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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.15 by elmex, Tue Aug 29 10:51:43 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 1.15 2006/08/29 10:51:43 elmex 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/** 38/**
45 * 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.
46 * 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.
47 */ 41 */
42int
48int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
49{ 44{
50 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
51 /* 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.
52 * 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,
53 * 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,
54 * 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
55 * it. Examples: 51 * it. Examples:
56 * subtype 1: only arch 52 * subtype 1: only arch
57 * subtype 3: arch or name 53 * subtype 3: arch or name
58 * subtype 5: arch or race 54 * subtype 5: arch or race
59 * subtype 7: all three 55 * subtype 7: all three
60 */ 56 */
61 if (op->subtype) 57 if (op->subtype)
62 { 58 {
63 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
66 } else { 62 }
63 else
64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* 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,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ( (op->race) && 73 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ( (op->slaying) && (
84 ((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))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * 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.
94 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
96 */ 94 */
95static int
97static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 object *id, *marked;
100 int success=0; 99 int success = 0;
101 100
102 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
103 return 0; 102 return 0;
104 103
105 /* 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
106 * identifying' from being printed out more than it needs to be. 105 * identifying' from being printed out more than it needs to be.
107 */ 106 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 108 return 0;
110 109
111 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 112 * identified. IF it doesn't, then go through the player inventory.
114 */ 113 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 115 {
118 if (operate_altar (altar, &money)) { 116 if (operate_altar (altar, &money))
117 {
119 identify (marked); 118 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 120 if (marked->msg)
121 {
123 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:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 124 }
126 return money == NULL; 125 return money == NULL;
127 } 126 }
128 } 127 }
129 128
130 for (id=pl->inv; id; id=id->below) { 129 for (id = pl->inv; id; id = id->below)
130 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 132 {
133 if (operate_altar(altar,&money)) { 133 if (operate_altar (altar, &money))
134 {
134 identify(id); 135 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 137 if (id->msg)
138 {
138 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:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 141 }
142 success = 1;
143 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break;
146 }
146 else { 147 else
148 {
147 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");
148 break; 150 break;
149 } 151 }
150 } 152 }
151 } 153 }
154 if (!success)
152 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");
153 return money == NULL; 156 return money == NULL;
154} 157}
155 158
156/** 159/**
157 * 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
158 * matching item. 161 * matching item.
159 **/ 162 **/
163static void
160static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
161{ 165{
162 const char* yield; 166 const char *yield;
163 167
164 yield = get_ob_key_value(tmp,"on_use_yield"); 168 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 169 if (yield != NULL)
166 { 170 {
167 object* drop = get_archetype(yield); 171 object *drop = get_archetype (yield);
172
168 if (tmp->env) 173 if (tmp->env)
169 { 174 {
170 drop = insert_ob_in_ob(drop,tmp->env); 175 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 176 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 177 esrv_send_item (tmp->env, drop);
173 } 178 }
174 else 179 else
175 { 180 {
176 drop->x = tmp->x; 181 drop->x = tmp->x;
177 drop->y = tmp->y; 182 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 184 }
180 } 185 }
181} 186}
182 187
183/** 188/**
184 * Handles applying a potion. 189 * Handles applying a potion.
185 */ 190 */
191int
186int apply_potion (object * op, object * tmp) 192apply_potion (object *op, object *tmp)
187{ 193{
188 int got_one = 0, i; 194 int got_one = 0, i;
189 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
190 196
191 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
192 198
193 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)
194 { 200 {
195 if (op->type == PLAYER) 201 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "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!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 204 return 0;
201 } 205 }
202 206
203 if (op->type == PLAYER) 207 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 209 identify (tmp);
207 }
208 210
209 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
210 212
211 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 216 object *depl;
215 archetype *at; 217 archetype *at;
216 218
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 220 {
219 drain_stat (op); 221 op->drain_stat ();
220 fix_player (op); 222 op->update_stats ();
221 decrease_ob (tmp); 223 decrease_ob (tmp);
222 return 1; 224 return 1;
223 } 225 }
226
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 228 {
226 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 230 return 0;
228 } 231 }
229 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
230 if (depl != NULL) 234 if (depl)
231 { 235 {
232 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 } 239
237 remove_ob (depl); 240 depl->destroy ();
238 free_object (depl); 241 op->update_stats ();
239 fix_player (op);
240 } 242 }
241 else 243 else
242 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.");
243 245
244 decrease_ob (tmp); 246 decrease_ob (tmp);
246 } 248 }
247 249
248 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 { 252 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
253 { 254 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 256 {
256 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
286 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
287 break; 288 break;
288 } 289 }
289 } 290 }
290 } 291 }
292
291 /* Just makes checking easier */ 293 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
293 got_one = 1; 295 got_one = 1;
296
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 298 {
296 if (got_one) 299 if (got_one)
297 { 300 {
298 fix_player (op); 301 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op, 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 } 305 }
306 else 306 else
307 new_draw_info (NDI_UNIQUE, 0, op, 307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 "The potion had no effect - you are already perfect");
309 } 308 }
310 else 309 else
311 { /* cursed potion */ 310 { /* cursed potion */
312 if (got_one) 311 if (got_one)
313 { 312 {
314 fix_player (op); 313 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 315 }
318 else 316 else
319 new_draw_info (NDI_UNIQUE, 0, op, 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 "You are fortunate that you are so pathetic.");
321 } 318 }
319
322 decrease_ob (tmp); 320 decrease_ob (tmp);
323 return 1; 321 return 1;
324 } 322 }
325 323
326 324
336 object *fball; 334 object *fball;
337 335
338 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!");
339 /* Explodes a fireball centered at player */ 337 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 338 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 341 fball->x = op->x;
346 fball->y = op->y; 342 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 343 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 344 }
349 else 345 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 347
352 decrease_ob (tmp); 348 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 351 op->update_stats ();
356 return 1; 352 return 1;
357 } 353 }
358 354
359 /* Deal with protection potions */ 355 /* Deal with protection potions */
360 force = NULL; 356 force = NULL;
378 force->stats.food *= 10; 374 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 378 }
379
383 force->speed_left = -1; 380 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 384 change_abil (op, force);
390 } 387 }
391 388
392 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 390 if (op->type == PLAYER)
394 { /* only for players */ 391 { /* only for players */
395 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)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 394 else
399 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
405 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 403 * up all the stats.
408 */ 404 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 406 op->update_stats ();
411 decrease_ob (tmp); 407 decrease_ob (tmp);
412 return 1; 408 return 1;
413} 409}
414 410
415/**************************************************************************** 411/****************************************************************************
417 ****************************************************************************/ 413 ****************************************************************************/
418 414
419/** 415/**
420 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
421 */ 417 */
418static int
422static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
423{ 420{
424 int count=0; 421 int count = 0;
425 422
426 423
427 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
426
428 op=op->below; 427 op = op->below;
429 while(op!=NULL) { 428 while (op != NULL)
429 {
430 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 434 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 436 count++;
436 else 437 else
437 count += op->nrof; 438 count += op->nrof;
438 } 439 }
439 } 440 }
441
440 op=op->below; 442 op = op->below;
441 } 443 }
444
442 return count; 445 return count;
443} 446}
444 447
445/** 448/**
446 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 450 * op is typically the player, which is only
448 * really used to determine what space to look at. 451 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 452 * Modified to only eat 'nrof' of objects.
450 */ 453 */
454static void
451static void eat_item(object *op,const char *item, uint32 nrof) 455eat_item (object *op, const char *item, uint32 nrof)
452{ 456{
453 object *prev; 457 object *prev;
454 458
455 prev = op; 459 prev = op;
456 op=op->below; 460 op = op->below;
457 461
458 while(op!=NULL) { 462 while (op != NULL)
463 {
459 if (strcmp(op->arch->name,item)==0) { 464 if (strcmp (op->arch->name, item) == 0)
465 {
460 if (op->nrof >= nrof) { 466 if (op->nrof >= nrof)
467 {
461 decrease_ob_nr(op,nrof); 468 decrease_ob_nr (op, nrof);
462 return; 469 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
467 op=prev; 476 op = prev;
468 } 477 }
469 prev = op; 478 prev = op;
470 op=op->below; 479 op = op->below;
471 } 480 }
472} 481}
473 482
474/** 483/**
475 * 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
476 * with improvs improvements (typically last_eat). We take an int here 485 * with improvs improvements (typically last_eat). We take an int here
477 * 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
478 * increased value to see if the object is usuable. 487 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 488 * we return 1 (true) if the player can use the weapon.
480 */ 489 */
490static int
481static int check_weapon_power(const object *who, int improvs) 491check_weapon_power (const object *who, int improvs)
482{ 492{
493
483/* 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
484 * 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
485 * 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.
486 */ 497 */
487#if 1 498#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
489 else return 0; 502 return 0;
490 503
491#else 504#else
492 int level=0; 505 int level = 0;
493 506
494 /* The skill system hands out wc and dam bonuses to fighters 507 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 508 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 509 * we need to curtail the power of player enchanted weapons.
497 * 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.
498 * 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
499 * using normal level - it is just a matter of play balance. 512 * using normal level - it is just a matter of play balance.
500 */ 513 */
501 if(who->type==PLAYER) { 514 if (who->type == PLAYER)
515 {
502 object *wc_obj=NULL; 516 object *wc_obj = NULL;
503 517
504 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)
505 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)
506 level = wc_obj->level; 520 level = wc_obj->level;
507 521
508 if (!level ) { 522 if (!level)
523 {
509 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);
510 level = who->level; 525 level = who->level;
511 } 526 }
512 } 527 }
513 else 528 else
514 level=who->level; 529 level = who->level;
515 530
516 return (improvs <= ((level/5)+5)); 531 return (improvs <= ((level / 5) + 5));
517#endif 532#endif
518} 533}
519 534
520/** 535/**
521 * 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.
522 * 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.
523 */ 538 */
539static int
524static int check_sacrifice(object *op, const object *improver) 540check_sacrifice (object *op, const object *improver)
525{ 541{
526 int count=0; 542 int count = 0;
527 543
528 if (improver->slaying!=NULL) { 544 if (improver->slaying != NULL)
545 {
529 count = check_item(op,improver->slaying); 546 count = check_item (op, improver->slaying);
530 if (count<1) { 547 if (count < 1)
548 {
531 char buf[200]; 549 char buf[200];
550
532 sprintf(buf,"The gods want more %ss",improver->slaying); 551 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 552 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 553 return 0;
535 } 554 }
536 } 555 }
537 else 556 else
538 count=1; 557 count = 1;
539 558
540 return count; 559 return count;
541} 560}
542 561
543/** 562/**
544 * Actually improves the weapon, and tells user. 563 * Actually improves the weapon, and tells user.
545 */ 564 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 565int
547 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)
548{ 567{
549 568
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 570 *stat += sacrifice_count;
552 weapon->last_eat++; 571 weapon->last_eat++;
553 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);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 573 decrease_ob (improver);
556 574
557 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
558 fix_player(op); 576 op->update_stats ();
559 return 1; 577 return 1;
560} 578}
561 579
562/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
576/** 594/**
577 * This does the prepare weapon scroll. 595 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 596 * Checks for sacrifice, and so on.
579 */ 597 */
580 598
599int
581int prepare_weapon(object *op, object *improver, object *weapon) 600prepare_weapon (object *op, object *improver, object *weapon)
582{ 601{
583 int sacrifice_count,i; 602 int sacrifice_count, i;
584 char buf[MAX_BUF]; 603 char buf[MAX_BUF];
585 604
586 if (weapon->level!=0) { 605 if (weapon->level != 0)
606 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 608 return 0;
589 } 609 }
590 for (i=0; i<NROFATTACKS; i++) 610 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 611 if (weapon->resist[i])
612 break;
592 613
593 /* If we break out, i will be less than nrofattacks, preventing 614 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 615 * improvement of items that already have protections.
595 */ 616 */
596 if (i<NROFATTACKS || 617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 619 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 620 weapon->stats.ac) /* AC - only taifu's I think */
601 { 621 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 623 return 0;
604 } 624 }
605 sacrifice_count=check_sacrifice(op,improver); 625 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 626 if (sacrifice_count <= 0)
607 return 0; 627 return 0;
608 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
611 631
612 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);
613 weapon->name,weapon->level);
614 633
615 sprintf(buf,"%s's %s",op->name,weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 635 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 637 slot at once! */
620 decrease_ob(improver); 638 decrease_ob (improver);
621 weapon->last_eat=0; 639 weapon->last_eat = 0;
622 return 1; 640 return 1;
623} 641}
624 642
625 643
626/** 644/**
627 * 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.
632 * 650 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
636 */ 654 */
655int
637int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
638{ 657{
639 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
640 659
641 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
642 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
643 } 663 }
644 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
645 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.");
646 return 0; 667 return 0;
647 } 668 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
649 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.");
650 return 0; 672 return 0;
651 } 673 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
654 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");
655 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");
656 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.");
657 return 0; 679 return 0;
658 } 680 }
659 /* 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
660 * 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,
661 * 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
662 * weapon can be improved. 684 * weapon can be improved.
663 */ 685 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
665 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
667 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);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 691 weapon->last_eat++;
670 692
671 weapon->item_power++; 693 weapon->item_power++;
672 decrease_ob(improver); 694 decrease_ob (improver);
673 return 1; 695 return 1;
674 } 696 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
676 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
680 "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);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 704 weapon->last_eat++;
683 weapon->item_power++; 705 weapon->item_power++;
684 decrease_ob(improver); 706 decrease_ob (improver);
685 return 1; 707 return 1;
686 } 708 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
688 weapon->magic++; 711 weapon->magic++;
689 weapon->last_eat++; 712 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 714 decrease_ob (improver);
693 weapon->item_power++; 715 weapon->item_power++;
694 return 1; 716 return 1;
695 } 717 }
696 718
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 721
701 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 723 sacrifice_needed = 1;
703 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
704 725
705 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
708 "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);
709 return 0; 730 return 0;
710 } 731 }
711 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 733 weapon->item_power++;
713 734
714 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
715 case IMPROVE_STR: 737 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 739 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 741 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 743 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 745 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 747 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 749 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 751 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 753 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 755 return 0;
748} 756}
749 757
750/** 758/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
754 */ 762 */
763int
755int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
756{ 765{
757 object *otmp; 766 object *otmp;
758 767
759 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.");
760 return 0; 774 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 775 }
776
765 otmp=find_marked_object(op); 777 otmp = find_marked_object (op);
766 if(!otmp) { 778 if (!otmp)
779 {
767 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.");
768 return 0; 781 return 0;
769 } 782 }
783
770 if (otmp->type != WEAPON && otmp->type != BOW) { 784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
771 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");
772 return 0; 787 return 0;
773 } 788 }
789
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 791 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 792 esrv_send_item (op, otmp);
777 return 1; 793 return 1;
778} 794}
779 795
780/** 796/**
781 * This code deals with the armour improvment scrolls. 797 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 798 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 813 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 814 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 815 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 816 * changing of physical area right now.
