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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.6 by root, Thu Aug 17 20:23:31 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 1.6 2006/08/17 20:23:31 root Exp $";
4 */
5/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
39#include <sounds.h> 36#include <sounds.h>
40 37
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193
194/** 38/**
195 * 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.
196 * 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.
197 */ 41 */
42int
198int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
199{ 44{
200 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
201 /* 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.
202 * 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,
203 * 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,
204 * 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
205 * it. Examples: 51 * it. Examples:
206 * subtype 1: only arch 52 * subtype 1: only arch
207 * subtype 3: arch or name 53 * subtype 3: arch or name
208 * subtype 5: arch or race 54 * subtype 5: arch or race
209 * subtype 7: all three 55 * subtype 7: all three
210 */ 56 */
211 if (op->subtype) 57 if (op->subtype)
212 { 58 {
213 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
216 } else { 62 }
63 else
64 {
217 arch_flag = 1; 65 arch_flag = 1;
218 name_flag = 1; 66 name_flag = 1;
219 race_flag = 1; 67 race_flag = 1;
220 } 68 }
69
221 /* 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,
222 * name or race that matches. 71 * name or race that matches.
223 */ 72 */
224 if ( (op->race) && 73 if ((op->race) &&
225 ((!(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)) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
228 return 1; 77 return 1;
229 } 78
230 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 80 * of arch, name, or race match.
232 */ 81 */
233 if ( (op->slaying) && (
234 ((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))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
237 return 1; 85 return 1;
238 } 86
239 return 0; 87 return 0;
240} 88}
241 89
242/** 90/**
243 * 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.
244 * 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.
245 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
246 */ 94 */
95static int
247static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
248{ 97{
249 object *id, *marked; 98 object *id, *marked;
250 int success=0; 99 int success = 0;
251 100
252 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
253 return 0; 102 return 0;
254 103
255 /* 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
256 * identifying' from being printed out more than it needs to be. 105 * identifying' from being printed out more than it needs to be.
257 */ 106 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 108 return 0;
260 109
261 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
262 /* 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
263 * identified. IF it doesn't, then go through the player inventory. 112 * identified. IF it doesn't, then go through the player inventory.
264 */ 113 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
266 && need_identify (marked))
267 { 115 {
268 if (operate_altar (altar, &money)) { 116 if (operate_altar (altar, &money))
117 {
269 identify (marked); 118 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) { 120 if (marked->msg)
121 {
273 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:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124 }
125 return money == NULL;
126 }
275 } 127 }
276 return money == NULL;
277 }
278 }
279 128
280 for (id=pl->inv; id; id=id->below) { 129 for (id = pl->inv; id; id = id->below)
130 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 132 {
283 if (operate_altar(altar,&money)) { 133 if (operate_altar (altar, &money))
284 identify(id); 134 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 135 identify (id);
286 "You have %s.", long_desc(id, pl)); 136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
287 if (id->msg) { 137 if (id->msg)
138 {
288 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:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
290 } 141 }
291 success=1; 142 success = 1;
292 /* If no more money, might as well quit now */ 143 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 144 if (money == NULL || !check_altar_sacrifice (altar, money))
294 break; 145 break;
295 } 146 }
296 else { 147 else
148 {
297 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");
298 break; 150 break;
299 } 151 }
300 } 152 }
301 } 153 }
154 if (!success)
302 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");
303 return money == NULL; 156 return money == NULL;
304} 157}
305 158
306/** 159/**
307 * 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
308 * matching item. 161 * matching item.
309 **/ 162 **/
163static void
310static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
311{ 165{
312 const char* yield; 166 const char *yield;
313 167
314 yield = get_ob_key_value(tmp,"on_use_yield"); 168 yield = get_ob_key_value (tmp, "on_use_yield");
315 if (yield != NULL) 169 if (yield != NULL)
316 { 170 {
317 object* drop = get_archetype(yield); 171 object *drop = get_archetype (yield);
172
318 if (tmp->env) 173 if (tmp->env)
319 { 174 {
320 drop = insert_ob_in_ob(drop,tmp->env); 175 drop = insert_ob_in_ob (drop, tmp->env);
321 if (tmp->env->type == PLAYER) 176 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop); 177 esrv_send_item (tmp->env, drop);
323 } 178 }
324 else 179 else
325 { 180 {
326 drop->x = tmp->x; 181 drop->x = tmp->x;
327 drop->y = tmp->y; 182 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
329 } 184 }
330 } 185 }
331} 186}
332 187
333/** 188/**
334 * Handles applying a potion. 189 * Handles applying a potion.
335 */ 190 */
191int
336int apply_potion (object * op, object * tmp) 192apply_potion (object *op, object *tmp)
337{ 193{
338 int got_one = 0, i; 194 int got_one = 0, i;
339 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
340 196
341 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
342 198
343 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)
344 { 200 {
345 if (op->type == PLAYER) 201 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "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!");
348 );
349 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0; 204 return 0;
351 } 205 }
352 206
353 if (op->type == PLAYER) 207 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp); 209 identify (tmp);
357 }
358 210
359 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
360 212
361 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
364 object *depl; 216 object *depl;
365 archetype *at; 217 archetype *at;
366 218
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 { 220 {
369 drain_stat (op); 221 op->drain_stat ();
370 fix_player (op); 222 op->update_stats ();
371 decrease_ob (tmp); 223 decrease_ob (tmp);
372 return 1; 224 return 1;
373 } 225 }
226
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
375 { 228 {
376 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
377 return 0; 230 return 0;
378 } 231 }
379 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
380 if (depl != NULL) 234 if (depl)
381 { 235 {
382 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
384 {
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
386 } 239
387 remove_ob (depl); 240 depl->destroy ();
388 free_object (depl); 241 op->update_stats ();
389 fix_player (op);
390 } 242 }
391 else 243 else
392 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.");
393 245
394 decrease_ob (tmp); 246 decrease_ob (tmp);
396 } 248 }
397 249
398 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
400 { 252 {
401
402 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
403 { 254 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 { 256 {
406 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
436 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
437 break; 288 break;
438 } 289 }
439 } 290 }
440 } 291 }
292
441 /* Just makes checking easier */ 293 /* Just makes checking easier */
442 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
443 got_one = 1; 295 got_one = 1;
296
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 { 298 {
446 if (got_one) 299 if (got_one)
447 { 300 {
448 fix_player (op); 301 op->update_stats ();
449 new_draw_info (NDI_UNIQUE, 0, op, 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
450 "The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
451 new_draw_info (NDI_UNIQUE, 0, op, 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
452 "a little more in their image.");
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect.");
455 } 305 }
456 else 306 else
457 new_draw_info (NDI_UNIQUE, 0, op, 307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
458 "The potion had no effect - you are already perfect");
459 } 308 }
460 else 309 else
461 { /* cursed potion */ 310 { /* cursed potion */
462 if (got_one) 311 if (got_one)
463 { 312 {
464 fix_player (op); 313 op->update_stats ();
465 new_draw_info (NDI_UNIQUE, 0, op, 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
466 "The Gods are angry and punish you.");
467 } 315 }
468 else 316 else
469 new_draw_info (NDI_UNIQUE, 0, op, 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
470 "You are fortunate that you are so pathetic.");
471 } 318 }
319
472 decrease_ob (tmp); 320 decrease_ob (tmp);
473 return 1; 321 return 1;
474 } 322 }
475 323
476 324
486 object *fball; 334 object *fball;
487 335
488 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!");
489 /* Explodes a fireball centered at player */ 337 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL); 338 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x; 341 fball->x = op->x;
496 fball->y = op->y; 342 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0); 343 insert_ob_in_map (fball, op->map, NULL, 0);
498 } 344 }
499 else 345 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501 347
502 decrease_ob (tmp); 348 decrease_ob (tmp);
503 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op); 351 op->update_stats ();
506 return 1; 352 return 1;
507 } 353 }
508 354
509 /* Deal with protection potions */ 355 /* Deal with protection potions */
510 force = NULL; 356 force = NULL;
528 force->stats.food *= 10; 374 force->stats.food *= 10;
529 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
530 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
531 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
532 } 378 }
379
533 force->speed_left = -1; 380 force->speed_left = -1;
534 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
535 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
536 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
537 change_abil (op, force); 384 change_abil (op, force);
540 } 387 }
541 388
542 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
543 if (op->type == PLAYER) 390 if (op->type == PLAYER)
544 { /* only for players */ 391 { /* only for players */
545 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)
546 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else 394 else
549 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
550 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
555 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
557 * up all the stats. 403 * up all the stats.
