { 3868 {
3869 case CLASS:
3870 {
3888 living *stats = &(pl->contr->orig_stats); 3871 living *stats = &(pl->contr->orig_stats);
3889 living *ns = &(change->stats); 3872 living *ns = &(change->stats);
3890 object *walk; 3873 object *walk;
3891 int flag_change_face=1; 3874 int flag_change_face = 1;
3892 3875
3893 /* the following code assigns stats up to the stat max 3876 /* the following code assigns stats up to the stat max
3894 * for the race, and if the stat max is exceeded, 3877 * for the race, and if the stat max is exceeded,
3895 * tries to randomly reassign the excess stat 3878 * tries to randomly reassign the excess stat
3896 */ 3879 */
3897 int i,j; 3880 int i, j;
3881
3898 for(i=0;i<NUM_STATS;i++) { 3882 for (i = 0; i < NUM_STATS; i++)
3899 sint8 stat=get_attr_value(stats,i); 3883 {
3900 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3884 int race_bonus = pl->arch->clone.stats.stat (i);
3901 stat += get_attr_value(ns,i); 3885 sint8 stat = stats->stat (i) + ns->stat (i);
3902 if(stat > 20 + race_bonus) {
3903 excess_stat++;
3904 stat = 20+race_bonus;
3905 }
3906 set_attr_value(stats,i,stat);
3907 }
3908 3886
3909 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3887 if (stat > 20 + race_bonus)
3910 int i = rndm(0, 6); 3888 {
3911 int stat=get_attr_value(stats,i); 3889 excess_stat++;
3912 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3890 stat = 20 + race_bonus;
3913 if(i==CHA) continue; /* exclude cha from this */ 3891 }
3914 if( stat < 20 + race_bonus) { 3892
3893 stats->stat (i) = stat;
3894 }
3895
3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3897 { /* try 100 times to assign excess stats */
3898 int i = rndm (0, 6);
3899
3900 if (i == CHA)
3901 continue; /* exclude cha from this */
3902
3903 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i);
3905 if (stat < 20 + race_bonus)
3906 {
3915 change_attr_value(stats,i,1); 3907 change_attr_value (stats, i, 1);
3916 excess_stat--; 3908 excess_stat--;
3917 } 3909 }
3918 } 3910 }
3919 3911
3920 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3921 * the player ref: player.c 3913 * the player ref: player.c
3922 */ 3914 */
3923 if(change->randomitems!=NULL) 3915 if (change->randomitems != NULL)
3924 give_initial_items(pl,change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3925 3917
3926
3927 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3928 3919
3929 /* first, look for the force object banning 3920 /* first, look for the force object banning
3930 * changing the face. Certain races never change face with class. 3921 * changing the face. Certain races never change face with class.
3931 */ 3922 */
3932 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3923 for (walk = pl->inv; walk != NULL; walk = walk->below)
3933 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3924 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3925 flag_change_face = 0;
3934 3926
3935 if(flag_change_face) { 3927 if (flag_change_face)
3928 {
3936 pl->animation_id = GET_ANIM_ID(change); 3929 pl->animation_id = GET_ANIM_ID (change);
3937 pl->face = change->face; 3930 pl->face = change->face;
3938 3931
3939 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3932 if (QUERY_FLAG (change, FLAG_ANIMATE))
3940 SET_FLAG(pl,FLAG_ANIMATE); 3933 SET_FLAG (pl, FLAG_ANIMATE);
3941 else 3934 else
3942 CLEAR_FLAG(pl,FLAG_ANIMATE); 3935 CLEAR_FLAG (pl, FLAG_ANIMATE);
3943 } 3936 }
3944 3937
3945 /* check the special case of can't use weapons */ 3938 /* check the special case of can't use weapons */
3946 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3939 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3947 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3940 if (!strcmp (change->name, "monk"))
3941 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 3942
3949 break; 3943 break;
3950 } 3944 }
3951 } 3945 }
3952} 3946}
3953 3947
3954/** 3948/**
3955 * This handles items of type 'transformer'. 3949 * This handles items of type 'transformer'.
3959 * Change information is contained in the 'slaying' field of the marked item. 3953 * Change information is contained in the 'slaying' field of the marked item.
3960 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3954 * The format is as follow: transformer:[number ]yield[;transformer:...].
3961 * This way an item can be transformed in many things, and/or many objects. 3955 * This way an item can be transformed in many things, and/or many objects.