801 */ 817 */
818int
802int improve_armour(object *op, object *improver, object *armour) 819improve_armour (object *op, object *improver, object *armour)
803{ 820{
804 object *tmp; 821 object *tmp;
805 822
806 if (armour->magic >= settings.armor_max_enchant) { 823 if (armour->magic >= settings.armor_max_enchant)
824 {
807 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.");
808 return 0; 826 return 0;
809 } 827 }
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 831 * of gnarg and what not?)
814 */ 832 */
815 if (armour->title) { 833 if (armour->title)
834 {
816 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.");
817 return 0; 836 return 0;
818 } 837 }
819 838
820 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
822 */ 841 */
823 if(armour->nrof > 1) 842 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 843 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 844 else
826 tmp = NULL; 845 tmp = NULL;
827 846
828 armour->magic++; 847 armour->magic++;
829 848
830 if ( !settings.armor_speed_linear ) 849 if (!settings.armor_speed_linear)
831 { 850 {
832 int base = 100; 851 int base = 100;
833 int pow = 0; 852 int pow = 0;
853
834 while ( pow < armour->magic ) 854 while (pow < armour->magic)
835 { 855 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 857 pow++;
838 } 858 }
839 859
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
841 } 861 }
842 else 862 else
843 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;
844 864
845 if ( !settings.armor_weight_linear ) 865 if (!settings.armor_weight_linear)
846 { 866 {
847 int base = 100; 867 int base = 100;
848 int pow = 0; 868 int pow = 0;
869
849 while ( pow < armour->magic ) 870 while (pow < armour->magic)
850 { 871 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 873 pow++;
853 } 874 }
854 875
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 876 armour->weight = (armour->arch->clone.weight * base) / 100;
856 } 877 }
857 else 878 else
858 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;
859 880
860 if ( armour->weight <= 0 ) 881 if (armour->weight <= 0)
861 { 882 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 884 armour->weight = 1;
864 } 885 }
865 886
866 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);
867 888
868 if (op->type == PLAYER) { 889 if (op->type == PLAYER)
890 {
869 esrv_send_item(op, armour); 891 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 893 op->update_stats ();
872 } 894 }
873 decrease_ob(improver); 895 decrease_ob (improver);
874 if (tmp) { 896 if (tmp)
897 {
875 insert_ob_in_ob(tmp, op); 898 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 899 esrv_send_item (op, tmp);
877 } 900 }
878 return 1; 901 return 1;
879} 902}
880 903
881 904
882/* 905/*
883 * 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
891/* Takes one items and makes another. 914/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 915 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 917 * what the converter wants, this will not do anything.
895 */ 918 */
919int
896int convert_item(object *item, object *converter) { 920convert_item (object *item, object *converter)
921{
897 int nr=0; 922 int nr = 0;
898 object *tmp;
899 uint32 price_in; 923 uint32 price_in;
900 924
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 927 * 3 gp and player drops a platinum, tough luck)
904 */ 928 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
906 int cost; 931 int cost;
907 932
908 if(item->type!=MONEY) 933 if (item->type != MONEY)
909 return 0; 934 return 0;
910 935
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
912 if (!nr) return 0; 938 return 0;
913 cost=nr*CONV_NEED(converter)/item->value; 939 cost = nr * CONV_NEED (converter) / item->value;
914 /* take into account rounding errors */ 940 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++; 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
916 decrease_ob_nr(item, cost); 943 decrease_ob_nr (item, cost);
917 944
918 price_in = cost*item->value; 945 price_in = cost * item->value;
946 }
947 else
919 } 948 {
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
923 return 0; 951 return 0;
924 952
925 if(CONV_NEED(converter)) { 953 if (CONV_NEED (converter))
954 {
926 nr=item->nrof/CONV_NEED(converter); 955 nr = item->nrof / CONV_NEED (converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 956 decrease_ob_nr (item, nr * CONV_NEED (converter));
928 price_in = nr*CONV_NEED(converter)*item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
929 } else { 959 else
960 {
930 price_in = item->value; 961 price_in = item->value;
931 remove_ob(item); 962 item->destroy ();
932 free_object(item);
933 } 963 }
934 } 964 }
935 965
936 if (converter->inv != NULL) { 966 if (converter->inv != NULL)
967 {
937 object *ob; 968 object *ob;
938 int i; 969 int i;
939 object *ob_to_copy; 970 object *ob_to_copy;
940 971
941 /* select random object from inventory to copy */ 972 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 973 ob_to_copy = converter->inv;
943 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 {
944 if (rndm(0, i) == 0) { 976 if (rndm (0, i) == 0)
977 {
945 ob_to_copy = ob; 978 ob_to_copy = ob;
946 } 979 }
947 } 980 }
948 item = object_create_clone(ob_to_copy); 981 item = object_create_clone (ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 984 }
985 else
986 {
952 if (converter->other_arch == NULL) { 987 if (converter->other_arch == NULL)
953 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);
954 return -1; 991 return -1;
955 } 992 }
956 993
957 item = object_create_arch(converter->other_arch); 994 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 996 }
960 997
961 if(CONV_NR(converter)) 998 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 999 item->nrof = CONV_NR (converter);
963 if(nr) 1000 if (nr)
964 item->nrof*=nr; 1001 item->nrof *= nr;
965 if(is_in_shop (converter)) 1002 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 1004 else if (price_in < item->nrof * item->value)
1005 {
968 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",
969 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);
970 item->nrof*item->value, item->name); 1008
971 /** 1009 /**
972 * 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
973 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
974 */ 1012 */
975 } 1013 }
976 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);
977 return 1; 1015 return 1;
978} 1016}
979 1017
980/** 1018/**
981 * Handle apply on containers. 1019 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
985 */ 1023 */
986 1024int
987int apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
988{ 1026{
989 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 1028 return 0; /* This might change */
994 1029
995 if (sack==NULL || sack->type != CONTAINER) { 1030 if (!sack || sack->type != CONTAINER)
1031 {
996 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]");
997 return 0; 1033 return 0;
998 } 1034 }
999 op->contr->last_used = NULL; 1035
1000 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1001 1037
1002 if (sack->env!=op) { 1038 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1039 {
1045 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1041 return 1;
1094} 1042 }
1095 1043
1096/** 1044 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1045 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 1046 {
1121 1047 if (op->container == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 1048 {
1131 1049 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, op)) 1050 op->close_container ();
1133 return 1; 1051 return 1;
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 }
1134 1059
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1060 // fall through to opening it (active in inv)
1136 query_name(op->container)); 1061 }
1137 CLEAR_FLAG(op->container, FLAG_APPLIED); 1062 else if (sack->env)
1138 op->container=NULL; 1063 {
1064 // it is in our env, so activate it, do not open yet
1065 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1;
1139 esrv_update_item (UPD_FLAGS, op, tmp); 1067 esrv_update_item (UPD_FLAGS, op, sack);
1140 if (tmp == sack) return 1; 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1141 } 1074 {
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack); 1075 if (object *tmp = find_key (op, op, sack))
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1152 } else { 1077 else
1078 {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1154 query_name(sack));
1155 return 0;
1156 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1176 query_name(sack));
1177 return 0; 1080 return 1;
1178 } 1081 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181
1182 CLEAR_FLAG (sack, FLAG_APPLIED);
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1184 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack);
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 } 1082 }
1083
1084 op->open_container (sack);
1085
1205 return 1; 1086 return 1;
1206} 1087}
1207
1208 1088
1209/** 1089/**
1210 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1212 */ 1092 */
1093static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1094apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1095{
1215 /* Only players can make sacrifices on spell casting altars. */ 1096 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1097 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1098 return 0;
1218 1099
1219 if (operate_altar (altar, &sacrifice)) { 1100 if (operate_altar (altar, &sacrifice))
1101 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * 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
1222 * is up to map designers to use them properly. 1104 * is up to map designers to use them properly.
1223 */ 1105 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1225 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);
1226 altar->inv->name);
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1110 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1111 * old maps.
1230 */ 1112 */
1113
1231/* push_button (altar);*/ 1114/* push_button (altar);*/
1115 }
1232 } else { 1116 else
1117 {
1233 altar->value = 1; /* works only once */ 1118 altar->value = 1; /* works only once */
1234 push_button (altar); 1119 push_button (altar);
1235 } 1120 }
1121
1236 return sacrifice == NULL; 1122 return !sacrifice;
1237 } else { 1123 }
1124 else
1238 return 0; 1125 return 0;
1239 }
1240} 1126}
1241
1242 1127
1243/** 1128/**
1244 * Handles 'movement' of shop mats. 1129 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1130 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1131 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1132 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1133 * MSW 2001-08-29
1249 */ 1134 */
1135int
1250int apply_shop_mat (object * shop_mat, object * op) 1136apply_shop_mat (object *shop_mat, object *op)
1251{ 1137{
1252 int rv = 0; 1138 int rv = 0;
1253 double opinion; 1139 double opinion;
1254 object *tmp, *next; 1140 object *tmp, *next;
1255 1141
1262 * the shop. 1148 * the shop.
1263 */ 1149 */
1264 for (tmp = op->inv; tmp; tmp = next) 1150 for (tmp = op->inv; tmp; tmp = next)
1265 { 1151 {
1266 next = tmp->below; 1152 next = tmp->below;
1153
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1155 {
1269 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);
1270 1157
1271 remove_ob (tmp); 1158 tmp->remove ();
1159
1272 if (i == -1) 1160 if (i == -1)
1273 i = 0; 1161 i = 0;
1162
1274 tmp->map = op->map; 1163 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i]; 1164 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i]; 1165 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0); 1166 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1167 }
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1178 {
1290 1179
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1293 if (i != -1) 1183 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1185
1298 }
1299 return 0; 1186 return 0;
1300 } 1187 }
1301 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1303 */ 1190 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1192 }
1306 /* immediate block below is only used for players */ 1193 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1194 {
1309 get_payment (op, op->inv); 1195 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1196 rv = teleport (shop_mat, SHOP_MAT, op);
1311 1197
1312 if (shop_mat->msg) 1198 if (shop_mat->msg)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 1200 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 1201 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 1202 * actually the shop floor.
1319 */ 1203 */
1320 else if (!rv && !is_in_shop (op)) 1204 else if (!rv && !is_in_shop (op))
1321 { 1205 {
1322 opinion = shopkeeper_approval (op->map, op); 1206 opinion = shopkeeper_approval (op->map, op);
1207
1323 if (opinion > 0.9) 1208 if (opinion > 0.9)
1324 new_draw_info (NDI_UNIQUE, 0, op, 1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1325 "The shopkeeper gives you a friendly wave.");
1326 else if (opinion > 0.75) 1210 else if (opinion > 0.75)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1328 else if (opinion > 0.5) 1212 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else 1214 else
1331 new_draw_info (NDI_UNIQUE, 0, op, 1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1332 "The shopkeeper glares at you with contempt.");
1333 } 1216 }
1334 } 1217 }
1335 else 1218 else
1336 { 1219 {
1337 /* if we get here, a player tried to leave a shop but was not able 1220 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 1221 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 1222 * they are not on the mat anymore
1340 */ 1223 */
1341
1342 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
1343 if (i == -1) 1226 if (i == -1)
1344 { 1227 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1346 } 1229 }
1347 else 1230 else
1348 { 1231 {
1349 remove_ob (op); 1232 op->remove ();
1350 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1352 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;
1353 } 1236 }
1354 } 1237 }
1238
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1240 return rv;
1357} 1241}
1358 1242
1359/** 1243/**
1360 * Handles applying a sign. 1244 * Handles applying a sign.
1361 */ 1245 */
1246static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1363{ 1248{
1364 readable_message_type* msgType; 1249 readable_message_type *msgType;
1365 char newbuf[HUGE_BUF]; 1250 char newbuf[HUGE_BUF];
1251
1366 if (sign->msg == NULL) { 1252 if (sign->msg == NULL)
1253 {
1367 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.");
1368 return; 1255 return;
1369 } 1256 }
1370 1257
1371 if (sign->stats.food) { 1258 if (sign->stats.food)
1259 {
1372 if (sign->last_eat >= sign->stats.food) { 1260 if (sign->last_eat >= sign->stats.food)
1261 {
1373 if (!sign->move_on) 1262 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return; 1264 return;
1376 } 1265 }
1377 1266
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1268 sign->last_eat++;
1380 } 1269 }
1381 1270
1382 /* 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?
1383 * 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
1384 * 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
1385 * to us). 1274 * to us).
1386 */ 1275 */
1387 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)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1277 {
1389 "You are unable to read while blind."); 1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1390 return; 1279 return;
1391 } 1280 }
1392 msgType=get_readable_message_type(sign); 1281 msgType = get_readable_message_type (sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1394 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);
1395} 1284}
1396
1397 1285
1398/** 1286/**
1399 * 'victim' moves onto 'trap' 1287 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1288 * 'victim' leaves 'trap'
1401 * 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.
1402 * 1290 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1291 * originator: Player, monster or other object that caused 'victim' to move
1404 * 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.
1405 * However, some types of traps require an originator to function. 1293 * However, some types of traps require an originator to function.
1406 */ 1294 */
1295void
1407void move_apply (object *trap, object *victim, object *originator) 1296move_apply (object *trap, object *victim, object *originator)
1408{ 1297{
1409 static int recursion_depth = 0; 1298 static int recursion_depth = 0;
1410 1299
1411 /* Only exits affect DMs. */ 1300 /* Only exits affect DMs. */
1412 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)
1413 return; 1302 return;
1414 1303
1415 /* move_apply() is the most likely candidate for causing unwanted and 1304 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1305 * possibly unlimited recursion.
1417 */ 1306 */
1419 * maps to fail. 1) it's not an error to recurse: 1308 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1309 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1310 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1311 * proper. This code was causing needless crashes.
1423 */ 1312 */
1424 if (recursion_depth >= 500) { 1313 if (recursion_depth >= 500)
1314 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[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);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1317 return;
1429 } 1318 }
1430 recursion_depth++; 1319 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1320 if (trap->head)
1321 trap = trap->head;
1432 1322
1433 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 }
1434 goto leave; 1347 goto leave;
1435 1348
1436 switch (trap->type) { 1349 case SPINNER:
1437 case PLAYERMOVER: 1350 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1351 {
1439 !should_director_abort(trap, victim)) { 1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1353 update_turn_face (victim);
1354 }
1355 goto leave;
1441 1356
1442 /* Is this correct? From the docs, it doesn't look like it 1357 case DIRECTOR:
1443 * should be divided by trap->speed 1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1444 */ 1401 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1402 int tot;
1446 1403
1447 /* Just put in some sanity check. I think there is a bug in the 1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 * above with some objects have zero speed, and thus the player 1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 */ 1407
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1453 } 1413 }
1454 goto leave;
1455 1414
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 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 {
1519 /* 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,
1520 * ab->above would be bogus 1418 * ab->above would be bogus
1521 */ 1419 */
1522 ab_next = ab->above; 1420 ab_next = ab->above;
1523 1421
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1525 if ( ! sound_was_played) { 1424 if (!sound_was_played)
1425 {
1526 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);
1527 sound_was_played = 1; 1427 sound_was_played = 1;
1528 } 1428 }
1529 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!");
1530 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);
1531 } 1431 }
1532 } 1432 }
1533 goto leave; 1433 goto leave;
1534 } 1434 }
1535 1435
1536 1436
1537 case CONVERTER: 1437 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1438 if (convert_item (victim, trap) < 0)
1539 object *op; 1439 {
1540
1541 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));
1542 1441 get_archetype ("burnout")->insert_at (trap, trap);
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 } 1442 }
1443
1550 goto leave; 1444 goto leave;
1551 1445
1552 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1449 check_trigger (trap, victim);
1556 goto leave; 1450 goto leave;
1557 1451
1558 case DEEP_SWAMP: 1452 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1453 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1454 goto leave;
1561 1455
1562 case CHECK_INV: 1456 case CHECK_INV:
1563 check_inv (victim, trap); 1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1564 goto leave; 1463 goto leave;
1565 1464
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* 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.