558 */ 404 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op); 406 op->update_stats ();
561 decrease_ob (tmp); 407 decrease_ob (tmp);
562 return 1; 408 return 1;
563} 409}
564 410
565/**************************************************************************** 411/****************************************************************************
567 ****************************************************************************/ 413 ****************************************************************************/
568 414
569/** 415/**
570 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
571 */ 417 */
418static int
572static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
573{ 420{
574 int count=0; 421 int count = 0;
575 422
576 423
577 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
426
578 op=op->below; 427 op = op->below;
579 while(op!=NULL) { 428 while (op != NULL)
429 {
580 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
583 { 434 {
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
585 count++; 436 count++;
586 else 437 else
587 count += op->nrof; 438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
588 } 443 }
589 } 444
590 op=op->below;
591 }
592 return count; 445 return count;
593} 446}
594 447
595/** 448/**
596 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only 450 * op is typically the player, which is only
598 * really used to determine what space to look at. 451 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects. 452 * Modified to only eat 'nrof' of objects.
600 */ 453 */
454static void
601static void eat_item(object *op,const char *item, uint32 nrof) 455eat_item (object *op, const char *item, uint32 nrof)
602{ 456{
603 object *prev; 457 object *prev;
604 458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->name, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
605 prev = op; 478 prev = op;
606 op=op->below; 479 op = op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 } 480 }
622} 481}
623 482
624/** 483/**
625 * 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
626 * with improvs improvements (typically last_eat). We take an int here 485 * with improvs improvements (typically last_eat). We take an int here
627 * 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
628 * increased value to see if the object is usuable. 487 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon. 488 * we return 1 (true) if the player can use the weapon.
630 */ 489 */
490static int
631static int check_weapon_power(const object *who, int improvs) 491check_weapon_power (const object *who, int improvs)
632{ 492{
493
633/* 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
634 * 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
635 * 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.
636 */ 497 */
637#if 1 498#if 1
638 if (((who->level/5)+5) >= improvs) return 1; 499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
639 else return 0; 502 return 0;
640 503
641#else 504#else
642 int level=0; 505 int level = 0;
643 506
644 /* The skill system hands out wc and dam bonuses to fighters 507 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus 508 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons. 509 * we need to curtail the power of player enchanted weapons.
647 * 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.
648 * 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
649 * using normal level - it is just a matter of play balance. 512 * using normal level - it is just a matter of play balance.
650 */ 513 */
651 if(who->type==PLAYER) { 514 if (who->type == PLAYER)
515 {
652 object *wc_obj=NULL; 516 object *wc_obj = NULL;
653 517
654 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)
655 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)
656 level = wc_obj->level; 520 level = wc_obj->level;
657 521
658 if (!level ) { 522 if (!level)
523 {
659 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
660 level = who->level; 529 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665 530
666 return (improvs <= ((level/5)+5)); 531 return (improvs <= ((level / 5) + 5));
667#endif 532#endif
668} 533}
669 534
670/** 535/**
671 * 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.
672 * 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.
673 */ 538 */
539static int
674static int check_sacrifice(object *op, const object *improver) 540check_sacrifice (object *op, const object *improver)
675{ 541{
676 int count=0; 542 int count = 0;
677 543
678 if (improver->slaying!=NULL) { 544 if (improver->slaying != NULL)
545 {
679 count = check_item(op,improver->slaying); 546 count = check_item (op, improver->slaying);
680 if (count<1) { 547 if (count < 1)
548 {
681 char buf[200]; 549 char buf[200];
550
682 sprintf(buf,"The gods want more %ss",improver->slaying); 551 sprintf (buf, "The gods want more %ss", &improver->slaying);
683 new_draw_info(NDI_UNIQUE,0,op,buf); 552 new_draw_info (NDI_UNIQUE, 0, op, buf);
684 return 0; 553 return 0;
685 } 554 }
686 } 555 }
687 else 556 else
688 count=1; 557 count = 1;
689 558
690 return count; 559 return count;
691} 560}
692 561
693/** 562/**
694 * Actually improves the weapon, and tells user. 563 * Actually improves the weapon, and tells user.
695 */ 564 */
696int improve_weapon_stat(object *op,object *improver,object *weapon, 565int
697 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)
698{ 567{
699 568
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
701 *stat += sacrifice_count; 570 *stat += sacrifice_count;
702 weapon->last_eat++; 571 weapon->last_eat++;
703 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);
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver); 573 decrease_ob (improver);
706 574
707 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
708 fix_player(op); 576 op->update_stats ();
709 return 1; 577 return 1;
710} 578}
711 579
712/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
713#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
726/** 594/**
727 * This does the prepare weapon scroll. 595 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on. 596 * Checks for sacrifice, and so on.
729 */ 597 */
730 598
599int
731int prepare_weapon(object *op, object *improver, object *weapon) 600prepare_weapon (object *op, object *improver, object *weapon)
732{ 601{
733 int sacrifice_count,i; 602 int sacrifice_count, i;
734 char buf[MAX_BUF]; 603 char buf[MAX_BUF];
735 604
736 if (weapon->level!=0) { 605 if (weapon->level != 0)
606 {
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
738 return 0; 608 return 0;
739 } 609 }
740 for (i=0; i<NROFATTACKS; i++) 610 for (i = 0; i < NROFATTACKS; i++)
741 if (weapon->resist[i]) break; 611 if (weapon->resist[i])
612 break;
742 613
743 /* If we break out, i will be less than nrofattacks, preventing 614 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections. 615 * improvement of items that already have protections.
745 */ 616 */
746 if (i<NROFATTACKS || 617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */ 619 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */ 620 weapon->stats.ac) /* AC - only taifu's I think */
751 { 621 {
752 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
753 return 0; 623 return 0;
754 } 624 }
755 sacrifice_count=check_sacrifice(op,improver); 625 sacrifice_count = check_sacrifice (op, improver);
756 if (sacrifice_count<=0) 626 if (sacrifice_count <= 0)
757 return 0; 627 return 0;
758 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
761 631
762 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);
763 weapon->name,weapon->level);
764 633
765 sprintf(buf,"%s's %s",op->name,weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
766 FREE_AND_COPY(weapon->name, buf); 635 weapon->name = weapon->name_pl = buf;
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
769 slot at once! */ 637 slot at once! */
770 decrease_ob(improver); 638 decrease_ob (improver);
771 weapon->last_eat=0; 639 weapon->last_eat = 0;
772 return 1; 640 return 1;
773} 641}
774 642
775 643
776/** 644/**
777 * 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.
782 * 650 *
783 * 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
784 * 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 ??
785 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
786 */ 654 */
655int
787int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
788{ 657{
789 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
790 659
791 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
792 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
793 } 663 }
794 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
795 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.");
796 return 0; 667 return 0;
797 } 668 }
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
799 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.");
800 return 0; 672 return 0;
801 } 673 }
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
803 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
804 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");
805 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");
806 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.");
807 return 0; 679 return 0;
808 } 680 }
809 /* 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
810 * 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,
811 * 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
812 * weapon can be improved. 684 * weapon can be improved.