3962 * The 'slaying' field for transformer is used as verb for the action. 3956 * The 'slaying' field for transformer is used as verb for the action.
3963 */ 3957 */
3958void
3964void apply_item_transformer( object* pl, object* transformer ) 3959apply_item_transformer (object *pl, object *transformer)
3965 { 3960{
3966 object* marked; 3961 object *marked;
3967 object* new_item; 3962 object *new_item;
3968 char* find; 3963 char *find;
3969 char* separator; 3964 char *separator;
3970 int yield; 3965 int yield;
3971 char got[ MAX_BUF ]; 3966 char got[MAX_BUF];
3972 int len; 3967 int len;
3973 3968
3974 if ( !pl || !transformer ) 3969 if (!pl || !transformer)
3975 return; 3970 return;
3976 marked = find_marked_object( pl ); 3971 marked = find_marked_object (pl);
3977 if ( !marked ) 3972 if (!marked)
3978 { 3973 {
3979 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3980 return; 3975 return;
3981 } 3976 }
3982 if ( !marked->slaying ) 3977 if (!marked->slaying)
3983 { 3978 {
3984 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3985 return; 3980 return;
3986 } 3981 }
3987 /* check whether they are compatible or not */ 3982 /* check whether they are compatible or not */
3988 find = strstr( marked->slaying, transformer->arch->name ); 3983 find = strstr (marked->slaying, transformer->arch->name);
3989 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3990 { 3985 {
3991 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3992 return; 3987 return;
3993 } 3988 }
3994 find += strlen( transformer->arch->name ) + 1; 3989 find += strlen (transformer->arch->name) + 1;
3995 /* Item can be used, now find how many and what it yields */ 3990 /* Item can be used, now find how many and what it yields */
3996 if ( isdigit( *( find ) ) ) 3991 if (isdigit (*(find)))
3997 { 3992 {
3998 yield = atoi( find ); 3993 yield = atoi (find);
3999 if ( yield < 1 ) 3994 if (yield < 1)
4000 { 3995 {
4001 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3996 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4002 yield = 1; 3997 yield = 1;
4003 } 3998 }
4004 } 3999 }
4005 else 4000 else
4006 yield = 1; 4001 yield = 1;
4007 4002
4008 while ( isdigit( *find ) ) 4003 while (isdigit (*find))
4009 find++; 4004 find++;
4010 while ( *find == ' ' ) 4005 while (*find == ' ')
4011 find++; 4006 find++;
4012 memset( got, 0, MAX_BUF ); 4007 memset (got, 0, MAX_BUF);
4013 if ( (separator = strchr( find, ';' ))!=NULL) 4008 if ((separator = strchr (find, ';')) != NULL)
4014 { 4009 {
4015 len = separator - find; 4010 len = separator - find;
4016 } 4011 }
4017 else 4012 else
4018 { 4013 {
4019 len = strlen(find); 4014 len = strlen (find);
4020 } 4015 }
4021 if ( len > MAX_BUF-1) 4016 if (len > MAX_BUF - 1)
4022 len = MAX_BUF-1; 4017 len = MAX_BUF - 1;
4023 strcpy( got, find ); 4018 strcpy (got, find);
4024 got[len] = '\0'; 4019 got[len] = '\0';
4025 4020
4026 /* Now create new item, remove used ones when required. */ 4021 /* Now create new item, remove used ones when required. */
4027 new_item = get_archetype( got ); 4022 new_item = get_archetype (got);
4028 if ( !new_item ) 4023 if (!new_item)
4029 { 4024 {
4030 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4031 return; 4026 return;
4032 } 4027 }
4028
4033 new_item->nrof = yield; 4029 new_item->nrof = yield;
4034 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4035 insert_ob_in_ob( new_item, pl ); 4031 insert_ob_in_ob (new_item, pl);
4036 esrv_send_inventory( pl, pl ); 4032 esrv_send_inventory (pl, pl);
4037 /* Eat up one item */ 4033 /* Eat up one item */
4038 decrease_ob_nr( marked, 1 ); 4034 decrease_ob_nr (marked, 1);
4039 /* Eat one transformer if needed */ 4035 /* Eat one transformer if needed */
4040 if ( transformer->stats.food ) 4036 if (transformer->stats.food)
4041 if ( --transformer->stats.food == 0 ) 4037 if (--transformer->stats.food == 0)
4042 decrease_ob_nr( transformer, 1 ); 4038 decrease_ob_nr (transformer, 1);
4043 } 4039}

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