1572 * Processing will happen if the head runs into the pit 1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1573 */ 1481 */
1574 if (victim->head) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1589 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1590 } 1486 }
1591 goto leave; 1487 goto leave;
1592 1488
1593 case ENCOUNTER: 1489 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1595 goto leave; 1491 goto leave;
1596 1492
1597 case SHOP_MAT: 1493 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1494 apply_shop_mat (trap, victim);
1599 goto leave; 1495 goto leave;
1600 1496
1601 /* Drop a certain amount of gold, and have one item identified */ 1497 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1498 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1499 apply_id_altar (victim, trap, originator);
1604 goto leave; 1500 goto leave;
1605 1501
1606 case SIGN: 1502 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1503 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1505
1610 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1611 goto leave; 1507 goto leave;
1612 1508
1613 case CONTAINER: 1509 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1618 goto leave; 1511 goto leave;
1619 1512
1620 case RUNE: 1513 case RUNE:
1621 case TRAP: 1514 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1623 spring_trap(trap, victim); 1517 spring_trap (trap, victim);
1624 } 1518 }
1625 goto leave; 1519 goto leave;
1626 1520
1627 default: 1521 default:
1628 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 "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1630 trap->type);
1631 goto leave; 1524 goto leave;
1632 } 1525 }
1633 1526
1634 leave: 1527leave:
1635 recursion_depth--; 1528 recursion_depth--;
1636} 1529}
1637 1530
1638/** 1531/**
1639 * Handles reading a regular (ie not containing a spell) book. 1532 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1533 */
1534static void
1641static void apply_book (object *op, object *tmp) 1535apply_book (object *op, object *tmp)
1642{ 1536{
1643 int lev_diff; 1537 int lev_diff;
1644 object *skill_ob; 1538 object *skill_ob;
1645 1539
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1647 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.");
1648 return; 1543 return;
1649 } 1544 }
1650 if(tmp->msg==NULL) { 1545 if (tmp->msg == NULL)
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 {
1652 "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);
1653 return; 1548 return;
1654 } 1549 }
1655 1550
1656 /* need a literacy skill to read stuff! */ 1551 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1552 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1553 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1554 {
1660 "You are unable to decipher the strange symbols."); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1661 return; 1556 return;
1662 } 1557 }
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1558 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1665 if (lev_diff < 2) 1561 if (lev_diff < 2)
1666 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.");
1667 else if (lev_diff < 3) 1563 else if (lev_diff < 3)
1668 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.");
1669 else if (lev_diff < 5) 1565 else if (lev_diff < 5)
1670 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.");
1671 else if (lev_diff < 8) 1567 else if (lev_diff < 8)
1672 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.");
1673 else if (lev_diff < 15) 1569 else if (lev_diff < 15)
1674 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.");
1675 else 1571 else
1676 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.");
1677 return; 1573 return;
1678 } 1574 }
1679 1575
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s", 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg); 1581 long_desc (tmp, op), &tmp->msg);
1686 1582
1687 /* gain xp from reading */ 1583 /* gain xp from reading */
1688 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 */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1691 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1693 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1695 else op->contr->socket.update_look=1; 1596 else
1597 op->contr->ns->floorbox_update ();
1696 } 1598 }
1599
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 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 */
1699 } 1602 }
1700} 1603}
1701 1604
1702/** 1605/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * 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
1705 */ 1608 */
1609static void
1706static void apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1707{ 1611{
1708 switch ((int) learn_skill (op, tmp)) { 1612 switch ((int) learn_skill (op, tmp))
1613 {
1709 case 0: 1614 case 0:
1710 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 ");
1711 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));
1712 return; 1617 return;
1713 1618
1714 case 1: 1619 case 1:
1715 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);
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp); 1621 decrease_ob (tmp);
1721 return; 1622 return;
1722 1623
1723 default: 1624 default:
1724 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));
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp); 1626 decrease_ob (tmp);
1727 return; 1627 return;
1728 } 1628 }
1729} 1629}
1730 1630
1731/** 1631/**
1732 * Actually makes op learn spell. 1632 * Actually makes op learn spell.
1733 * Informs player of what happens. 1633 * Informs player of what happens.
1734 */ 1634 */
1635void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1636do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1637{
1737 object *tmp; 1638 object *tmp;
1738 1639
1739 if (op->type != PLAYER) { 1640 if (op->type != PLAYER)
1641 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1643 return;
1742 } 1644 }
1743 1645
1744 /* Upgrade special prayers to normal prayers */ 1646 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1747 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");
1748 return; 1652 return;
1749 } 1653 }
1750 return; 1654 return;
1751 } 1655 }
1752 1656
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object(); 1658 tmp = spell->clone ();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op); 1659 insert_ob_in_ob (tmp, op);
1757 1660
1758 if (special_prayer) { 1661 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1663
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1766} 1665}
1767 1666
1768/** 1667/**
1769 * Erases spell from player's inventory. 1668 * Erases spell from player's inventory.
1770 */ 1669 */
1670void
1771void do_forget_spell (object *op, const char *spell) 1671do_forget_spell (object *op, const char *spell)
1772{ 1672{
1773 object *spob; 1673 object *spob;
1774 1674
1775 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1678 return;
1778 } 1679 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1683 return;
1782 }
1783 1684 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1685
1785 "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1689 spob->destroy ();
1789 free_object(spob);
1790} 1690}
1791 1691
1792/** 1692/**
1793 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1794 * 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,
1795 * stuff like that. Random learning failure too. 1695 * stuff like that. Random learning failure too.
1796 */ 1696 */
1697static void
1797static void apply_spellbook (object *op, object *tmp) 1698apply_spellbook (object *op, object *tmp)
1798{ 1699{
1799 object *skop, *spell, *spell_skill; 1700 object *skop, *spell, *spell_skill;
1800 1701
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1802 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.");
1803 return; 1705 return;
1804 } 1706 }
1805 1707
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1709 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1710 * legacy spellbooks
1809 */ 1711 */
1810 1712
1811 if(tmp->slaying != NULL) { 1713 if (tmp->slaying != NULL)
1714 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1716 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1717 {
1815 "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);
1816 return; 1719 return;
1817 } 1720 }
1818 else 1721 else
1819 insert_ob_in_ob(spell, tmp); 1722 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL; 1723 tmp->slaying = NULL;
1822 } 1724 }
1823 1725
1824 skop = find_skill_by_name(op, tmp->skill); 1726 skop = find_skill_by_name (op, tmp->skill);
1825 1727
1826 /* 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
1827 * lower than the spell will make learning the spell more difficult */ 1729 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1730 if (!skop)
1731 {
1829 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.");
1830 return; 1733 return;
1831 } 1734 }
1832 1735
1833 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1834 if (!spell) { 1738 if (!spell)
1739 {
1835 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);
1836 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.");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1742 return;
1842 } 1743 }
1843 1744
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1746 {
1846 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 }
1847 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
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1849 identify(tmp); 1755 identify (tmp);
1756
1850 if (tmp->env) 1757 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1852 else 1759 else
1853 op->contr->socket.update_look=1; 1760 op->contr->ns->floorbox_update ();
1854 } 1761 }
1855 1762
1856 /* 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
1857 * 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
1858 * 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
1859 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
1860 */ 1767 */
1861 if (check_spell_known (op, spell->name)) { 1768 if (check_spell_known (op, spell->name))
1769 {
1862 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");
1863 return; 1771 return;
1864 } 1772 }
1865 1773
1866 if (spell->skill) { 1774 if (spell->skill)
1775 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1868 if (!spell_skill) { 1778 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1779 {
1870 "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);
1871 spell->skill);
1872 return; 1781 return;
1873 } 1782 }
1783
1874 if (spell_skill->level < spell->level) { 1784 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1785 {
1876 "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);
1877 spell->level, spell->skill);
1878 return; 1787 return;
1879 } 1788 }
1880 } 1789 }
1881 1790
1882 /* Logic as follows 1791 /* Logic as follows
1883 * 1792 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1794 *
1886 * 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
1887 * a spell. 1796 * a spell.
1888 * 1797 *
1889 * 3 -Automatically fail to learn if you read while confused 1798 * 3 -Automatically fail to learn if you read while confused
1890 * 1799 *
1891 * 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
1892 * literacy rate very useful! -b.t. 1801 * literacy rate very useful! -b.t.
1893 */ 1802 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1895 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!");
1896 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 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (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])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1810 {
1900 1811
1901 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!");
1902 do_learn_spell (op, spell, 0); 1813 do_learn_spell (op, spell, 0);
1903 1814
1904 /* xp gain to literacy for spell learning */ 1815 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 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);
1907 } else { 1818 }
1819 else
1820 {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1909 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");
1910 } 1823 }
1824
1911 decrease_ob(tmp); 1825 decrease_ob (tmp);
1912} 1826}
1913 1827
1914/** 1828/**
1915 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
1916 */ 1830 */
1831void
1917void apply_scroll (object *op, object *tmp, int dir) 1832apply_scroll (object *op, object *tmp, int dir)
1918{ 1833{
1919 object *skop; 1834 object *skop;
1920 1835
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
1922 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.");
1923 return; 1839 return;
1924 } 1840 }
1925 1841
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 1842 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 1843 {
1928 "The scroll just doesn't make sense!"); 1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1929 return; 1845 return;
1930 } 1846 }
1931 1847
1932 if(op->type==PLAYER) { 1848 if (op->type == PLAYER)
1849 {
1933 /* players need a literacy skill to read stuff! */ 1850 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 1851 int exp_gain = 0;
1935 1852
1936 /* hard code literacy - tmp->skill points to where the exp 1853 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 1854 * should go for anything killed by the spell.
1938 */ 1855 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 1857
1941 if ( ! skop) { 1858 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 1859 {
1943 "You are unable to decipher the strange symbols."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1944 return; 1861 return;
1945 } 1862 }
1946 1863
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 1865 change_exp (op, exp_gain, skop->skill, 0);
1949 } 1866 }
1950 1867
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 1869 identify (tmp);
1953 1870
1954 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);
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 1872
1957 1873
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 1874 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 1875 decrease_ob (tmp);
1960} 1876}
1961 1877
1962/** 1878/**
1963 * Applies a treasure object - by default, chest. op 1879 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 1880 * is the person doing the applying, tmp is the treasure
1965 * chest. 1881 * chest.
1966 */ 1882 */
1883static void
1967static void apply_treasure (object *op, object *tmp) 1884apply_treasure (object *op, object *tmp)
1968{ 1885{
1969 object *treas; 1886 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971 1887
1972 1888
1973 /* 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
1974 * 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
1975 * 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
1976 * 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
1977 * treasure 1893 * treasure
1978 */ 1894 */
1979 1895
1980 treas = tmp->inv; 1896 treas = tmp->inv;
1981 if(treas==NULL) { 1897 if (treas == NULL)
1898 {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 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);
2011 1928
2012} 1929}
2013 1930
2014/** 1931/**
2015 * op eats food. 1932 * op eats food.
2016 * If player, takes care of messages and dragon special food. 1933 * If player, takes care of messages and dragon special food.
2017 */ 1934 */
1935static void
2018static void apply_food (object *op, object *tmp) 1936apply_food (object *op, object *tmp)
2019{ 1937{
2020 int capacity_remaining; 1938 int capacity_remaining;
2021 1939
2022 if(op->type!=PLAYER) 1940 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 1941 op->stats.hp = op->stats.maxhp;
2024 else { 1942 else
1943 {
2025 /* check if this is a dragon (player), eating some flesh */ 1944 /* check if this is a dragon (player), eating some flesh */
2026 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))
2027 ; 1946 ;
2028 else { 1947 else
1948 {
2029 /* usual case - no dragon meal: */ 1949 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 1950 if (op->stats.food + tmp->stats.food > 999)
1951 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 1952 if (tmp->type == FOOD || tmp->type == FLESH)
2032 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!");
2033 else 1954 else
2034 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!");
2035 } 1956 }
2036 1957
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 {
2038 char buf[MAX_BUF]; 1960 char buf[MAX_BUF];
2039 1961
2040 if (!is_dragon_pl(op)) { 1962 if (!is_dragon_pl (op))
1963 {
2041 /* eating message for normal players*/ 1964 /* eating message for normal players */
2042 if(tmp->type==DRINK) 1965 if (tmp->type == DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1967 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 }
2044 else 1970 else
2045 sprintf(buf,"The %s tasted %s",tmp->name, 1971 {
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 1972 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 1973 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2051 } 1974 }
2052 1975
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 1976 new_draw_info (NDI_UNIQUE, 0, op, buf);
2054 capacity_remaining = 999 - op->stats.food; 1977 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 1978 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 1979 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 1980 op->stats.hp += capacity_remaining / 50;
2058 else 1981 else
2059 op->stats.hp+=tmp->stats.food/50; 1982 op->stats.hp += tmp->stats.food / 50;
2060 if(op->stats.hp>op->stats.maxhp) 1983 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 1984 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 1985 if (op->stats.food > 999)
2063 op->stats.food = 999; 1986 op->stats.food = 999;
2064 } 1987 }
2065 1988
2066 /* special food hack -b.t. */ 1989 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 1991 eat_special_food (op, tmp);
2069 } 1992 }
2070 } 1993 }
2071 handle_apply_yield(tmp); 1994 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 1995 decrease_ob (tmp);
2073} 1996}
2074 1997
2075/** 1998/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * 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.