813 */ 685 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
815 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
817 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);
818 "Damage has been increased by 5 to %d", weapon->stats.dam);
819 weapon->last_eat++; 691 weapon->last_eat++;
820 692
821 weapon->item_power++; 693 weapon->item_power++;
822 decrease_ob(improver); 694 decrease_ob (improver);
823 return 1; 695 return 1;
824 } 696 }
825 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
826 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
828 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
829 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
830 "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);
831 (float)weapon->weight/1000.0);
832 weapon->last_eat++; 704 weapon->last_eat++;
833 weapon->item_power++; 705 weapon->item_power++;
834 decrease_ob(improver); 706 decrease_ob (improver);
835 return 1; 707 return 1;
836 } 708 }
837 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
838 weapon->magic++; 711 weapon->magic++;
839 weapon->last_eat++; 712 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op 713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
841 ,"Weapon magic increased to %d",weapon->magic);
842 decrease_ob(improver); 714 decrease_ob (improver);
843 weapon->item_power++; 715 weapon->item_power++;
844 return 1; 716 return 1;
845 } 717 }
846 718
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
849 weapon->stats.Wis;
850 721
851 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
852 sacrifice_needed =1; 723 sacrifice_needed = 1;
853 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
854 725
855 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
856 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
857 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
858 "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);
859 return 0; 730 return 0;
860 } 731 }
861 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
862 weapon->item_power++; 733 weapon->item_power++;
863 734
864 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
865 case IMPROVE_STR: 737 case IMPROVE_STR:
866 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
867 (signed char *) &(weapon->stats.Str),
868 1, "strength");
869 case IMPROVE_DEX: 739 case IMPROVE_DEX:
870 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
871 (signed char *) &(weapon->stats.Dex),
872 1, "dexterity");
873 case IMPROVE_CON: 741 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS: 743 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA: 745 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT: 747 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW: 749 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon, 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default: 751 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
895 } 753 }
896 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
897 return 0; 755 return 0;
898} 756}
899 757
900/** 758/**
901 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * 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, ...),
903 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
904 */ 762 */
763int
905int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
906{ 765{
907 object *otmp; 766 object *otmp;
908 767
909 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.");
910 return 0; 774 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 } 775 }
776
915 otmp=find_marked_object(op); 777 otmp = find_marked_object (op);
916 if(!otmp) { 778 if (!otmp)
779 {
917 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.");
918 return 0; 781 return 0;
919 } 782 }
783
920 if (otmp->type != WEAPON && otmp->type != BOW) { 784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
921 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");
922 return 0; 787 return 0;
923 } 788 }
789
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
925 improve_weapon(op,tmp,otmp); 791 improve_weapon (op, tmp, otmp);
926 esrv_send_item(op, otmp); 792 esrv_send_item (op, otmp);
927 return 1; 793 return 1;
928} 794}
929 795
930/** 796/**
931 * This code deals with the armour improvment scrolls. 797 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to 798 * Change limits on improvement - let players go up to
947 * the armour value of the piece of equipment exceed either 813 * the armour value of the piece of equipment exceed either
948 * the users level or 90) 814 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support 815 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now. 816 * changing of physical area right now.
951 */ 817 */
818int
952int improve_armour(object *op, object *improver, object *armour) 819improve_armour (object *op, object *improver, object *armour)
953{ 820{
954 object *tmp; 821 object *tmp;
955 822
956 if (armour->magic >= settings.armor_max_enchant) { 823 if (armour->magic >= settings.armor_max_enchant)
824 {
957 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.");
958 return 0; 826 return 0;
959 } 827 }
960 /* 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,
961 * 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.
962 * 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
963 * of gnarg and what not?) 831 * of gnarg and what not?)
964 */ 832 */
965 if (armour->title) { 833 if (armour->title)
834 {
966 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.");
967 return 0; 836 return 0;
968 } 837 }
969 838
970 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
972 */ 841 */
973 if(armour->nrof > 1) 842 if (armour->nrof > 1)
974 tmp = get_split_ob(armour,armour->nrof - 1); 843 tmp = get_split_ob (armour, armour->nrof - 1);
975 else 844 else
976 tmp = NULL; 845 tmp = NULL;
977 846
978 armour->magic++; 847 armour->magic++;
979 848
980 if ( !settings.armor_speed_linear ) 849 if (!settings.armor_speed_linear)
981 { 850 {
982 int base = 100; 851 int base = 100;
983 int pow = 0; 852 int pow = 0;
853
984 while ( pow < armour->magic ) 854 while (pow < armour->magic)
985 { 855 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
987 pow++; 857 pow++;
988 } 858 }
989 859
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
991 } 861 }
992 else 862 else
993 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;
994 864
995 if ( !settings.armor_weight_linear ) 865 if (!settings.armor_weight_linear)
996 { 866 {
997 int base = 100; 867 int base = 100;
998 int pow = 0; 868 int pow = 0;
869
999 while ( pow < armour->magic ) 870 while (pow < armour->magic)
1000 { 871 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
1002 pow++; 873 pow++;
1003 } 874 }
1004 875
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100; 876 armour->weight = (armour->arch->clone.weight * base) / 100;
1006 } 877 }
1007 else 878 else
1008 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;
1009 880
1010 if ( armour->weight <= 0 ) 881 if (armour->weight <= 0)
1011 { 882 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1013 armour->weight = 1; 884 armour->weight = 1;
1014 } 885 }
1015 886
1016 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);
1017 888
1018 if (op->type == PLAYER) { 889 if (op->type == PLAYER)
890 {
1019 esrv_send_item(op, armour); 891 esrv_send_item (op, armour);
1020 if(QUERY_FLAG(armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
1021 fix_player(op); 893 op->update_stats ();
1022 } 894 }
1023 decrease_ob(improver); 895 decrease_ob (improver);
1024 if (tmp) { 896 if (tmp)
897 {
1025 insert_ob_in_ob(tmp, op); 898 insert_ob_in_ob (tmp, op);
1026 esrv_send_item(op, tmp); 899 esrv_send_item (op, tmp);
1027 } 900 }
1028 return 1; 901 return 1;
1029} 902}
1030 903
1031 904
1032/* 905/*
1033 * 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
1041/* Takes one items and makes another. 914/* Takes one items and makes another.
1042 * converter is the object that is doing the conversion. 915 * converter is the object that is doing the conversion.
1043 * 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
1044 * what the converter wants, this will not do anything. 917 * what the converter wants, this will not do anything.
1045 */ 918 */
919int
1046int convert_item(object *item, object *converter) { 920convert_item (object *item, object *converter)
921{
1047 int nr=0; 922 int nr = 0;
1048 object *tmp;
1049 int is_in_shop;
1050 uint32 price_in; 923 uint32 price_in;
1051 924
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1053 tmp != NULL;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059
1060 /* 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,
1061 * 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
1062 * 3 gp and player drops a platinum, tough luck) 927 * 3 gp and player drops a platinum, tough luck)
1063 */ 928 */
1064 if (!strcmp(CONV_FROM(converter),"money")) { 929 if (!strcmp (CONV_FROM (converter), "money"))
1065 int cost; 930 {
931 int cost;
1066 932
1067 if(item->type!=MONEY) 933 if (item->type != MONEY)
1068 return 0; 934 return 0;
1069 935
1070 nr=(item->nrof*item->value)/CONV_NEED(converter); 936 nr = (item->nrof * item->value) / CONV_NEED (converter);
1071 if (!nr) return 0; 937 if (!nr)
938 return 0;
1072 cost=nr*CONV_NEED(converter)/item->value; 939 cost = nr * CONV_NEED (converter) / item->value;
1073 /* take into account rounding errors */ 940 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++; 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
1075 decrease_ob_nr(item, cost); 943 decrease_ob_nr (item, cost);
1076 944
1077 price_in = cost*item->value; 945 price_in = cost * item->value;
946 }
947 else
1078 } 948 {
1079 else {
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1082 return 0; 951 return 0;
1083 952
1084 if(CONV_NEED(converter)) { 953 if (CONV_NEED (converter))
954 {
1085 nr=item->nrof/CONV_NEED(converter); 955 nr = item->nrof / CONV_NEED (converter);
1086 decrease_ob_nr(item,nr*CONV_NEED(converter)); 956 decrease_ob_nr (item, nr * CONV_NEED (converter));
1087 price_in = nr*CONV_NEED(converter)*item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
1088 } else { 958 }
959 else
960 {
1089 price_in = item->value; 961 price_in = item->value;
1090 remove_ob(item); 962 item->destroy ();
1091 free_object(item); 963 }
1092 }
1093 } 964 }
1094 965
1095 if (converter->inv != NULL) { 966 if (converter->inv != NULL)
967 {
1096 object *ob; 968 object *ob;
1097 int i; 969 int i;
1098 object *ob_to_copy; 970 object *ob_to_copy;
1099 971
1100 /* select random object from inventory to copy */ 972 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv; 973 ob_to_copy = converter->inv;
1102 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 {
1103 if (rndm(0, i) == 0) { 976 if (rndm (0, i) == 0)
1104 ob_to_copy = ob; 977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1105 } 984 }
1106 } 985 else
1107 item = object_create_clone(ob_to_copy); 986 {
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110 } else {
1111 if (converter->other_arch == NULL) { 987 if (converter->other_arch == NULL)
1112 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);
1113 return -1; 991 return -1;
1114 } 992 }
1115 993
1116 item = object_create_arch(converter->other_arch); 994 item = object_create_arch (converter->other_arch);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1118 } 996 }
1119 997
1120 if(CONV_NR(converter)) 998 if (CONV_NR (converter))
1121 item->nrof=CONV_NR(converter); 999 item->nrof = CONV_NR (converter);
1122 if(nr) 1000 if (nr)
1123 item->nrof*=nr; 1001 item->nrof *= nr;
1124 if(is_in_shop) 1002 if (is_in_shop (converter))
1125 SET_FLAG(item,FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1126 else if(price_in < item->nrof*item->value) { 1004 else if (price_in < item->nrof * item->value)
1005 {
1127 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",
1128 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);
1129 item->nrof*item->value, item->name); 1008
1130 /** 1009 /**
1131 * 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
1132 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1133 */ 1012 */
1134 } 1013 }
1135 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);
1136 return 1; 1015 return 1;
1137} 1016}
1138 1017
1139/** 1018/**
1140 * Handle apply on containers. 1019 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1142 * 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]
1143 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1144 */ 1023 */
1145 1024int
1146int apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1147{ 1026{
1148 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1149 object *tmp; 1028 return 0; /* This might change */
1150 1029
1151 if(op->type!=PLAYER)
1152 return 0; /* This might change */
1153
1154 if (sack==NULL || sack->type != CONTAINER) { 1030 if (!sack || sack->type != CONTAINER)
1031 {
1155 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]");
1156 return 0; 1033 return 0;
1157 } 1034 }
1158 op->contr->last_used = NULL; 1035
1159 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1160 1037
1161 if (sack->env!=op) { 1038 if (sack->env && sack->env != op)
1162 if (sack->other_arch == NULL || sack->env != NULL) {
1163 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164 return 1;
1165 }
1166 /* It's on the ground, the problems begin */
1167 if (op->container != sack) {
1168 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171 tmp && tmp->container != sack; tmp=tmp->above);
1172 if (tmp) {
1173 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op,
1175 "%s is already occupied.", query_name(sack));
1176 return 1;
1177 }
1178 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 } 1039 {
1204 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206 if (op->container) {
1207 if (op->container != sack) {
1208 tmp = op->container;
1209 apply_container (op, tmp);
1210 sprintf (buf, "You close %s and open ", query_name(tmp));
1211 op->container = sack;
1212 strcat (buf, query_name(sack));
1213 strcat (buf, ".");
1214 } else {
1215 CLEAR_FLAG (sack, FLAG_APPLIED);
1216 op->container = NULL;
1217 sprintf (buf, "You close %s.", query_name(sack));
1218 }
1219 } else {
1220 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack));
1222 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack;
1224 }
1225 } else { /* not applied */
1226 if (sack->slaying) { /* it's locked */
1227 tmp = find_key(op, op, sack);
1228 if (tmp) {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf);
1233 apply_container (op, sack);
1234 return 1; 1041 return 1;
1235 } 1042 }
1236 } else { 1043
1237 sprintf (buf, "You don't have the key to unlock %s.", 1044 // already applied == open on ground, or open in inv, or active in inv
1238 query_name(sack)); 1045 if (sack->flag [FLAG_APPLIED])
1239 }
1240 } else {
1241 sprintf (buf, "You readied %s.", query_name(sack));
1242 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack);
1246 return 1;
1247 }
1248 }
1249 } 1046 {
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1047 if (op->container == sack)
1251 if (op->contr) op->contr->socket.update_look=1; 1048 {
1252 return 1; 1049 // open on ground or inv, so close
1253} 1050 op->close_container ();
1254
1255/**
1256 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257 * the player has in their inventory, eg, sacks, luggages, etc.
1258 *
1259 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260 * This version is for client/server mode.
1261 * op is the player, sack is the container the player is opening or closing.
1262 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263 *
1264 * Reminder - there are three states for any container - closed (non applied),
1265 * applied (not open, but objects that match get tossed into it), and open
1266 * (applied flag set, and op->container points to the open container)
1267 */
1268
1269int esrv_apply_container (object *op, object *sack)
1270{
1271 object *tmp=op->container;
1272 if(op->type!=PLAYER)
1273 return 0; /* This might change */
1274
1275 if (sack==NULL || sack->type != CONTAINER) {
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 }
1280
1281 /* If we have a currently open container, then it needs to be closed in all cases
1282 * if we are opening this one up. We then fall through if appropriate for
1283 * openening the new container.
1284 */
1285
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287 if (op->container->env != op) { /* if container is on the ground */
1288 op->container->move_off = 0;
1289 }
1290 /* Lauwenmark: Handle for plugin close event */
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292 return 1; 1051 return 1;
1293
1294 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED);
1297 op->container=NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1;
1300 }
1301
1302
1303 /* If the player is trying to open it (which he must be doing if we got here),
1304 * and it is locked, check to see if player has the equipment to open it.
1305 */
1306
1307 if (sack->slaying) { /* it's locked */
1308 tmp=find_key(op, op, sack);
1309 if (tmp) {
1310 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 } 1052 }
1053 else if (!sack->env)
1054 {
1055 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059
1060 // fall through to opening it (active in inv)
1061 }
1062 else if (sack->env)
1316 } 1063 {
1317 1064 // it is in our env, so activate it, do not open yet
1318 /* By the time we get here, we have made sure any other container has been closed and 1065 op->close_container ();
1319 * if this is a locked container, the player they key to open it. 1066 sack->flag [FLAG_APPLIED] = 1;
1320 */
1321
1322 /* There are really two cases - the sack is either on the ground, or the sack is
1323 * part of the players inventory. If on the ground, we assume that the player is
1324 * opening it, since if it was being closed, that would have been taken care of above.
1325 */
1326
1327
1328 if (sack->env != op) {
1329 /* Hypothetical case - the player is trying to open a sack that belong to someone
1330 * else. This normally should not happen, but a misbehaving client/player could
1331 * try to do it, so lets handle it gracefully.