2080 * object *op the object (dragon player) eating the flesh 2003 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2004 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2005 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2006 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2007 */
2008int
2085int dragon_eat_flesh(object *op, object *meal) { 2009dragon_eat_flesh (object *op, object *meal)
2010{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2011 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2012 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2089 2014
2090 char buf[MAX_BUF]; /* tmp. string buffer */ 2015 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2016 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2017 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2019 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2021 int winners = 0; /* number of winners */
2097 int i; /* index */ 2022 int i; /* index */
2098 2023
2099 /* let's make sure and doublecheck the parameters */ 2024 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2026 return 0;
2102 2027
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 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
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->type == FORCE) { 2034 if (tmp->type == FORCE)
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2035 if (tmp->arch->name == dragon_skin_force)
2108 skin = tmp; 2036 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2037 else if (tmp->arch->name == dragon_ability_force)
2110 abil = tmp; 2038 abil = tmp;
2111 } 2039
2112 }
2113
2114 /* 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
2115 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2042 if (skin == NULL || abil == NULL)
2117 2043 return 0;
2044
2118 /* now start by filling stomache and health, according to food-value */ 2045 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2046 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2047 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2048 else
2122 op->stats.hp += meal->stats.food/50; 2049 op->stats.hp += meal->stats.food / 50;
2123 if(op->stats.hp>op->stats.maxhp) 2050 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2051 op->stats.hp = op->stats.maxhp;
2125 2052
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2054
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2055 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2056
2130 /* on to the interesting part: chances for adding resistance */ 2057 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2058 for (i = 0; i < NROFATTACKS; i++)
2059 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2060 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2061 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2062 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2063
2135 /* this bonus makes resistance increase easier at lower levels */ 2064 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2065 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2066 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2067 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2068
2140 /* monster bonus increases with level, because high-level 2069 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2070 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2071 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2072
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2073 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2074 ((double) settings.max_level)) - skin->resist[i];
2146 2075
2147 if (chance >= 0.) 2076 if (chance >= 0.)
2148 chance += 1.; 2077 chance += 1.;
2149 else 2078 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2079 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2080
2152 /* chance is proportional to amount of resistance (max. 50) */ 2081 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2082 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2083
2155 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2086 chance = MIN (100., chance * 2.);
2158 2087
2159 /* 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!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2090 {
2161 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2162 winners++; 2092 winners++;
2163 } 2093 }
2164 2094
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2095 if (chance >= 0.01)
2166 2096 totalchance *= 1 - chance / 100;
2097
2167 /*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); */
2168 } 2099 }
2169 } 2100 }
2170 2101
2171 /* inverse totalchance as until now we have the failure-chance */ 2102 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2103 totalchance = 100 - totalchance * 100;
2173 /* print message according to totalchance */ 2104 /* print message according to totalchance */
2174 if (totalchance > 50.) 2105 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2107 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2108 sprintf (buf, "The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2109 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2110 sprintf (buf, "The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2111 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2112 sprintf (buf, "The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2113 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2114 sprintf (buf, "The %s had a boring taste.", &meal->name);
2184 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))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2116 sprintf (buf, "The %s tasted strange.", &meal->name);
2186 else 2117 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2118 sprintf (buf, "The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2119 new_draw_info (NDI_UNIQUE, 0, op, buf);
2189 2120
2190 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2191 i = -1; 2122 i = -1;
2192 if (winners>0) 2123 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2124 i = atnr_winner[RANDOM () % winners];
2194 2125
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2196 /* resistance increased! */ 2128 /* resistance increased! */
2197 skin->resist[i]++; 2129 skin->resist[i]++;
2198 fix_player(op); 2130 op->update_stats ();
2199 2131
2200 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]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2202 } 2134 }
2203 2135
2204 /* if this flesh contains a new ability focus, we mark it 2136 /* if this flesh contains a new ability focus, we mark it
2205 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 */
2206 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)
2207 && meal->last_eat != abil->last_eat) { 2139 {
2208 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> */
2209 2141
2210 if (meal->last_eat != abil->stats.exp) { 2142 if (meal->last_eat != abil->stats.exp)
2143 {
2211 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]);
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2214 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);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf); 2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2216 } 2148 }
2217 else { 2149 else
2150 {
2218 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]);
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2153 abil->last_eat = 0;
2222 } 2154 }
2223 } 2155 }
2224 return 1; 2156 return 1;
2225}
2226
2227static void apply_savebed (object *pl)
2228{
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 /* Need to call terminate_all_pets() before we remove the player ob */
2236 terminate_all_pets(pl);
2237 remove_ob(pl);
2238 pl->direction=0;
2239 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2240 "%s leaves the game.",pl->name);
2241
2242 /* update respawn position */
2243 strcpy(pl->contr->savebed_map, pl->map->path);
2244 pl->contr->bed_x = pl->x;
2245 pl->contr->bed_y = pl->y;
2246
2247 strcpy(pl->contr->killer,"left");
2248 check_score(pl); /* Always check score */
2249 (void)save_player(pl,0);
2250 pl->map->players--;
2251#if MAP_MAXTIMEOUT
2252 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2253#endif
2254 play_again(pl);
2255 pl->speed = 0;
2256 update_ob_speed(pl);
2257} 2157}
2258 2158
2259/** 2159/**
2260 * Handles applying an improve armor scroll. 2160 * Handles applying an improve armor scroll.
2261 * Does some sanity checks, then calls improve_armour. 2161 * Does some sanity checks, then calls improve_armour.
2262 */ 2162 */
2163static void
2263static void apply_armour_improver (object *op, object *tmp) 2164apply_armour_improver (object *op, object *tmp)
2264{ 2165{
2265 object *armor; 2166 object *armor;
2266 2167
2267 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 {
2268 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.");
2269 return;
2270 }
2271 armor=find_marked_object(op);
2272 if ( ! armor) {
2273 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2274 return; 2171 return;
2275 } 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
2276 if (armor->type != ARMOUR 2182 if (armor->type != ARMOUR
2277 && armor->type != CLOAK 2183 && armor->type != CLOAK
2278 && armor->type != BOOTS && armor->type != GLOVES 2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2279 && armor->type != BRACERS && armor->type != SHIELD
2280 && armor->type != HELMET)
2281 { 2185 {
2282 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");
2283 return; 2187 return;
2284 } 2188 }
2285 2189
2286 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2287 improve_armour(op,tmp,armor); 2191 improve_armour (op, tmp, armor);
2288} 2192}
2289 2193
2290 2194extern void
2291extern void apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2292{ 2196{
2293 if (op->type == PLAYER) { 2197 if (op->type == PLAYER)
2198 {
2294 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2295 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2296 strcpy(op->contr->killer,"poisonous booze"); 2201 strcpy (op->contr->killer, "poisonous booze");
2297 } 2202 }
2298 if (tmp->stats.hp > 0) { 2203 if (tmp->stats.hp > 0)
2204 {
2299 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);
2300 tmp->stats.hp);
2301 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2302 } 2207 }
2303 op->stats.food-=op->stats.food/4; 2208 op->stats.food -= op->stats.food / 4;
2304 handle_apply_yield(tmp); 2209 handle_apply_yield (tmp);
2305 decrease_ob(tmp); 2210 decrease_ob (tmp);
2306} 2211}
2307 2212
2308/** 2213/**
2309 * 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.
2310 * A valid 2 way exit means: 2215 * A valid 2 way exit means:
2311 * -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)
2312 * -You are 2217 * -You are
2313 * ° the owner of the exit 2218 * ° the owner of the exit
2314 * ° or in the same party as the owner 2219 * ° or in the same party as the owner
2315 * 2220 *
2316 * 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
2317 * 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
2318 * 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).
2319 */ 2224 */
2225int
2320int is_legal_2ways_exit (object* op, object *exit) 2226is_legal_2ways_exit (object *op, object *exit)
2321 { 2227{
2322 object * tmp; 2228 if (exit->stats.exp != 1)
2323 object * exit_owner; 2229 return 1; /*This is not a 2 way, so it is legal */
2324 player * pp; 2230
2325 mapstruct * exitmap; 2231#if 0 //TODO
2326 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)
2327 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 */
2328 /* To know if an exit has a correspondant, we look at 2234#endif
2329 * all the exits in destination and try to find one with same path as 2235
2330 * the current exit's position */ 2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2331 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2237
2332 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2333 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2334 if (exitmap) 2238 if (exitmap)
2335 { 2239 {
2336 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2240 exitmap->load_sync ();
2337 if (!tmp) return 0; 2241
2338 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)
2339 { 2248 {
2340 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2249 if (tmp->type != EXIT)
2341 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2250 continue; /*Not an exit */
2342 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2343 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2344 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
2345 /* 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
2346 * 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
2347 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2348 */ 2264 */
2265 if (!exit->race)
2349 if (!exit->race) return 1; /*No owner, free for all!*/ 2266 return 1; /*No owner, free for all! */
2350 exit_owner=NULL; 2267
2351 for (pp=first_player;pp;pp=pp->next) 2268 object *exit_owner = 0;
2269
2270 for_all_players (pp)
2352 { 2271 {
2353 if (!pp->ob) continue; 2272 if (!pp->ob)
2273 continue;
2274
2354 if (pp->ob->name!=exit->race) continue; 2275 if (pp->ob->name != exit->race)
2276 continue;
2277
2355 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 */
2356 break; 2279 break;
2357 } 2280 }
2358 if (!exit_owner) return 0; /* No more owner*/ 2281
2359 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
2360 if ( exit_owner && /*There is a owner*/ 2288 if (exit_owner && /*There is a owner */
2361 (op->contr) && /*A player tries to pass */ 2289 (op->contr) && /*A player tries to pass */
2362 ( (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 */
2363 (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 */
2364 return 0; 2292 return 0;
2293
2365 return 1; 2294 return 1;
2366 } 2295 }
2367 } 2296 }
2297
2368 return 0; 2298 return 0;
2369 } 2299}
2370
2371 2300
2372/** 2301/**
2373 * Main apply handler. 2302 * Main apply handler.
2374 * 2303 *
2375 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2383 * being applied. 2312 * being applied.
2384 * 2313 *
2385 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2386 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2387 */ 2316 */
2388 2317int
2389int manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2390{ 2319{
2391 if (tmp->head) tmp=tmp->head; 2320 if (tmp->head)
2321 tmp = tmp->head;
2392 2322
2393 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 {
2394 if (op->type == PLAYER) { 2325 if (op->type == PLAYER)
2326 {
2395 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.");
2328 return 1;
2329 }
2330 else
2331 return 0; /* monsters just skip unpaid items */
2332 }
2333
2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2335 return RESULT_INT (0);
2336
2337 switch (tmp->type)
2338 {
2339 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2342 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp);
2346 return 1;
2347
2348 case TRIGGER:
2349 if (check_trigger (tmp, op))
2350 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2353 }
2354 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2356
2357 return 1;
2358
2359 case EXIT:
2360 if (op->type != PLAYER)
2361 return 0;
2362
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 else
2366 {
2367 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2371 op->enter_exit (tmp);
2372 }
2373
2374 return 1;
2375
2376 case SIGN:
2377 apply_sign (op, tmp, 0);
2378 return 1;
2379
2380 case BOOK:
2381 if (op->type == PLAYER)
2382 {
2383 apply_book (op, tmp);
2396 return 1; 2384 return 1;
2397 } else {
2398 return 0; /* monsters just skip unpaid items */
2399 } 2385 }
2400 } 2386 else
2387 return 0;
2401 2388
2402 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2389 case SKILLSCROLL:
2403 return RESULT_INT (0); 2390 if (op->type == PLAYER)
2404 2391 {
2405 switch (tmp->type) { 2392 apply_skillscroll (op, tmp);
2406
2407 case CF_HANDLE:
2408 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2409 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2410 tmp->value=tmp->value?0:1;
2411 SET_ANIMATION(tmp, tmp->value);
2412 update_object(tmp,UP_OBJ_FACE);
2413 push_button(tmp);
2414 return 1; 2393 return 1;
2415
2416 case TRIGGER:
2417 if (check_trigger (tmp, op)) {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2419 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2420 } else {
2421 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2422 } 2394 }
2395 else
2396 return 0;
2397
2398 case SPELLBOOK:
2399 if (op->type == PLAYER)
2400 {
2401 apply_spellbook (op, tmp);
2423 return 1; 2402 return 1;
2424
2425 case EXIT:
2426 if (op->type != PLAYER)
2427 return 0;
2428 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2429 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2430 query_name(tmp));
2431 } else {
2432 /* Don't display messages for random maps. */
2433 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2434 strncmp(EXIT_PATH(tmp), "/random/", 8))
2435 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2436 enter_exit(op,tmp);
2437 } 2403 }
2404 else
2405 return 0;
2406
2407 case SCROLL:
2408 apply_scroll (op, tmp, 0);
2409 return 1;
2410
2411 case POTION:
2412 apply_potion (op, tmp);
2413 return 1;
2414
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2417 case CLOSE_CON:
2418 apply_container (op, tmp->env);
2419 return 1;
2420
2421 case CONTAINER:
2422 apply_container (op, tmp);
2423 return 1;
2424
2425 case TREASURE:
2426 if (op->type == PLAYER)
2427 {
2428 apply_treasure (op, tmp);
2438 return 1; 2429 return 1;
2430 }
2431 else
2432 return 0;
2439 2433
2434 case WEAPON:
2435 case ARMOUR:
2436 case BOOTS:
2437 case GLOVES:
2438 case AMULET:
2439 case GIRDLE:
2440 case BRACERS:
2441 case SHIELD:
2442 case HELMET:
2440 case SIGN: 2443 case RING:
2444 case CLOAK:
2445 case WAND:
2446 case ROD:
2447 case HORN:
2448 case SKILL:
2449 case BOW:
2450 case LAMP:
2451 case BUILDER:
2452 case SKILL_TOOL:
2453 if (tmp->env != op)
2454 return 2; /* not in inventory */
2455
2456 apply_special (op, tmp, aflag);
2457 return 1;
2458
2459 case DRINK:
2460 case FOOD:
2461 case FLESH:
2462 apply_food (op, tmp);
2463 return 1;
2464
2465 case POISON:
2441 apply_sign (op, tmp, 0); 2466 apply_poison (op, tmp);
2467 return 1;
2468
2469 case SAVEBED:
2470 return 1;
2471
2472 case ARMOUR_IMPROVER:
2473 if (op->type == PLAYER)
2474 {
2475 apply_armour_improver (op, tmp);
2442 return 1; 2476 return 1;
2443
2444 case BOOK:
2445 if (op->type == PLAYER) {
2446 apply_book (op, tmp);
2447 return 1;
2448 } else {
2449 return 0;
2450 } 2477 }
2451 2478 else
2452 case SKILLSCROLL:
2453 if (op->type == PLAYER) {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 return 0; 2479 return 0;
2458 2480
2481 case WEAPON_IMPROVER:
2482 check_improve_weapon (op, tmp);
2483 return 1;
2484
2459 case SPELLBOOK: 2485 case CLOCK:
2460 if (op->type == PLAYER) { 2486 if (op->type == PLAYER)
2461 apply_spellbook (op, tmp);
2462 return 1;
2463 } 2487 {
2464 return 0; 2488 char buf[MAX_BUF];
2489 timeofday_t tod;
2465 2490
2466 case SCROLL: 2491 get_tod (&tod);
2467 apply_scroll (op, tmp, 0); 2492 sprintf (buf, "It is %d minute%s past %d o'clock %s",
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);
2468 return 1; 2497 return 1;
2498 }
2499 else
2500 return 0;
2469 2501
2470 case POTION: 2502 case MENU:
2471 (void) apply_potion(op, tmp); 2503 if (op->type == PLAYER)
2504 {
2505 shop_listing (tmp, op);
2472 return 1; 2506 return 1;
2507 }
2508 else
2509 return 0;
2473 2510
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2511 case POWER_CRYSTAL:
2475 case CLOSE_CON: 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1;
2514
2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2476 if (op->type==PLAYER) 2516 if (op->type == PLAYER)
2477 (void) esrv_apply_container (op, tmp->env); 2517 {
2478 else 2518 apply_lighter (op, tmp);
2479 (void) apply_container (op, tmp->env);
2480 return 1; 2519 return 1;
2481
2482 case CONTAINER:
2483 if (op->type==PLAYER)
2484 (void) esrv_apply_container (op, tmp);
2485 else
2486 (void) apply_container (op, tmp);
2487 return 1;
2488
2489 case TREASURE:
2490 if (op->type == PLAYER) {
2491 apply_treasure (op, tmp);
2492 return 1;
2493 } else {
2494 return 0;
2495 } 2520 }
2496 2521 else
2497 case WEAPON:
2498 case ARMOUR:
2499 case BOOTS:
2500 case GLOVES:
2501 case AMULET:
2502 case GIRDLE:
2503 case BRACERS:
2504 case SHIELD:
2505 case HELMET:
2506 case RING:
2507 case CLOAK:
2508 case WAND:
2509 case ROD:
2510 case HORN:
2511 case SKILL:
2512 case BOW:
2513 case LAMP:
2514 case BUILDER:
2515 case SKILL_TOOL:
2516 if (tmp->env != op)
2517 return 2; /* not in inventory */
2518 (void) apply_special (op, tmp, aflag);
2519 return 1; 2522 return 0;
2520 2523
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 if (op->type == PLAYER) {
2533 apply_savebed (op);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case ARMOUR_IMPROVER:
2540 if (op->type == PLAYER) {
2541 apply_armour_improver (op, tmp);
2542 return 1;
2543 } else {
2544 return 0;
2545 }
2546
2547 case WEAPON_IMPROVER:
2548 (void) check_improve_weapon(op, tmp);
2549 return 1;
2550
2551 case CLOCK:
2552 if (op->type == PLAYER) {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod(&tod);
2557 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2560 ((tod.hour >= 14) ? "pm" : "am"));
2561 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2562 new_draw_info(NDI_UNIQUE, 0,op, buf);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case MENU:
2569 if (op->type == PLAYER) {
2570 shop_listing (op);
2571 return 1;
2572 } else {
2573 return 0;
2574 }
2575
2576 case POWER_CRYSTAL:
2577 apply_power_crystal(op,tmp); /* see egoitem.c */
2578 return 1;
2579
2580 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) {
2582 apply_lighter(op,tmp);
2583 return 1;
2584 } else {
2585 return 0;
2586 }
2587
2588 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2589 apply_item_transformer( op, tmp ); 2525 apply_item_transformer (op, tmp);
2590 return 1; 2526 return 1;
2591 2527
2592 default: 2528 default:
2593 return 0; 2529 return 0;
2594 } 2530 }
2595} 2531}
2596 2532
2597 2533
2598/* 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"
2599 * 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
2600 * "but you are floating high above the ground" messages. 2536 * "but you are floating high above the ground" messages.
2601 * 2537 *
2602 * Same return value as apply() function. 2538 * Same return value as apply() function.
2603 */ 2539 */
2540int
2604int player_apply (object *pl, object *op, int aflag, int quiet) 2541player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2542{
2606 int tmp; 2543 int tmp;
2607 2544
2608 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2546 {
2609 /* player is flying and applying object not in inventory */ 2547 /* player is flying and applying object not in inventory */
2610 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 {
2611 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!");
2612 "above the ground!");
2613 return 0; 2551 return 0;
2614 } 2552 }
2615 } 2553 }
2616 2554
2617 /* 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
2618 * applied. 2556 * applied.
2619 */ 2557 */
2620 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))
2621 { 2559 {
2622 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);
2623 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!");
2624 "of smoke!");
2625 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.");
2626 remove_ob (op); 2563 op->destroy ();
2627 free_object (op);
2628 return 1; 2564 return 1;
2629 } 2565 }
2630 2566
2631 pl->contr->last_used = op; 2567 pl->contr->last_used = op;
2632 pl->contr->last_used_id = op->count;
2633 2568
2634 tmp = manual_apply (pl, op, aflag); 2569 tmp = manual_apply (pl, op, aflag);
2635 if ( ! quiet) { 2570 if (!quiet)
2571 {
2636 if (tmp == 0) 2572 if (tmp == 0)
2637 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));
2638 "I don't know how to apply the %s.",
2639 query_name (op));
2640 else if (tmp == 2) 2574 else if (tmp == 2)
2641 new_draw_info_format (NDI_UNIQUE, 0, pl, 2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2642 "You must get it first!\n");
2643 } 2576 }
2644 return tmp; 2577 return tmp;
2645} 2578}
2646 2579
2647/** 2580/**
2648 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2649 * 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
2650 * we use the ground. 2583 * we use the ground.
2651 */ 2584 */
2652 2585void
2653void player_apply_below (object *pl) 2586player_apply_below (object *pl)
2654{ 2587{
2655 object *tmp, *next;
2656 int floors; 2588 int floors = 0;
2657 2589
2658 /* 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
2659 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2660 */
2661 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2662
2663 /* 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
2664 * 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
2665 * 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
2666 * 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
2667 * not return a proper value. 2596 * not return a proper value.
2668 */ 2597 */
2669 for (floors = 0; tmp!=NULL; tmp=next) { 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2599 {
2670 next = tmp->below; 2600 next = tmp->below;
2601
2671 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2672 floors++; 2603 floors++;
2673 else if (floors > 0) 2604 else if (floors > 0)
2674 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2675 2606
2676 /* 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
2677 * person moving on it, also activate. Added code to make it 2608 * person moving on it, also activate. Added code to make it
2678 * 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
2679 * the item needs. 2610 * the item needs.
2680 */ 2611 */
2681 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2612 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2682 if (player_apply (pl, tmp, 0, 1) == 1) 2614 if (player_apply (pl, tmp, 0, 1) == 1)
2683 return; 2615 return;
2684 } 2616 }
2685 if (floors >= 2) 2617 if (floors >= 2)
2686 return; /* process at most two floor objects */ 2618 return; /* process at most two floor objects */
2687 } 2619 }
2688} 2620}
2689 2621
2690/** 2622/**
2691 * Unapplies specified item. 2623 * Unapplies specified item.
2692 * No check done on cursed/damned. 2624 * No check done on cursed/damned.
2693 * Break this out of apply_special - this is just done 2625 * Break this out of apply_special - this is just done
2694 * 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.
2695 */ 2627 */
2628static int
2696static int unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2697{ 2630{
2698 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2699 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 return RESULT_INT (0); 2633 return RESULT_INT (0);
2701 2634
2702 object *tmp2; 2635 object *tmp2;
2703 2636
2704 CLEAR_FLAG(op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644
2705 switch(op->type) { 2645 switch (op->type)
2646 {
2647 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs
2649 // but this is hard, as it shouldn't do so when the skill can
2650 // be used for other reasons
2651 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->skill == op->skill
2653 && tmp->type == SKILL
2654 && tmp->flag [FLAG_APPLIED]
2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2656 unapply_special (who, tmp, 0);
2657
2658 change_abil (who, op);
2659 break;
2660
2706 case WEAPON: 2661 case WEAPON:
2707 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2708 2663
2709 (void) change_abil (who,op); 2664 change_abil (who, op);
2710 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2711 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2712 clear_skill(who); 2666 clear_skill (who);
2713 break; 2667 break;
2714 2668
2715 case SKILL: /* allows objects to impart skills */
2716 case SKILL_TOOL: 2669 case SKILL:
2717 if (op != who->chosen_skill) { 2670 if (op != who->chosen_skill)
2718 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 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:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2773 break;
2774 }
2775
2776 who->update_stats ();
2777
2778 if (!(aflags & AP_NO_MERGE))
2779 {
2780 object *tmp = merge_ob (op, 0);
2781
2782 if (who->contr)
2783 {
2784 if (tmp)
2785 { /* it was merged */
2786 esrv_del_item (who->contr, op->count);
2787 op = tmp;
2719 } 2788 }
2720 if (who->type==PLAYER) {
2721 if (who->contr->shoottype == range_skill)
2722 who->contr->shoottype = range_none;
2723 if ( ! op->invisible) {
2724 new_draw_info_format (NDI_UNIQUE, 0, who,
2725 "You stop using the %s.", query_name(op));
2726 } else {
2727 new_draw_info_format (NDI_UNIQUE, 0, who,
2728 "You can no longer use the skill: %s.",
2729 op->skill);
2730 }
2731 }
2732 (void) change_abil (who, op);
2733 who->chosen_skill = NULL;
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break;
2736 2789
2737 case ARMOUR:
2738 case HELMET:
2739 case SHIELD:
2740 case RING:
2741 case BOOTS:
2742 case GLOVES:
2743 case AMULET:
2744 case GIRDLE:
2745 case BRACERS:
2746 case CLOAK:
2747 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2748 (void) change_abil (who,op);
2749 break;
2750 case LAMP:
2751 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2752 op->name);
2753 tmp2 = arch_to_object(op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2761 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2762 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2763 if (who->type == PLAYER)
2764 esrv_del_item(who->contr, (tag_t)op->count);
2765 remove_ob(op);
2766 free_object(op);
2767 insert_ob_in_ob(tmp2, who);
2768 fix_player(who);
2769 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2770 if (who->type == PLAYER) {
2771 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2772 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2773 }
2774 }
2775 if(who->type==PLAYER)
2776 esrv_send_item(who, tmp2);
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778 break;
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 clear_skill(who);
2784 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2785 if(who->type==PLAYER) {
2786 who->contr->shoottype = range_none;
2787 } else {
2788 if (op->type == BOW)
2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2790 else
2791 CLEAR_FLAG(who, FLAG_READY_RANGE);
2792 }
2793 break;
2794
2795 case BUILDER:
2796 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2797 who->contr->shoottype = range_none;
2798 who->contr->ranges[ range_builder ] = NULL;
2799 break;
2800
2801 default:
2802 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2803 break;
2804 }
2805
2806 fix_player(who);
2807
2808 if ( ! (aflags & AP_NO_MERGE)) {
2809 object *tmp;
2810
2811 tag_t del_tag = op->count;
2812 tmp = merge_ob (op, NULL);
2813 if (who->type == PLAYER) {
2814 if (tmp) { /* it was merged */
2815 esrv_del_item (who->contr, del_tag);
2816 op = tmp;
2817 }
2818 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
2819 } 2791 }
2820 } 2792 }
2793
2821 return 0; 2794 return 0;
2822} 2795}
2823 2796
2824/** 2797/**
2825 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2826 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2827 * 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
2828 * something like: 2801 * something like:
2829 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2830 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2831 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2832 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2833 * 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.
2834 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2835 * invisible other objects that use 2808 * invisible other objects that use
2836 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2837 */ 2810 */
2838object *get_item_from_body_location(object *start, int loc) 2811static object *
2812get_next_item_from_body_location (int loc, object *start)
2839{ 2813{
2840 object *tmp;
2841
2842 if (!start) return NULL;
2843
2844 for (tmp=start; tmp; tmp=tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
2845 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2815 if (tmp->flag [FLAG_APPLIED]
2816 && tmp->slot[loc].info
2846 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2817 && (!tmp->invisible || tmp->type == SKILL))
2818 return tmp;
2847 2819
2848 return NULL; 2820 return 0;
2849} 2821}
2850
2851
2852 2822
2853/** 2823/**
2854 * '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.
2855 * This should only be called when it is known 2825 * This should only be called when it is known
2856 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
2859 * Returns 0 on success, returns 1 if there is some problem. 2829 * Returns 0 on success, returns 1 if there is some problem.
2860 * 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
2861 * 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
2862 * another function that does just that. 2832 * another function that does just that.
2863 */ 2833 */
2834int
2864int unapply_for_ob(object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
2865{ 2836{
2866 int i; 2837 if (op->is_range ())
2867 object *tmp=NULL, *last;
2868
2869 /* If we are applying a shield or weapon, unapply any equipped shield
2870 * or weapons first - only allowed to use one weapon/shield at a time.
2871 */
2872 if (op->type == WEAPON || op->type == SHIELD) {
2873 for (tmp=who->inv; tmp; tmp=tmp->below) { 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2874 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2875 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)))
2876 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2841 {
2877 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
2878 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2879 else 2844 else
2880 unapply_special(who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
2846 }
2847 else
2848 {
2849 /* In this case, we want to try and remove a cursed item.
2850 * While we know it won't work, we want unapply_special to
2851 * at least generate the message.
2852 */
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));
2854 return 1;
2855 }
2856
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 {
2859 /* this used up a slot that we need to free */
2860 if (op->slot[i].info)
2861 {
2862 object *last = who->inv;
2863
2864 /* We do a while loop - may need to remove several items in order
2865 * to free up enough slots.
2866 */
2867 while ((who->slot[i].used + op->slot[i].info) < 0)
2868 {
2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2871 if (!tmp)
2872 {
2873#if 0
2874 /* Not a bug - we'll get this if the player has cursed items
2875 * equipped.
2876 */
2877 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2878#endif
2879 return 1;
2881 } 2880 }
2881
2882 /* If we are just printing, we don't care about cursed status */
2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2884 {
2885 if (aflags & AP_PRINT)
2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2882 else { 2887 else
2883 /* In this case, we want to try and remove a cursed item. 2888 unapply_special (who, tmp, aflags);
2884 * While we know it won't work, we want unapply_special to
2885 * at least generate the message.
2886 */
2887 new_draw_info_format(NDI_UNIQUE, 0, who,
2888 "No matter how hard you try, you just can't\nremove %s.",
2889 query_name(tmp));
2890 return 1;
2891 } 2889 }
2890 else
2891 {
2892 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few,
2894 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.)
2896 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2898 }
2892 2899
2900 last = tmp->below;
2893 } 2901 }
2894 }
2895 }
2896
2897 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2898 /* this used up a slot that we need to free */
2899 if (op->body_info[i]) {
2900 last = who->inv;
2901
2902 /* We do a while loop - may need to remove several items in order
2903 * to free up enough slots.
2904 */
2905 while ((who->body_used[i] + op->body_info[i]) < 0) {
2906 tmp = get_item_from_body_location(last, i);
2907 if (!tmp) {
2908#if 0
2909 /* Not a bug - we'll get this if the player has cursed items
2910 * equipped.
2911 */
2912 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2913 i, body_locations[i].save_name, who->name);
2914#endif
2915 return 1;
2916 }
2917 /* If we are just printing, we don't care about cursed status */
2918 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2919 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2920 if (aflags & AP_PRINT)
2921 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2922 else
2923 unapply_special(who, tmp, aflags);
2924 }
2925 else {
2926 /* Cursed item that we can't unequip - tell the player.