1332 */
1333 if (sack->env) {
1334 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335 query_name(sack));
1336 return 0;
1337 }
1338 /* set these so when the player walks off, we can unapply the sack */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */
1340
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack); 1067 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack);
1356 }
1357 else {
1358 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1360 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack);
1362 }
1363 }
1364 return 1; 1069 return 1;
1365} 1070 }
1366 1071
1072 // it's locked?
1073 if (sack->slaying)
1074 {
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack);
1085
1086 return 1;
1087}
1367 1088
1368/** 1089/**
1369 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1371 */ 1092 */
1093static int
1372static int apply_altar (object *altar, object *sacrifice, object *originator) 1094apply_altar (object *altar, object *sacrifice, object *originator)
1373{ 1095{
1374 /* Only players can make sacrifices on spell casting altars. */ 1096 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1097 if (altar->inv && (!originator || originator->type != PLAYER))
1376 return 0; 1098 return 0;
1377 1099
1378 if (operate_altar (altar, &sacrifice)) { 1100 if (operate_altar (altar, &sacrifice))
1101 {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet 1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * 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
1381 * is up to map designers to use them properly. 1104 * is up to map designers to use them properly.
1382 */ 1105 */
1383 if (altar->inv && altar->inv->type==SPELL) { 1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1384 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);
1385 altar->inv->name);
1386 cast_spell (originator, altar, 0, altar->inv, NULL); 1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with 1110 /* If it is connected, push the button. Fixes some problems with
1388 * old maps. 1111 * old maps.
1389 */ 1112 */
1113
1390/* push_button (altar);*/ 1114/* push_button (altar);*/
1391 } else { 1115 }
1116 else
1117 {
1392 altar->value = 1; /* works only once */ 1118 altar->value = 1; /* works only once */
1393 push_button (altar); 1119 push_button (altar);
1394 } 1120 }
1395 return sacrifice == NULL; 1121
1396 } else { 1122 return !sacrifice;
1123 }
1124 else
1397 return 0; 1125 return 0;
1398 }
1399} 1126}
1400
1401 1127
1402/** 1128/**
1403 * Handles 'movement' of shop mats. 1129 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not. 1130 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus 1131 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date. 1132 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29 1133 * MSW 2001-08-29
1408 */ 1134 */
1135int
1409int apply_shop_mat (object *shop_mat, object *op) 1136apply_shop_mat (object *shop_mat, object *op)
1410{ 1137{
1411 int rv = 0; 1138 int rv = 0;
1412 double opinion; 1139 double opinion;
1413 object *tmp, *next; 1140 object *tmp, *next;
1414 1141
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1416 1143
1417 if (op->type != PLAYER) { 1144 if (op->type != PLAYER)
1145 {
1418 /* Remove all the unpaid objects that may be carried here. 1146 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in 1147 * This could be pets or monsters that are somehow in
1420 * the shop. 1148 * the shop.
1421 */ 1149 */
1422 for (tmp=op->inv; tmp; tmp=next) { 1150 for (tmp = op->inv; tmp; tmp = next)
1151 {
1423 next = tmp->below; 1152 next = tmp->below;
1153
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 {
1425 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);
1426 1157
1427 remove_ob(tmp); 1158 tmp->remove ();
1428 if (i==-1) i=0; 1159
1429 tmp->map = op->map; 1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1430 tmp->x = op->x + freearr_x[i]; 1164 tmp->x = op->x + freearr_x[i];
1431 tmp->y = op->y + freearr_y[i]; 1165 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0); 1166 insert_ob_in_map (tmp, op->map, op, 0);
1433 } 1167 }
1434 } 1168 }
1435 1169
1436 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1438 1173
1439 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1441 */ 1176 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1443 1179
1444 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1183 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185
1186 return 0;
1187 }
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor.
1203 */
1204 else if (!rv && !is_in_shop (op))
1205 {
1206 opinion = shopkeeper_approval (op->map, op);
1207
1208 if (opinion > 0.9)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 else if (opinion > 0.75)
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212 else if (opinion > 0.5)
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 }
1217 }
1218 else
1219 {
1220 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore
1223 */
1445 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
1446 if (i != -1) { 1226 if (i == -1)
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1227 {
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else { 1229 }
1491 remove_ob (op); 1230 else
1231 {
1232 op->remove ();
1492 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1493 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1494 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;
1495 } 1236 }
1496 } 1237 }
1238
1497 CLEAR_FLAG (op, FLAG_NO_APPLY); 1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1498 return rv; 1240 return rv;
1499} 1241}
1500 1242
1501/** 1243/**
1502 * Handles applying a sign. 1244 * Handles applying a sign.
1503 */ 1245 */
1246static void
1504static void apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1505{ 1248{
1506 readable_message_type* msgType; 1249 readable_message_type *msgType;
1507 char newbuf[HUGE_BUF]; 1250 char newbuf[HUGE_BUF];
1251
1508 if (sign->msg == NULL) { 1252 if (sign->msg == NULL)
1253 {
1509 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1510 return; 1264 return;
1511 } 1265 }
1512 1266
1513 if (sign->stats.food) {
1514 if (sign->last_eat >= sign->stats.food) {
1515 if (!sign->move_on)
1516 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1517 return;
1518 }
1519
1520 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1521 sign->last_eat++; 1268 sign->last_eat++;
1522 } 1269 }
1523 1270
1524 /* 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?
1525 * 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
1526 * 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
1527 * to us). 1274 * to us).
1528 */ 1275 */
1529 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)
1530 new_draw_info (NDI_UNIQUE, 0, op, 1277 {
1531 "You are unable to read while blind."); 1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1532 return; 1279 return;
1533 } 1280 }
1534 msgType=get_readable_message_type(sign); 1281 msgType = get_readable_message_type (sign);
1535 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1536 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);
1537} 1284}
1538
1539 1285
1540/** 1286/**
1541 * 'victim' moves onto 'trap' 1287 * 'victim' moves onto 'trap'
1542 * 'victim' leaves 'trap' 1288 * 'victim' leaves 'trap'
1543 * 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.
1544 * 1290 *
1545 * originator: Player, monster or other object that caused 'victim' to move 1291 * originator: Player, monster or other object that caused 'victim' to move
1546 * 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.
1547 * However, some types of traps require an originator to function. 1293 * However, some types of traps require an originator to function.
1548 */ 1294 */
1295void
1549void move_apply (object *trap, object *victim, object *originator) 1296move_apply (object *trap, object *victim, object *originator)
1550{ 1297{
1551 static int recursion_depth = 0; 1298 static int recursion_depth = 0;
1552 1299
1553 /* Only exits affect DMs. */ 1300 /* Only exits affect DMs. */
1554 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)
1555 return; 1302 return;
1556 1303
1557 /* move_apply() is the most likely candidate for causing unwanted and 1304 /* move_apply() is the most likely candidate for causing unwanted and
1558 * possibly unlimited recursion. 1305 * possibly unlimited recursion.
1559 */ 1306 */
1561 * maps to fail. 1) it's not an error to recurse: 1308 * maps to fail. 1) it's not an error to recurse:
1562 * rune detonates, summoning monster. monster lands on nearby rune. 1309 * rune detonates, summoning monster. monster lands on nearby rune.
1563 * nearby rune detonates. This sort of recursion is expected and 1310 * nearby rune detonates. This sort of recursion is expected and
1564 * proper. This code was causing needless crashes. 1311 * proper. This code was causing needless crashes.