2927 * Note this could be annoying if this is just one of a few,
2928 * so it may not be critical (eg, putting on a ring and you have
2929 * one cursed ring.)
2930 */
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2932 }
2933 last = tmp->below;
2934 }
2935 /* 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
2936 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
2937 */ 2904 */
2938 } /* if op is using this body location */ 2905 } /* if op is using this body location */
2939 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
2940 return 0; 2908 return 0;
2941} 2909}
2942 2910
2943/** 2911/**
2944 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
2945 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
2946 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
2947 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
2948 * 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
2949 * 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?)
2950 * 2918 *
2951 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
2952 * these return values. 2920 * these return values.
2953 */ 2921 */
2922int
2954int can_apply_object(object *who, object *op) 2923can_apply_object (object *who, object *op)
2955{ 2924{
2956 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2925 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2957 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 return RESULT_INT (0); 2926 return RESULT_INT (0);
2959 2927
2960 int i, retval=0; 2928 int retval = 0;
2961 object *tmp=NULL, *ws=NULL; 2929 object *tmp = 0, *ws = 0;
2962 2930
2963 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2964 * 2 weapons, but we don't want to let them do that. So if they are 2932 {
2965 * trying to equip a weapon or shield, see if they already have one 2933 if (op->slot[i].info)
2966 * in place and store that way. 2934 {
2967 */ 2935 /* Item uses more slots than we have */
2968 if (op->type == WEAPON || op->type == SHIELD) { 2936 if (who->slot[i].info + op->slot [i].info < 0)
2969 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2937 {
2970 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2938 /* Could return now for efficiency - rest of info below isn't
2939 * really needed.
2940 */
2971 retval = CAN_APPLY_UNAPPLY; 2941 retval |= CAN_APPLY_NEVER;
2972 ws = tmp;
2973 } 2942 }
2974 } 2943 else if (who->slot[i].used + op->slot[i].info < 0)
2975 }
2976 2944 {
2977
2978 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2979 if (op->body_info[i]) {
2980 /* Item uses more slots than we have */
2981 if (FABS(op->body_info[i]) > who->body_info[i]) {
2982 /* Could return now for efficiently - rest of info below isn'
2983 * really needed.
2984 */
2985 retval |= CAN_APPLY_NEVER;
2986 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2987 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
2988 * we have. 2946 * we have.
2989 */ 2947 */
2990 object *tmp1;
2991 2948
2992
2993 /* 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
2994 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
2995 * 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
2996 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
2997 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
2998 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
2999 * may be two handed for example. 2955 * may be two handed for example.
3000 */ 2956 */
3001 if (ws) { 2957 if (ws)
3002 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)
2959 {
3003 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
3004 continue; 2961 continue;
3005 } 2962 }
2963
2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2965 if (!tmp1)
2966 {
2967#if 0
2968 /* This is sort of an error, but happens a lot when old players
2969 * join in with more stuff equipped than they are now allowed.
2970 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
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
2975 retval |= CAN_APPLY_NEVER;
3006 } 2976 }
3007
3008 tmp1 = get_item_from_body_location(who->inv, i);
3009 if (!tmp1) {
3010#if 0
3011 /* This is sort of an error, but happens a lot when old players
3012 * join in with more stuff equipped than they are now allowed.
3013 */
3014 LOG(llevError,"Can't find object using location %d on %s\n",
3015 i, who->name);
3016#endif
3017 retval |= CAN_APPLY_NEVER;
3018 } else { 2977 else
2978 {
3019 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
3020 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
3021 * to apply multiple objects 2981 * to apply multiple objects
3022 */ 2982 */
3023 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
2985 if (!tmp)
3024 if (!tmp) tmp = tmp1; 2986 tmp = tmp1;
3025 else if (tmp != tmp1) { 2987 else if (tmp != tmp1)
3026 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3027 } 2989
3028 /* 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
3029 * 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
3030 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3031 */ 2993 */
3032 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)
3033 (FABS(op->body_info[i]) < who->body_info[i])) 2995 && abs (op->slot[i].info) < who->slot[i].info)
3034 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3035 2997
3036 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3037 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3038 */ 3000 */
3039 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)
3040 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3041
3042 } 3003 }
3043 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3044 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3045 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3046 3007
3047 /* 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
3048 * really be controlled by use of body locations. We do have 3009 * really be controlled by use of body locations. We do have
3049 * the weapon/shield checks, and the range checks for monsters, 3010 * the weapon/shield checks, and the range checks for monsters,
3050 * 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,
3051 * 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
3052 * all use the same location. 3013 * all use the same location.
3053 */ 3014 */
3054 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3016 retval |= CAN_APPLY_RESTRICTION;
3017
3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3019 retval |= CAN_APPLY_RESTRICTION;
3020
3021 if (who->type != PLAYER)
3022 {
3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3056 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3058 3028
3059
3060 if (who->type != PLAYER) {
3061 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3062 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3063 retval |= CAN_APPLY_RESTRICTION;
3064 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3065 retval |= CAN_APPLY_RESTRICTION;
3066 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3067 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3031
3068 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3069 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3070 } 3034 }
3035
3071 return retval; 3036 return retval;
3072} 3037}
3073
3074
3075 3038
3076/** 3039/**
3077 * 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.
3078 * 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,
3079 * 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
3093 * 3056 *
3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3095 * 3058 *
3096 * apply_special() doesn't check for unpaid items. 3059 * apply_special() doesn't check for unpaid items.
3097 */ 3060 */
3061int
3098int apply_special (object *who, object *op, int aflags) 3062apply_special (object *who, object *op, int aflags)
3099{ 3063{
3100 int basic_flag = aflags & AP_BASIC_FLAGS; 3064 int basic_flag = aflags & AP_BASIC_FLAGS;
3101 object *tmp, *tmp2, *skop=NULL; 3065 object *tmp, *tmp2, *skop = NULL;
3102 int i;
3103 3066
3104 if(who==NULL) { 3067 if (who == NULL)
3068 {
3105 LOG(llevError,"apply_special() from object without environment.\n"); 3069 LOG (llevError, "apply_special() from object without environment.\n");
3106 return 1; 3070 return 1;
3107 } 3071 }
3108 3072
3109 if(op->env!=who) 3073 if (op->env != who)
3110 return 1; /* op is not in inventory */ 3074 return 1; /* op is not in inventory */
3111 3075
3112 /* trying to unequip op */ 3076 /* trying to unequip op */
3113 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3077 if (QUERY_FLAG (op, FLAG_APPLIED))
3078 {
3114 /* always apply, so no reason to unapply */ 3079 /* always apply, so no reason to unapply */
3115 if (basic_flag == AP_APPLY) return 0; 3080 if (basic_flag == AP_APPLY)
3081 return 0;
3116 3082
3117 if ( ! (aflags & AP_IGNORE_CURSE)
3118 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3119 new_draw_info_format(NDI_UNIQUE, 0, who, 3084 {
3120 "No matter how hard you try, you just can't\nremove %s.", 3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3121 query_name(op)); 3086 return 1;
3087 }
3088
3089 return unapply_special (who, op, aflags);
3090 }
3091
3092 if (basic_flag == AP_UNAPPLY)
3093 return 0;
3094
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 }
3103
3104 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op))
3106 {
3107 if (i & CAN_APPLY_NEVER)
3108 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3110 return 1;
3111 }
3112 else if (i & CAN_APPLY_RESTRICTION)
3113 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3115 return 1;
3116 }
3117
3118 if (who->type != PLAYER)
3119 {
3120 /* Some error, so don't try to equip something more */
3121 if (unapply_for_ob (who, op, aflags))
3122 return 1; 3122 return 1;
3123 } 3123 }
3124 return unapply_special(who, op, aflags); 3124 else
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:");
3129 unapply_for_ob (who, op, AP_PRINT);
3130 return 1;
3131 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags))
3134 return 1;
3135 }
3136 }
3137
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3125 } 3139 {
3140 skop = find_skill_by_name (who, op->skill);
3126 3141
3127 if (basic_flag == AP_UNAPPLY) return 0; 3142 if (!skop)
3143 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145 return 1;
3146 }
3147 else
3148 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated
3150 */
3151 change_skill (who, skop, 0);
3152 }
3128 3153
3129 i = can_apply_object(who, op); 3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 {
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 }
3130 3163
3131 /* Can't just apply this object. Lets see what not and what to do */ 3164 /* Ok. We are now at the state where we can apply the new object.
3132 if (i) { 3165 * Note that we don't have the checks for can_use_...
3133 if (i & CAN_APPLY_NEVER) { 3166 * below - that is already taken care of by can_apply_object.
3134 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3167 */
3168 if (op->nrof > 1)
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0);
3175
3176 switch (op->type)
3177 {
3178 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3182 "It would consume your soul!.");
3183
3184 if (tmp)
3185 insert_ob_in_ob (tmp, who);
3186
3135 return 1; 3187 return 1;
3136 } else if (i & CAN_APPLY_RESTRICTION) { 3188 }
3137 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 {
3194 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197
3198 if (tmp)
3199 insert_ob_in_ob (tmp, who);
3200
3138 return 1; 3201 return 1;
3139 } 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
3210 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1);
3212
3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op);
3222 break;
3223
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 */
3140 if (who->type != PLAYER) { 3257 if (who->type == PLAYER)
3141 /* Some error, so don't try to equip something more */ 3258 esrv_del_item (who->contr, op->count);
3142 if (unapply_for_ob(who, op, aflags)) return 1; 3259
3143 } else { 3260 op->destroy ();
3144 if (who->contr->unapply == unapply_never || 3261
3145 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3262 /* insert the portion that was split off */
3146 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3263 if (tmp)
3147 unapply_for_ob(who, op, AP_PRINT); 3264 {
3148 return 1; 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);
3149 } 3277 }
3150 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3278
3151 i = unapply_for_ob(who, op, aflags); 3279 if (who->type == PLAYER)
3152 if (i) return 1; 3280 esrv_send_item (who, tmp2);
3153 } 3281
3154 } 3282 return 0;
3155 } 3283
3156 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3157 skop=find_skill_by_name(who, op->skill); 3287 skop = find_skill_by_name (who, op->skill);
3158 if (!skop) { 3288 if (!skop->flag [FLAG_APPLIED])
3159 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 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");
3160 return 1; 3296 return 1;
3161 } else {
3162 /* While experience will be credited properly, we want to change the
3163 * skill so that the dam and wc get updated
3164 */
3165 change_skill(who, skop, 0);
3166 } 3297 }
3167 } 3298
3299 if (player *pl = who->contr)
3168 3300 {
3169 if (who->type == PLAYER && op->item_power && 3301 if (IS_COMBAT_SKILL (op->subtype))
3170 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3302 {
3171 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3172 return 1; 3304 {
3173 } 3305 for (object *item = who->inv; item; item = item->below)
3174 3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3175
3176 /* Ok. We are now at the state where we can apply the new object.
3177 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object.
3179 */
3180 3307 {
3308 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon;
3310 }
3181 3311
3182 if(op->nrof > 1) 3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3183 tmp = get_split_ob(op,op->nrof - 1);
3184 else
3185 tmp = NULL;
3186
3187 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3188 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3189 return RESULT_INT (0);
3190
3191 switch(op->type) {
3192 case WEAPON:
3193 if (!check_weapon_power(who, op->last_eat)) {
3194 new_draw_info(NDI_UNIQUE, 0,who,
3195 "That weapon is too powerful for you to use.");
3196 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1; 3313 return 1;
3200 }
3201 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3202 /* if the weapon does not have the name as the character, can't use it. */
3203 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3204 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3205 if(tmp!=NULL)
3206 (void) insert_ob_in_ob(tmp,who);
3207 return 1;
3208 }
3209 SET_FLAG(op, FLAG_APPLIED);
3210 3314
3211 if (skop) change_skill(who, skop, 1); 3315 found_weapon:;
3212 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3213 SET_FLAG(who, FLAG_READY_WEAPON);
3214
3215 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3216
3217 (void) change_abil (who,op);
3218 break;
3219
3220 case ARMOUR:
3221 case HELMET:
3222 case SHIELD:
3223 case BOOTS:
3224 case GLOVES:
3225 case GIRDLE:
3226 case BRACERS:
3227 case CLOAK:
3228 case RING:
3229 case AMULET:
3230 SET_FLAG(op, FLAG_APPLIED);
3231 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3232 (void) change_abil (who,op);
3233 break;
3234 case LAMP:
3235 if (op->stats.food < 1) {
3236 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3237 " fuel!", op->name);
3238 return 1;
3239 }
3240 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3241 op->name);
3242 tmp2 = arch_to_object(op->other_arch);
3243 tmp2->stats.food = op->stats.food;
3244 SET_FLAG(tmp2, FLAG_APPLIED);
3245 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3246 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3247 insert_ob_in_ob(tmp2, who);
3248
3249 /* Remove the old lantern */
3250 if (who->type == PLAYER)
3251 esrv_del_item(who->contr, (tag_t)op->count);
3252 remove_ob(op);
3253 free_object(op);
3254
3255 /* insert the portion that was split off */
3256 if(tmp!=NULL) {
3257 (void) insert_ob_in_ob(tmp,who);
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp);
3260 }
3261 fix_player(who);
3262 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3263 if (who->type == PLAYER) {
3264 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3265 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3266 } 3316 }
3267 }
3268 if(who->type==PLAYER)
3269 esrv_send_item(who, tmp2);
3270 return 0;
3271 break;
3272
3273 /* this part is needed for skill-tools */
3274 case SKILL:
3275 case SKILL_TOOL:
3276 if (who->chosen_skill) {
3277 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3278 return 1;
3279 }
3280 if (who->type == PLAYER) {
3281 who->contr->shoottype = range_skill;
3282 who->contr->ranges[range_skill] = op;
3283 if ( ! op->invisible) {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3285 query_name (op));
3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "You can now use the skill: %s.",
3288 op->skill);
3289 } else {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3291 op->skill? op->skill:op->name);
3292 }
3293 }
3294 SET_FLAG (op, FLAG_APPLIED);
3295 (void) change_abil (who, op);
3296 who->chosen_skill = op;
3297 SET_FLAG (who, FLAG_READY_SKILL);
3298 break;
3299
3300 case BOW:
3301 if (!check_weapon_power(who, op->last_eat)) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "That item is too powerful for you to use.");
3304 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3305 if(tmp != NULL)
3306 (void)insert_ob_in_ob(tmp,who);
3307 return 1;
3308 }
3309 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3310 new_draw_info(NDI_UNIQUE, 0, who,
3311 "The weapon does not recognize you as its owner.");
3312 if(tmp != NULL)
3313 (void)insert_ob_in_ob(tmp,who);
3314 return 1;
3315 }
3316 /*FALLTHROUGH*/
3317 case WAND:
3318 case ROD:
3319 case HORN:
3320 /* check for skill, alter player status */
3321 SET_FLAG(op, FLAG_APPLIED);
3322 if (skop) change_skill(who, skop, 0);
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3324
3325 if(who->type==PLAYER) {
3326 if (op->type == BOW) {
3327 (void)change_abil(who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.",
3330 op->race ? op->race : "nothing", query_name(op));
3331 who->contr->shoottype = range_bow;
3332 } else {
3333 who->contr->shoottype = range_misc;
3334 }
3335 } else {
3336 if (op->type == BOW)
3337 SET_FLAG (who, FLAG_READY_BOW);
3338 else 3317 else
3339 SET_FLAG (who, FLAG_READY_RANGE); 3318 who->change_weapon (pl->combat_ob = op);
3340 } 3319 }
3341 break; 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 }
3342 3330
3343 case BUILDER: 3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3344 if ( who->contr->ranges[ range_builder ] ) 3332 return 1;
3345 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3333
3346 who->contr->shoottype = range_builder; 3334 found_bow:;
3347 who->contr->ranges[ range_builder ] = op; 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 {
3348 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 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);
3349 break; 3368 break;
3350 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
3351 default: 3442 default:
3352 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));
3353 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3354 3445
3355 SET_FLAG(op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3356 3447
3357 if(tmp!=NULL) 3448 if (tmp)
3358 tmp = insert_ob_in_ob(tmp,who); 3449 tmp = insert_ob_in_ob (tmp, who);
3359 3450
3360 fix_player(who); 3451 who->update_stats ();
3361 3452
3362 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3363 * been applied flag when they are used - until that point, 3454 * been applied flag when they are used - until that point,
3364 * you don't know anything about them. 3455 * you don't know anything about them.