1565 */ 1312 */
1566 if (recursion_depth >= 500) { 1313 if (recursion_depth >= 500)
1314 {
1567 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1568 "[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);
1569 trap->arch->name, trap->name, victim->arch->name, victim->name); 1317 return;
1570 return;
1571 } 1318 }
1572 recursion_depth++; 1319 recursion_depth++;
1573 if (trap->head) trap=trap->head; 1320 if (trap->head)
1321 trap = trap->head;
1574 1322
1575 /* Lauwenmark: Handle for plugin trigger event */ 1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1576 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 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 }
1577 goto leave; 1347 goto leave;
1578 1348
1579 switch (trap->type) {
1580 case PLAYERMOVER:
1581 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1582 !should_director_abort(trap, victim)) {
1583 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1584
1585 /* Is this correct? From the docs, it doesn't look like it
1586 * should be divided by trap->speed
1587 */
1588 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1589
1590 /* Just put in some sanity check. I think there is a bug in the
1591 * above with some objects have zero speed, and thus the player
1592 * getting permanently paralyzed.
1593 */
1594 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1595 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1596 }
1597 goto leave;
1598
1599 case SPINNER: 1349 case SPINNER:
1600 if(victim->direction) { 1350 if (victim->direction)
1351 {
1601 victim->direction=absdir(victim->direction-trap->stats.sp); 1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1602 update_turn_face(victim); 1353 update_turn_face (victim);
1603 } 1354 }
1604 goto leave; 1355 goto leave;
1605 1356
1606 case DIRECTOR: 1357 case DIRECTOR:
1607 if(victim->direction && !should_director_abort(trap, victim)) { 1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1608 victim->direction=trap->stats.sp; 1360 victim->direction = trap->stats.sp;
1609 update_turn_face(victim); 1361 update_turn_face (victim);
1610 } 1362 }
1611 goto leave; 1363 goto leave;
1612 1364
1613 case BUTTON: 1365 case BUTTON:
1614 case PEDESTAL: 1366 case PEDESTAL:
1615 update_button(trap); 1367 update_button (trap);
1616 goto leave; 1368 goto leave;
1617 1369
1618 case ALTAR: 1370 case ALTAR:
1619 /* sacrifice victim on trap */ 1371 /* sacrifice victim on trap */
1620 apply_altar (trap, victim, originator); 1372 apply_altar (trap, victim, originator);
1621 goto leave; 1373 goto leave;
1622 1374
1623 case THROWN_OBJ: 1375 case THROWN_OBJ:
1624 if (trap->inv == NULL) 1376 if (trap->inv == NULL)
1625 goto leave; 1377 goto leave;
1626 /* fallthrough */ 1378 /* fallthrough */
1627 1379
1628 case ARROW: 1380 case ARROW:
1629
1630 /* bad bug: monster throw a object, make a step forwards, step on object , 1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1631 * trigger this here and get hit by own missile - and will be own enemy. 1382 * trigger this here and get hit by own missile - and will be own enemy.
1632 * Victim then is his own enemy and will start to kill herself (this is 1383 * Victim then is his own enemy and will start to kill herself (this is
1633 * removed) but we have not synced victim and his missile. To avoid senseless 1384 * removed) but we have not synced victim and his missile. To avoid senseless
1634 * action, we avoid hits here 1385 * action, we avoid hits here
1635 */ 1386 */
1636 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1637 hit_with_arrow (trap, victim); 1388 hit_with_arrow (trap, victim);
1638 goto leave; 1389 goto leave;
1639 1390
1640 case SPELL_EFFECT: 1391 case SPELL_EFFECT:
1641 apply_spell_effect(trap, victim); 1392 apply_spell_effect (trap, victim);
1642 goto leave; 1393 goto leave;
1643 1394
1644 case TRAPDOOR: 1395 case TRAPDOOR:
1645 { 1396 {
1646 int max, sound_was_played; 1397 int max, sound_was_played;
1647 object *ab, *ab_next; 1398 object *ab, *ab_next;
1399
1648 if(!trap->value) { 1400 if (!trap->value)
1649 int tot; 1401 {
1402 int tot;
1403
1650 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1651 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1652 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1653 1407
1654 if(!(trap->value=(tot>trap->weight)?1:0)) 1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1655 goto leave; 1409 goto leave;
1656 1410
1657 SET_ANIMATION(trap, trap->value); 1411 SET_ANIMATION (trap, trap->value);
1658 update_object(trap,UP_OBJ_FACE); 1412 update_object (trap, UP_OBJ_FACE);
1659 } 1413 }
1660 1414
1661 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 {
1662 /* 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,
1663 * ab->above would be bogus 1418 * ab->above would be bogus
1664 */ 1419 */
1665 ab_next = ab->above; 1420 ab_next = ab->above;
1666 1421
1667 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1668 if ( ! sound_was_played) { 1423 {
1424 if (!sound_was_played)
1425 {
1669 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);
1670 sound_was_played = 1; 1427 sound_was_played = 1;
1671 } 1428 }
1672 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!");
1673 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);
1674 } 1431 }
1675 } 1432 }
1676 goto leave; 1433 goto leave;
1677 } 1434 }
1678 1435
1679 1436
1680 case CONVERTER: 1437 case CONVERTER:
1681 if (convert_item (victim, trap) < 0) { 1438 if (convert_item (victim, trap) < 0)
1682 object *op; 1439 {
1683
1684 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1685 1443
1686 op = get_archetype("burnout");
1687 if (op != NULL) {
1688 op->x = trap->x;
1689 op->y = trap->y;
1690 insert_ob_in_map(op, trap->map, trap, 0);
1691 }
1692 }
1693 goto leave; 1444 goto leave;
1694 1445
1695 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1696 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1697 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1698 check_trigger (trap, victim); 1449 check_trigger (trap, victim);
1699 goto leave; 1450 goto leave;
1700 1451
1701 case DEEP_SWAMP: 1452 case DEEP_SWAMP:
1702 walk_on_deep_swamp (trap, victim); 1453 walk_on_deep_swamp (trap, victim);
1703 goto leave; 1454 goto leave;
1704 1455
1705 case CHECK_INV: 1456 case CHECK_INV:
1706 check_inv (victim, trap); 1457 check_inv (victim, trap);
1707 goto leave; 1458 goto leave;
1708 1459
1709 case HOLE: 1460 case HOLE:
1710 /* Hole not open? */ 1461 /* Hole not open? */
1711 if(trap->stats.wc > 0) 1462 if (trap->stats.wc > 0)
1712 goto leave; 1463 goto leave;
1713 1464
1714 /* 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.
1715 * Processing will happen if the head runs into the pit 1466 * Processing will happen if the head runs into the pit
1716 */ 1467 */
1717 if (victim->head) 1468 if (victim->head)
1718 goto leave; 1469 goto leave;
1719 1470
1720 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1721 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1722 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1723 goto leave; 1474 goto leave;
1724 1475
1725 case EXIT: 1476 case EXIT:
1726 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1727 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1728 * players output. 1480 * players output.
1729 */ 1481 */
1730 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1731 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1732 enter_exit (victim, trap); 1484
1733 } 1485 victim->enter_exit (trap);
1486 }
1734 goto leave; 1487 goto leave;
1735 1488
1736 case ENCOUNTER: 1489 case ENCOUNTER:
1737 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1738 goto leave; 1491 goto leave;
1739 1492
1740 case SHOP_MAT: 1493 case SHOP_MAT:
1741 apply_shop_mat (trap, victim); 1494 apply_shop_mat (trap, victim);
1742 goto leave; 1495 goto leave;
1743 1496
1744 /* Drop a certain amount of gold, and have one item identified */ 1497 /* Drop a certain amount of gold, and have one item identified */
1745 case IDENTIFY_ALTAR: 1498 case IDENTIFY_ALTAR:
1746 apply_id_altar (victim, trap, originator); 1499 apply_id_altar (victim, trap, originator);
1747 goto leave; 1500 goto leave;
1748 1501
1749 case SIGN: 1502 case SIGN:
1750 if (victim->type != PLAYER && trap->stats.food > 0) 1503 if (victim->type != PLAYER && trap->stats.food > 0)
1751 goto leave; /* monsters musn't apply magic_mouths with counters */ 1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1752 1505
1753 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1754 goto leave; 1507 goto leave;
1755 1508
1756 case CONTAINER: 1509 case CONTAINER:
1757 if (victim->type==PLAYER)
1758 (void) esrv_apply_container (victim, trap);
1759 else
1760 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1761 goto leave; 1511 goto leave;
1762 1512
1763 case RUNE: 1513 case RUNE:
1764 case TRAP: 1514 case TRAP:
1765 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1766 spring_trap(trap, victim); 1517 spring_trap (trap, victim);
1767 } 1518 }
1768 goto leave; 1519 goto leave;
1769 1520
1770 default: 1521 default:
1771 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 "
1772 "handled in move_apply()\n", trap->name, trap->arch->name, 1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1773 trap->type);
1774 goto leave; 1524 goto leave;
1775 } 1525 }
1776 1526
1777 leave: 1527leave:
1778 recursion_depth--; 1528 recursion_depth--;
1779} 1529}
1780 1530
1781/** 1531/**
1782 * Handles reading a regular (ie not containing a spell) book. 1532 * Handles reading a regular (ie not containing a spell) book.