3365 */ 3456 */
3366 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3367 op->type!=ROD)
3368 SET_FLAG(op,FLAG_BEEN_APPLIED); 3458 SET_FLAG (op, FLAG_BEEN_APPLIED);
3369 3459
3370 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3371 if (who->type == PLAYER) { 3462 if (who->type == PLAYER)
3463 {
3372 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!");
3373 SET_FLAG(op,FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3374 } 3466 }
3375 } 3467 }
3468
3376 if(who->type==PLAYER) { 3469 if (who->type == PLAYER)
3470 {
3377 /* if multiple objects were applied, update both slots */ 3471 /* if multiple objects were applied, update both slots */
3378 if (tmp) 3472 if (tmp)
3379 esrv_send_item(who, tmp); 3473 esrv_send_item (who, tmp);
3474
3380 esrv_send_item(who, op); 3475 esrv_send_item (who, op);
3381 } 3476 }
3477
3382 return 0; 3478 return 0;
3383} 3479}
3384 3480
3385 3481int
3386int monster_apply_special (object *who, object *op, int aflags) 3482monster_apply_special (object *who, object *op, int aflags)
3387{ 3483{
3388 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3389 return 1; 3485 return 1;
3390 return apply_special (who, op, aflags); 3486 return apply_special (who, op, aflags);
3391} 3487}
3392 3488
3393/** 3489/**
3394 * Map was just loaded, handle op's initialisation. 3490 * Map was just loaded, handle op's initialisation.
3395 * 3491 *
3396 * Generates shop floor's item, and treasures. 3492 * Generates shop floor's item, and treasures.
3397 */ 3493 */
3494int
3398int auto_apply (object *op) { 3495auto_apply (object *op)
3496{
3399 object *tmp = NULL, *tmp2; 3497 object *tmp = NULL, *tmp2;
3400 int i; 3498 int i;
3401 3499
3402 switch(op->type) { 3500 switch (op->type)
3501 {
3403 case SHOP_FLOOR: 3502 case SHOP_FLOOR:
3404 if (!HAS_RANDOM_ITEMS(op)) return 0; 3503 if (!op->has_random_items ())
3504 return 0;
3505
3506 do
3405 do { 3507 {
3406 i=10; /* let's give it 10 tries */ 3508 i = 10; /* let's give it 10 tries */
3407 while((tmp=generate_treasure(op->randomitems, 3509 while ((tmp = generate_treasure (op->randomitems,
3408 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);
3409 if(tmp==NULL) 3511 if (tmp == NULL)
3410 return 0;
3411 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3412 free_object(tmp);
3413 tmp = NULL;
3414 }
3415 } while(!tmp);
3416 tmp->x=op->x;
3417 tmp->y=op->y;
3418 SET_FLAG(tmp,FLAG_UNPAID);
3419 insert_ob_in_map(tmp,op->map,NULL,0);
3420 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3421 identify(tmp);
3422 break;
3423
3424 case TREASURE:
3425 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3426 return 0; 3512 return 0;
3513 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3514 {
3515 tmp->destroy ();
3516 tmp = NULL;
3517 }
3518 }
3519 while (!tmp);
3520
3521 tmp->x = op->x;
3522 tmp->y = op->y;
3523 SET_FLAG (tmp, FLAG_UNPAID);
3524 insert_ob_in_map (tmp, op->map, NULL, 0);
3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3526 identify (tmp);
3527 break;
3528
3529 case TREASURE:
3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3531 return 0;
3532
3427 while ((op->stats.hp--)>0) 3533 while (op->stats.hp-- > 0)
3428 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3534 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3429 op->stats.exp ? (int)op->stats.exp :
3430 op->map == NULL ? 14: op->map->difficulty,0); 3535 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3431 3536
3432 /* 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,
3433 * 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
3434 * to disappear. An example of this item is the random_* stuff 3539 * to disappear. An example of this item is the random_* stuff
3435 * that is put inside other objects. 3540 * that is put inside other objects.
3436 */ 3541 */
3437 for (tmp=op->inv; tmp; tmp=tmp2) { 3542 for (tmp = op->inv; tmp; tmp = tmp2)
3543 {
3438 tmp2 = tmp->below; 3544 tmp2 = tmp->below;
3439 remove_ob(tmp); 3545 tmp->remove ();
3546
3547 if (op->env)
3440 if (op->env) insert_ob_in_ob(tmp, op->env); 3548 insert_ob_in_ob (tmp, op->env);
3441 else free_object(tmp); 3549 else
3550 tmp->destroy ();
3442 } 3551 }
3443 remove_ob(op); 3552
3444 free_object(op); 3553 op->destroy ();
3445 break; 3554 break;
3446 } 3555 }
3447 return tmp ? 1 : 0; 3556 return tmp ? 1 : 0;
3448} 3557}
3449 3558
3450/** 3559/**
3451 * 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
3452 * when an original map is loaded) and performs special actions for 3561 * is loaded or swapped in and performs special actions for
3453 * certain objects (most initialization of chests and creation of 3562 * certain objects (most initialization of chests and creation of
3454 * treasures and stuff). Calls auto_apply if appropriate. 3563 * treasures and stuff). Calls auto_apply if appropriate.
3455 */ 3564 */
3565void
3566maptile::fix_auto_apply ()
3567{
3568 if (!spaces)
3569 return;
3456 3570
3457void fix_auto_apply(mapstruct *m) { 3571 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3458 object *tmp,*above=NULL; 3572 for (object *tmp = ms->bot; tmp; )
3459 int x,y; 3573 {
3574 object *above = tmp->above;
3460 3575
3461 if(m==NULL) return;
3462
3463 for(x=0;x<MAP_WIDTH(m);x++)
3464 for(y=0;y<MAP_HEIGHT(m);y++)
3465 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3466 above=tmp->above;
3467
3468 if (tmp->inv) { 3576 if (tmp->inv)
3577 {
3469 object *invtmp, *invnext; 3578 object *invtmp, *invnext;
3470 3579
3471 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3581 {
3472 invnext = invtmp->below; 3582 invnext = invtmp->below;
3473 3583
3474 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3475 auto_apply(invtmp); 3585 auto_apply (invtmp);
3476 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3587 {
3477 while ((invtmp->stats.hp--)>0) 3588 while ((invtmp->stats.hp--) > 0)
3478 create_treasure(invtmp->randomitems, invtmp, 0, 3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3479 m->difficulty,0); 3590
3480 invtmp->randomitems = NULL; 3591 invtmp->randomitems = NULL;
3481 }
3482 else if (invtmp && invtmp->arch &&
3483 invtmp->type!=TREASURE &&
3484 invtmp->type != SPELL &&
3485 invtmp->type != CLASS &&
3486 HAS_RANDOM_ITEMS(invtmp)) {
3487 create_treasure(invtmp->randomitems, invtmp, 0,
3488 m->difficulty,0);
3489 /* Need to clear this so that we never try to create
3490 * treasure again for this object
3491 */
3492 invtmp->randomitems = NULL;
3493 }
3494 } 3592 }
3495 /* This is really temporary - the code at the bottom will 3593 else if (invtmp && invtmp->arch
3496 * also set randomitems to null. The problem is there are bunches 3594 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3497 * of maps/players already out there with items that have spells
3498 * which haven't had the randomitems set to null yet.
3499 * MSW 2004-05-13
3500 * 3595 {
3501 * And if it's a spellbook, it's better to set randomitems to NULL too, 3596 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3502 * else you get two spells in the book ^_- 3597 /* Need to clear this so that we never try to create
3503 * Ryo 2004-08-16 3598 * treasure again for this object
3504 */ 3599 */
3505 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3506 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3507 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3508 tmp->randomitems = NULL;
3509
3510 }
3511
3512 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3513 auto_apply(tmp);
3514 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3515 while ((tmp->stats.hp--)>0)
3516 create_treasure(tmp->randomitems, tmp, 0,
3517 m->difficulty,0);
3518 tmp->randomitems = NULL; 3600 invtmp->randomitems = NULL;
3519 }
3520 else if(tmp->type==TIMED_GATE) {
3521 object *head = tmp->head != NULL ? tmp->head : tmp;
3522 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3523 tmp->speed = 0;
3524 update_ob_speed(tmp);
3525 } 3601 }
3526 } 3602 }
3603 /* This is really temporary - the code at the bottom will
3604 * also set randomitems to null. The problem is there are bunches
3605 * of maps/players already out there with items that have spells
3606 * which haven't had the randomitems set to null yet.
3607 * MSW 2004-05-13
3608 *
3609 * And if it's a spellbook, it's better to set randomitems to NULL too,
3610 * else you get two spells in the book ^_-
3611 * Ryo 2004-08-16
3612 */
3613 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3614 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3615 tmp->randomitems = NULL;
3616
3617 }
3618
3619 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3620 auto_apply (tmp);
3621 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3622 {
3623 while ((tmp->stats.hp--) > 0)
3624 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3625 tmp->randomitems = NULL;
3626 }
3627 else if (tmp->type == TIMED_GATE)
3628 {
3629 object *head = tmp->head != NULL ? tmp->head : tmp;
3630
3631 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3632 tmp->set_speed (0);
3633 }
3527 /* 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
3528 * 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
3529 * 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
3530 * 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.
3531 * 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
3532 * which say how many times to make the treasure. 3639 * which say how many times to make the treasure.
3533 */ 3640 */
3534 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3641 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3642 && tmp->type != TREASURE && tmp->type != SPELL
3536 HAS_RANDOM_ITEMS(tmp)) { 3643 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3644 {
3537 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3645 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3538 m->difficulty,0);
3539 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3540 }
3541 } 3647 }
3542 3648
3543 for(x=0;x<MAP_WIDTH(m);x++) 3649 // close all containers
3544 for(y=0;y<MAP_HEIGHT(m);y++) 3650 else if (tmp->type == CONTAINER)
3545 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3651 tmp->flag [FLAG_APPLIED] = 0;
3546 if (tmp->above && 3652
3653 tmp = above;
3654 }
3655
3656 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3657 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3658 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3548 check_trigger (tmp, tmp->above); 3659 check_trigger (tmp, tmp->above);
3549} 3660}
3550 3661
3551/** 3662/**
3552 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3553 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3554 * 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
3555 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3556 */ 3667 */
3557 3668void
3558void eat_special_food(object *who, object *food) { 3669eat_special_food (object *who, object *food)
3670{
3559 object *force; 3671 object *force;
3560 int i, did_one=0; 3672 int i, did_one = 0;
3561 sint8 k;
3562 3673
3563 force = get_archetype(FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3564 3675
3565 for (i=0; i < NUM_STATS; i++) { 3676 for (i = 0; i < NUM_STATS; i++)
3566 k = get_attr_value(&food->stats, i); 3677 if (sint8 k = food->stats.stat (i))
3567 if (k) { 3678 {
3568 set_attr_value(&force->stats, i, k); 3679 force->stats.stat (i) = k;
3569 did_one = 1; 3680 did_one = 1;
3570 } 3681 }
3571 }
3572 3682
3573 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3574 for (i=0; i<NROFATTACKS; i++) { 3684 for (i = 0; i < NROFATTACKS; i++)
3685 {
3575 if (food->resist[i]>0) { 3686 if (food->resist[i] > 0)
3687 {
3576 force->resist[i] = food->resist[i] / 2; 3688 force->resist[i] = food->resist[i] / 2;
3577 did_one = 1; 3689 did_one = 1;
3578 } 3690 }
3579 } 3691 }
3692
3580 if (did_one) { 3693 if (did_one)
3694 {
3581 force->speed = 0.1; 3695 force->set_speed (0.1);
3582 update_ob_speed(force);
3583 /* bigger morsel of food = longer effect time */ 3696 /* bigger morsel of food = longer effect time */
3584 force->stats.food = food->stats.food / 5; 3697 force->duration = food->stats.food / 5;
3585 SET_FLAG(force, FLAG_IS_USED_UP);
3586 SET_FLAG(force, FLAG_APPLIED); 3698 SET_FLAG (force, FLAG_APPLIED);
3587 change_abil(who, force); 3699 change_abil (who, force);
3588 insert_ob_in_ob(force, who); 3700 insert_ob_in_ob (force, who);
3589 } else {
3590 free_object(force);
3591 } 3701 }
3702 else
3703 force->destroy ();
3592 3704
3593 /* check for hp, sp change */ 3705 /* check for hp, sp change */
3594 if(food->stats.hp!=0) { 3706 if (food->stats.hp != 0)
3707 {
3595 if(QUERY_FLAG(food, FLAG_CURSED)) { 3708 if (QUERY_FLAG (food, FLAG_CURSED))
3709 {
3596 strcpy(who->contr->killer,food->name); 3710 assign (who->contr->killer, food->name);
3597 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3711 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3713 }
3714 else
3715 {
3716 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3718 else
3598 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3599 } else {
3600 if(food->stats.hp>0)
3601 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3602 else
3603 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3604 who->stats.hp += food->stats.hp; 3720 who->stats.hp += food->stats.hp;
3605 } 3721 }
3606 } 3722 }
3607 if(food->stats.sp!=0) { 3723 if (food->stats.sp != 0)
3724 {
3608 if(QUERY_FLAG(food, FLAG_CURSED)) { 3725 if (QUERY_FLAG (food, FLAG_CURSED))
3726 {
3609 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!");
3610 who->stats.sp -= food->stats.sp; 3728 who->stats.sp -= food->stats.sp;
3611 if(who->stats.sp<0) who->stats.sp=0; 3729 if (who->stats.sp < 0)
3612 } else { 3730 who->stats.sp = 0;
3731 }
3732 else
3733 {
3613 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!");
3614 who->stats.sp += food->stats.sp; 3735 who->stats.sp += food->stats.sp;
3615 /* place limit on max sp from food? */ 3736 /* place limit on max sp from food? */
3616 } 3737 }
3617 } 3738 }
3618 fix_player(who); 3739 who->update_stats ();
3619} 3740}
3620
3621 3741
3622/** 3742/**
3623 * Designed primarily to light torches/lanterns/etc. 3743 * Designed primarily to light torches/lanterns/etc.
3624 * 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
3625 * the selected object to "burn". -b.t. 3745 * the selected object to "burn". -b.t.
3626 */ 3746 */
3627 3747void
3628void apply_lighter(object *who, object *lighter) { 3748apply_lighter (object *who, object *lighter)
3749{
3629 object *item; 3750 object *item;
3630 int is_player_env=0; 3751 int is_player_env = 0;
3631 uint32 nrof;
3632 tag_t count;
3633 char item_name[MAX_BUF];
3634 3752
3635 item=find_marked_object(who); 3753 item = find_marked_object (who);
3636 if(item) { 3754 if (item)
3755 {
3637 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3756 if (lighter->last_eat && lighter->stats.food)
3757 { /* lighter gets used up */
3638 /* Split multiple lighters if they're being used up. Otherwise * 3758 /* Split multiple lighters if they're being used up. Otherwise *
3639 * one charge from each would be used up. --DAMN */ 3759 * one charge from each would be used up. --DAMN */
3640 if(lighter->nrof > 1) { 3760 if (lighter->nrof > 1)
3761 {
3641 object *oneLighter = get_object(); 3762 object *oneLighter = lighter->clone ();
3642 copy_object(lighter, oneLighter); 3763
3643 lighter->nrof -= 1; 3764 lighter->nrof -= 1;
3644 oneLighter->nrof = 1; 3765 oneLighter->nrof = 1;
3645 oneLighter->stats.food--; 3766 oneLighter->stats.food--;
3646 esrv_send_item(who, lighter); 3767 esrv_send_item (who, lighter);
3647 oneLighter=insert_ob_in_ob(oneLighter, who); 3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3648 esrv_send_item(who, oneLighter); 3769 esrv_send_item (who, oneLighter);
3770 }
3649 } else { 3771 else
3650 lighter->stats.food--; 3772 lighter->stats.food--;
3651 } 3773 }
3652 3774 else if (lighter->last_eat)
3653 } else if(lighter->last_eat) { /* no charges left in lighter */ 3775 { /* no charges left in lighter */
3654 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);
3655 "You attempt to light the %s with a used up %s.",
3656 item->name, lighter->name);
3657 return; 3777 return;
3658 } 3778 }
3779
3659 /* 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?
3660 * 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
3661 * objects at once. 3782 * objects at once.
3662 */ 3783 */
3663 nrof=item->nrof;
3664 count=item->count;
3665 /* If the item is destroyed, we don't have a valid pointer to the
3666 * name object, so make a copy so the message we print out makes
3667 * some sense.
3668 */
3669 strcpy(item_name, item->name);
3670 if (who == is_player_inv(item)) is_player_env=1;
3671 3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3672 save_throw_object(item,AT_FIRE,who); 3788 save_throw_object (item, AT_FIRE, who);
3673 /* Change to check count and not freed, since the object pointer 3789
3674 * may have gotten recycled 3790 if (item->destroyed ())
3675 */ 3791 {
3676 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);
3677 new_draw_info_format(NDI_UNIQUE, 0,who,
3678 "You light the %s with the %s.",item_name,lighter->name);
3679 /* Need to update the player so that the players glow radius 3793 /* Need to update the player so that the players glow radius
3680 * gets changed. 3794 * gets changed.
3681 */ 3795 */
3682 if (is_player_env) fix_player(who); 3796 if (is_player_env)
3797 who->update_stats ();
3798 }
3683 } else { 3799 else
3684 new_draw_info_format(NDI_UNIQUE, 0,who,
3685 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3686 } 3801 }
3687 3802 else /* nothing to light */
3688 } else /* nothing to light */
3689 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.");
3690 3804
3691} 3805}
3692 3806
3693/** 3807/**
3694 * 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.
3695 * scroll_failure()- hacked directly from spell_failure 3809 * scroll_failure()- hacked directly from spell_failure
3696 */ 3810 */
3811void
3697void scroll_failure(object *op, int failure, int power) 3812scroll_failure (object *op, int failure, int power)
3698{ 3813{
3699 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 */
3700 3816
3701 if(failure<= -1&&failure > -15) {/* wonder */ 3817 if (failure <= -1 && failure > -15)
3818 { /* wonder */
3702 object *tmp; 3819 object *tmp;
3703 3820
3704 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3705 tmp=get_archetype(SPELL_WONDER); 3822 tmp = get_archetype (SPELL_WONDER);
3706 cast_wonder(op, op, 0, tmp); 3823 cast_wonder (op, op, 0, tmp);
3707 free_object(tmp); 3824 tmp->destroy ();
3825 }
3708 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3826 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */
3709 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3710 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3711 if(op->stats.sp<0) op->stats.sp = 0; 3830 if (op->stats.sp < 0)
3831 op->stats.sp = 0;
3832 }
3712 } else if (settings.spell_failure_effects == TRUE) { 3833 else if (settings.spell_failure_effects == TRUE)
3834 {
3713 if (failure <= -35&&failure > -60) { /* confusion */ 3835 if (failure <= -35 && failure > -60)
3836 { /* confusion */
3714 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!");
3715 confuse_player(op,op,power); 3838 confuse_player (op, op, power);
3839 }
3716 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3840 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */
3717 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!");
3718 "you!");
3719 paralyze_player(op,op,power); 3843 paralyze_player (op, op, power);
3844 }
3720 } else if (failure <= -70&&failure> -80) {/* blind */ 3845 else if (failure <= -70 && failure > -80)
3846 { /* blind */
3721 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!");
3722 blind_player(op,op,power); 3848 blind_player (op, op, power);
3723 } else if (failure <= -80) {/* blast the immediate area */ 3849 }
3724 object *tmp; 3850 else if (failure <= -80)
3851 { /* blast the immediate area */
3725 tmp=get_archetype(LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3726 cast_magic_storm(op,tmp, power); 3853 cast_magic_storm (op, tmp, power);
3727 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3728 free_object(tmp); 3855 tmp->destroy ();
3729 } 3856 }
3730 } 3857 }
3731} 3858}
3732 3859
3860void
3733void apply_changes_to_player(object *pl, object *change) { 3861apply_changes_to_player (object *pl, object *change)
3862{
3734 int excess_stat=0; /* if the stat goes over the maximum 3863 int excess_stat = 0; /* if the stat goes over the maximum
3735 for the race, put the excess stat some 3864 for the race, put the excess stat some
3736 where else. */ 3865 where else. */
3737 3866
3738 switch (change->type) { 3867 switch (change->type)
3868 {
3739 case CLASS: { 3869 case CLASS:
3870 {
3740 living *stats = &(pl->contr->orig_stats); 3871 living *stats = &(pl->contr->orig_stats);
3741 living *ns = &(change->stats); 3872 living *ns = &(change->stats);
3742 object *walk; 3873 object *walk;
3743 int flag_change_face=1; 3874 int flag_change_face = 1;
3744 3875
3745 /* the following code assigns stats up to the stat max 3876 /* the following code assigns stats up to the stat max
3746 * for the race, and if the stat max is exceeded, 3877 * for the race, and if the stat max is exceeded,
3747 * tries to randomly reassign the excess stat 3878 * tries to randomly reassign the excess stat
3748 */ 3879 */
3749 int i,j; 3880 int i, j;
3881
3750 for(i=0;i<NUM_STATS;i++) { 3882 for (i = 0; i < NUM_STATS; i++)
3751 sint8 stat=get_attr_value(stats,i); 3883 {
3752 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3884 int race_bonus = pl->arch->clone.stats.stat (i);
3753 stat += get_attr_value(ns,i); 3885 sint8 stat = stats->stat (i) + ns->stat (i);
3886
3754 if(stat > 20 + race_bonus) { 3887 if (stat > 20 + race_bonus)
3888 {
3755 excess_stat++; 3889 excess_stat++;
3756 stat = 20+race_bonus; 3890 stat = 20 + race_bonus;
3757 } 3891 }
3758 set_attr_value(stats,i,stat); 3892
3893 stats->stat (i) = stat;
3759 } 3894 }
3760 3895
3761 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3897 { /* try 100 times to assign excess stats */
3762 int i = rndm(0, 6); 3898 int i = rndm (0, 6);
3763 int stat=get_attr_value(stats,i); 3899
3764 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3900 if (i == CHA)
3765 if(i==CHA) continue; /* exclude cha from this */ 3901 continue; /* exclude cha from this */
3902
3903 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i);
3766 if( stat < 20 + race_bonus) { 3905 if (stat < 20 + race_bonus)
3906 {
3767 change_attr_value(stats,i,1); 3907 change_attr_value (stats, i, 1);
3768 excess_stat--; 3908 excess_stat--;
3769 } 3909 }
3770 } 3910 }
3771 3911
3772 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3773 * the player ref: player.c 3913 * the player ref: player.c
3774 */ 3914 */
3775 if(change->randomitems!=NULL) 3915 if (change->randomitems != NULL)
3776 give_initial_items(pl,change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3777 3917
3778
3779 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3780 3919
3781 /* first, look for the force object banning 3920 /* first, look for the force object banning
3782 * changing the face. Certain races never change face with class. 3921 * changing the face. Certain races never change face with class.
3783 */ 3922 */
3784 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3923 for (walk = pl->inv; walk != NULL; walk = walk->below)
3785 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3924 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3925 flag_change_face = 0;
3786 3926
3787 if(flag_change_face) { 3927 if (flag_change_face)
3928 {
3788 pl->animation_id = GET_ANIM_ID(change); 3929 pl->animation_id = GET_ANIM_ID (change);
3789 pl->face = change->face; 3930 pl->face = change->face;
3790 3931
3791 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3932 if (QUERY_FLAG (change, FLAG_ANIMATE))
3792 SET_FLAG(pl,FLAG_ANIMATE); 3933 SET_FLAG (pl, FLAG_ANIMATE);
3793 else 3934 else
3794 CLEAR_FLAG(pl,FLAG_ANIMATE); 3935 CLEAR_FLAG (pl, FLAG_ANIMATE);
3795 } 3936 }
3796 3937
3797 /* check the special case of can't use weapons */ 3938 /* check the special case of can't use weapons */
3798 /*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); */
3799 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3940 if (!strcmp (change->name, "monk"))
3941 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3800 3942
3801 break; 3943 break;
3802 } 3944 }
3803 } 3945 }
3804} 3946}
3805 3947
3806/** 3948/**
3811 * 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.
3812 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3954 * The format is as follow: transformer:[number ]yield[;transformer:...].
3813 * 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.
3814 * 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.
3815 */ 3957 */
3958void
3816void apply_item_transformer( object* pl, object* transformer ) 3959apply_item_transformer (object *pl, object *transformer)
3817 { 3960{
3818 object* marked; 3961 object *marked;
3819 object* new_item; 3962 object *new_item;
3820 char* find; 3963 char *find;
3821 char* separator; 3964 char *separator;
3822 int yield; 3965 int yield;
3823 char got[ MAX_BUF ]; 3966 char got[MAX_BUF];
3824 int len; 3967 int len;
3825 3968
3826 if ( !pl || !transformer ) 3969 if (!pl || !transformer)
3827 return; 3970 return;
3828 marked = find_marked_object( pl ); 3971 marked = find_marked_object (pl);
3829 if ( !marked ) 3972 if (!marked)
3830 { 3973 {
3831 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));
3832 return; 3975 return;
3833 } 3976 }
3834 if ( !marked->slaying ) 3977 if (!marked->slaying)
3835 { 3978 {
3836 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));
3837 return; 3980 return;
3838 } 3981 }
3839 /* check whether they are compatible or not */ 3982 /* check whether they are compatible or not */
3840 find = strstr( marked->slaying, transformer->arch->name ); 3983 find = strstr (marked->slaying, transformer->arch->name);
3841 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3842 { 3985 {
3843 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));
3844 return; 3987 return;
3845 } 3988 }
3846 find += strlen( transformer->arch->name ) + 1; 3989 find += strlen (transformer->arch->name) + 1;
3847 /* 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 */
3848 if ( isdigit( *( find ) ) ) 3991 if (isdigit (*(find)))
3849 { 3992 {
3850 yield = atoi( find ); 3993 yield = atoi (find);
3851 if ( yield < 1 ) 3994 if (yield < 1)
3852 { 3995 {
3853 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);
3854 yield = 1; 3997 yield = 1;
3855 } 3998 }
3856 } 3999 }
3857 else 4000 else
3858 yield = 1; 4001 yield = 1;
3859 4002
3860 while ( isdigit( *find ) ) 4003 while (isdigit (*find))
3861 find++; 4004 find++;
3862 while ( *find == ' ' ) 4005 while (*find == ' ')
3863 find++; 4006 find++;
3864 memset( got, 0, MAX_BUF ); 4007 memset (got, 0, MAX_BUF);
3865 if ( (separator = strchr( find, ';' ))!=NULL) 4008 if ((separator = strchr (find, ';')) != NULL)
3866 { 4009 {
3867 len = separator - find; 4010 len = separator - find;
3868 } 4011 }
3869 else 4012 else
3870 { 4013 {
3871 len = strlen(find); 4014 len = strlen (find);
3872 } 4015 }
3873 if ( len > MAX_BUF-1) 4016 if (len > MAX_BUF - 1)
3874 len = MAX_BUF-1; 4017 len = MAX_BUF - 1;
3875 strcpy( got, find ); 4018 strcpy (got, find);
3876 got[len] = '\0'; 4019 got[len] = '\0';
3877 4020
3878 /* Now create new item, remove used ones when required. */ 4021 /* Now create new item, remove used ones when required. */
3879 new_item = get_archetype( got ); 4022 new_item = get_archetype (got);
3880 if ( !new_item ) 4023 if (!new_item)
3881 { 4024 {
3882 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));
3883 return; 4026 return;
3884 } 4027 }
4028
3885 new_item->nrof = yield; 4029 new_item->nrof = yield;
3886 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));
3887 insert_ob_in_ob( new_item, pl ); 4031 insert_ob_in_ob (new_item, pl);
3888 esrv_send_inventory( pl, pl ); 4032 esrv_send_inventory (pl, pl);
3889 /* Eat up one item */ 4033 /* Eat up one item */
3890 decrease_ob_nr( marked, 1 ); 4034 decrease_ob_nr (marked, 1);
3891 /* Eat one transformer if needed */ 4035 /* Eat one transformer if needed */
3892 if ( transformer->stats.food ) 4036 if (transformer->stats.food)
3893 if ( --transformer->stats.food == 0 ) 4037 if (--transformer->stats.food == 0)
3894 decrease_ob_nr( transformer, 1 ); 4038 decrease_ob_nr (transformer, 1);
3895 } 4039}

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