1783 */ 1533 */
1534static void
1784static void apply_book (object *op, object *tmp) 1535apply_book (object *op, object *tmp)
1785{ 1536{
1786 int lev_diff; 1537 int lev_diff;
1787 object *skill_ob; 1538 object *skill_ob;
1788 1539
1789 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1790 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.");
1791 return; 1543 return;
1792 } 1544 }
1793 if(tmp->msg==NULL) { 1545 if (tmp->msg == NULL)
1794 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 {
1795 "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);
1796 return; 1548 return;
1797 } 1549 }
1798 1550
1799 /* need a literacy skill to read stuff! */ 1551 /* need a literacy skill to read stuff! */
1800 skill_ob = find_skill_by_name(op, tmp->skill); 1552 skill_ob = find_skill_by_name (op, tmp->skill);
1801 if ( ! skill_ob) { 1553 if (!skill_ob)
1802 new_draw_info(NDI_UNIQUE, 0,op,
1803 "You are unable to decipher the strange symbols.");
1804 return;
1805 } 1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1806 lev_diff = tmp->level - (skill_ob->level + 5); 1558 lev_diff = tmp->level - (skill_ob->level + 5);
1807 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1808 if (lev_diff < 2) 1561 if (lev_diff < 2)
1809 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.");
1810 else if (lev_diff < 3) 1563 else if (lev_diff < 3)
1811 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.");
1812 else if (lev_diff < 5) 1565 else if (lev_diff < 5)
1813 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.");
1814 else if (lev_diff < 8) 1567 else if (lev_diff < 8)
1815 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.");
1816 else if (lev_diff < 15) 1569 else if (lev_diff < 15)
1817 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.");
1818 else 1571 else
1819 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.");
1820 return; 1573 return;
1821 }
1822
1823
1824 /* Lauwenmark: Handle for plugin book event */
1825 /*printf("Book apply: %s\n", tmp->name);
1826 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1827 printf("Book applied: %s\n", tmp->name);*/
1828 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1829 { 1574 }
1830 CFParm CFP; 1575
1831 int k, l, m;
1832 uint32 n;
1833 new_draw_info_format (NDI_UNIQUE, 0, op,
1834 "You open the %s and start reading.", tmp->name);
1835 k = EVENT_APPLY;
1836 l = SCRIPT_FIX_ALL;
1837 m = 0;
1838 n = 0;
1839 CFP.Value[0] = &k;
1840 CFP.Value[1] = op;
1841 CFP.Value[2] = tmp;
1842 CFP.Value[3] = NULL;
1843 CFP.Value[4] = NULL;
1844 CFP.Value[5] = &n;
1845 CFP.Value[6] = &m;
1846 CFP.Value[7] = &m;
1847 CFP.Value[8] = &l;
1848 CFP.Value[9] = (void*)evt->hook;
1849 CFP.Value[10]= (void*)evt->options;
1850 if (findPlugin(evt->plugin)>=0)
1851 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1852 }
1853 else*/{
1854 readable_message_type* msgType = get_readable_message_type(tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1855 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1856 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1857 "You open the %s and start reading.\n%s", 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1858 "%s\n%s",
1859 long_desc(tmp,op), tmp->msg); 1581 long_desc (tmp, op), &tmp->msg);
1860 }
1861 1582
1862 /* gain xp from reading */ 1583 /* gain xp from reading */
1863 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 */
1864 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1865 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1866 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1867 SET_FLAG(tmp,FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1868 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1869 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1870 else op->contr->socket.update_look=1; 1596 else
1597 op->contr->ns->floorbox_update ();
1871 } 1598 }
1599
1872 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1873 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 */
1874 } 1602 }
1875} 1603}
1876 1604
1877/** 1605/**
1878 * Handles the applying of a skill scroll, calling learn_skill straight. 1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1879 * 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
1880 */ 1608 */
1609static void
1881static void apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1882{ 1611{
1883 switch ((int) learn_skill (op, tmp)) { 1612 switch ((int) learn_skill (op, tmp))
1884 case 0: 1613 {
1614 case 0:
1885 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 ");
1886 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));
1887 return; 1617 return;
1888 1618
1889 case 1: 1619 case 1:
1890 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);
1891 tmp->skill);
1892 new_draw_info_format(NDI_UNIQUE, 0, op,
1893 "Type 'bind ready_skill %s",tmp->skill);
1894 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1895 decrease_ob(tmp); 1621 decrease_ob (tmp);
1896 return; 1622 return;
1897 1623
1898 default: 1624 default:
1899 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));
1900 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1901 decrease_ob(tmp); 1626 decrease_ob (tmp);
1902 return; 1627 return;
1903 } 1628 }
1904} 1629}
1905 1630
1906/** 1631/**
1907 * Actually makes op learn spell. 1632 * Actually makes op learn spell.
1908 * Informs player of what happens. 1633 * Informs player of what happens.
1909 */ 1634 */
1635void
1910void do_learn_spell (object *op, object *spell, int special_prayer) 1636do_learn_spell (object *op, object *spell, int special_prayer)
1911{ 1637{
1912 object *tmp; 1638 object *tmp;
1913 1639
1914 if (op->type != PLAYER) { 1640 if (op->type != PLAYER)
1641 {
1915 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1916 return; 1643 return;
1917 } 1644 }
1918 1645
1919 /* Upgrade special prayers to normal prayers */ 1646 /* Upgrade special prayers to normal prayers */
1920 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1921 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1922 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");
1923 return; 1652 return;
1924 } 1653 }
1925 return; 1654 return;
1926 } 1655 }
1927 1656
1928 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1929 tmp = get_object(); 1658 tmp = spell->clone ();
1930 copy_object(spell, tmp);
1931 insert_ob_in_ob(tmp, op); 1659 insert_ob_in_ob (tmp, op);
1932 1660
1933 if (special_prayer) { 1661 if (special_prayer)
1934 SET_FLAG(tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1935 }
1936 1663
1937 new_draw_info_format (NDI_UNIQUE, 0, op,
1938 "Type 'bind cast %s", spell->name);
1939 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1940 esrv_add_spells(op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1941} 1665}
1942 1666
1943/** 1667/**
1944 * Erases spell from player's inventory. 1668 * Erases spell from player's inventory.
1945 */ 1669 */
1670void
1946void do_forget_spell (object *op, const char *spell) 1671do_forget_spell (object *op, const char *spell)
1947{ 1672{
1948 object *spob; 1673 object *spob;
1949 1674
1950 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1951 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1952 return; 1678 return;
1953 } 1679 }
1954 if ( (spob=check_spell_known (op, spell)) == NULL) { 1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1955 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1956 return; 1683 return;
1957 }
1958 1684 }
1959 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1685
1960 "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1961 player_unready_range_ob(op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1962 esrv_remove_spell(op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1963 remove_ob(spob); 1689 spob->destroy ();
1964 free_object(spob);
1965} 1690}
1966 1691
1967/** 1692/**
1968 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1969 * 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,
1970 * stuff like that. Random learning failure too. 1695 * stuff like that. Random learning failure too.
1971 */ 1696 */
1697static void
1972static void apply_spellbook (object *op, object *tmp) 1698apply_spellbook (object *op, object *tmp)
1973{ 1699{
1974 object *skop, *spell, *spell_skill; 1700 object *skop, *spell, *spell_skill;
1975 1701
1976 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1977 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.");
1978 return; 1705 return;
1979 } 1706 }
1980 1707
1981 /* artifact_spellbooks have 'slaying' field point to a spell name, 1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1982 * instead of having their spell stored in stats.sp. These are 1709 * instead of having their spell stored in stats.sp. These are
1983 * legacy spellbooks 1710 * legacy spellbooks
1984 */ 1711 */
1985 1712
1986 if(tmp->slaying != NULL) { 1713 if (tmp->slaying != NULL)
1714 {
1987 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1988 if (!spell) { 1716 if (!spell)
1989 new_draw_info_format(NDI_UNIQUE, 0, op, 1717 {
1990 "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);
1991 return; 1719 return;
1992 } 1720 }
1993 else 1721 else
1994 insert_ob_in_ob(spell, tmp); 1722 insert_ob_in_ob (spell, tmp);
1995 free_string(tmp->slaying);
1996 tmp->slaying=NULL; 1723 tmp->slaying = NULL;
1997 } 1724 }
1998 1725
1999 skop = find_skill_by_name(op, tmp->skill); 1726 skop = find_skill_by_name (op, tmp->skill);
2000 1727
2001 /* 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
2002 * lower than the spell will make learning the spell more difficult */ 1729 * lower than the spell will make learning the spell more difficult */
2003 if ( !skop) { 1730 if (!skop)
1731 {
2004 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.");
2005 return; 1733 return;
2006 } 1734 }
2007 1735
2008 spell = tmp->inv; 1736 spell = tmp->inv;
1737
2009 if (!spell) { 1738 if (!spell)
1739 {
2010 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);
2011 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.");
2012 return; 1742 return;
2013 }
2014 if (spell->level > (skop->level+10)) {
2015 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2016 return;
2017 } 1743 }
2018 1744
2019 new_draw_info_format(NDI_UNIQUE, 0, op, 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
2020 "The spellbook contains the %s level spell %s.", 1746 {
2021 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 }
2022 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
2023 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
2024 identify(tmp); 1755 identify (tmp);
1756
2025 if (tmp->env) 1757 if (tmp->env)
2026 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2027 else 1759 else
2028 op->contr->socket.update_look=1; 1760 op->contr->ns->floorbox_update ();
2029 } 1761 }
2030 1762
2031 /* 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
2032 * 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
2033 * 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
2034 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
2035 */ 1767 */
2036 if (check_spell_known (op, spell->name)) { 1768 if (check_spell_known (op, spell->name))
1769 {
2037 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");
2038 return; 1771 return;
2039 } 1772 }
2040 1773
2041 if (spell->skill) { 1774 if (spell->skill)
1775 {
2042 spell_skill = find_skill_by_name(op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
2043 if (!spell_skill) { 1778 if (!spell_skill)
2044 new_draw_info_format(NDI_UNIQUE, 0, op, 1779 {
2045 "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);
2046 spell->skill);
2047 return; 1781 return;
2048 } 1782 }
1783
2049 if (spell_skill->level < spell->level) { 1784 if (spell_skill->level < spell->level)
2050 new_draw_info_format(NDI_UNIQUE, 0, op, 1785 {
2051 "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);
2052 spell->level, spell->skill);
2053 return; 1787 return;
2054 } 1788 }
2055 } 1789 }
2056 1790
2057 /* Logic as follows 1791 /* Logic as follows
2058 * 1792 *
2059 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2060 * 1794 *
2061 * 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
2062 * a spell. 1796 * a spell.
2063 * 1797 *
2064 * 3 -Automatically fail to learn if you read while confused 1798 * 3 -Automatically fail to learn if you read while confused
2065 * 1799 *
2066 * 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
2067 * literacy rate very useful! -b.t. 1801 * literacy rate very useful! -b.t.
2068 */ 1802 */
2069 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
2070 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!");
2071 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 }
2072 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2073 (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])
2074 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1810 {
2075 1811
2076 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!");
2077 do_learn_spell (op, spell, 0); 1813 do_learn_spell (op, spell, 0);
2078 1814
2079 /* xp gain to literacy for spell learning */ 1815 /* xp gain to literacy for spell learning */
2080 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2081 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);
2082 } else { 1818 }
1819 else
1820 {
2083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2084 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");
2085 } 1823 }
1824
2086 decrease_ob(tmp); 1825 decrease_ob (tmp);
2087} 1826}
2088 1827
2089/** 1828/**
2090 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2091 */ 1830 */
1831void
2092void apply_scroll (object *op, object *tmp, int dir) 1832apply_scroll (object *op, object *tmp, int dir)
2093{ 1833{
2094 object *skop; 1834 object *skop;
2095 1835
2096 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
2097 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.");
2098 return; 1839 return;
2099 } 1840 }
2100 1841
2101 if (!tmp->inv || tmp->inv->type != SPELL) { 1842 if (!tmp->inv || tmp->inv->type != SPELL)
2102 new_draw_info (NDI_UNIQUE, 0, op, 1843 {
2103 "The scroll just doesn't make sense!"); 1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2104 return; 1845 return;
2105 } 1846 }
2106 1847
2107 if(op->type==PLAYER) { 1848 if (op->type == PLAYER)
1849 {
2108 /* players need a literacy skill to read stuff! */ 1850 /* players need a literacy skill to read stuff! */
2109 int exp_gain=0; 1851 int exp_gain = 0;
2110 1852
2111 /* hard code literacy - tmp->skill points to where the exp 1853 /* hard code literacy - tmp->skill points to where the exp
2112 * should go for anything killed by the spell. 1854 * should go for anything killed by the spell.
2113 */ 1855 */
2114 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2115 1857
2116 if ( ! skop) { 1858 if (!skop)
2117 new_draw_info(NDI_UNIQUE, 0,op, 1859 {
2118 "You are unable to decipher the strange symbols."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2119 return; 1861 return;
2120 } 1862 }
2121 1863
2122 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2123 change_exp(op,exp_gain, skop->skill, 0); 1865 change_exp (op, exp_gain, skop->skill, 0);
2124 } 1866 }
2125 1867
2126 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2127 identify(tmp); 1869 identify (tmp);
2128 1870
2129 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);
2130 "The scroll of %s turns to dust.", tmp->inv->name);
2131 1872
2132 1873
2133 cast_spell(op,tmp,dir,tmp->inv, NULL); 1874 cast_spell (op, tmp, dir, tmp->inv, NULL);
2134 decrease_ob(tmp); 1875 decrease_ob (tmp);
2135} 1876}
2136 1877
2137/** 1878/**
2138 * Applies a treasure object - by default, chest. op 1879 * Applies a treasure object - by default, chest. op
2139 * is the person doing the applying, tmp is the treasure 1880 * is the person doing the applying, tmp is the treasure
2140 * chest. 1881 * chest.
2141 */ 1882 */
1883static void
2142static void apply_treasure (object *op, object *tmp) 1884apply_treasure (object *op, object *tmp)
2143{ 1885{
2144 object *treas; 1886 object *treas;
2145 tag_t tmp_tag = tmp->count, op_tag = op->count;
2146 1887
2147 1888
2148 /* 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
2149 * 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
2150 * 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
2151 * 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
2152 * treasure 1893 * treasure
2153 */ 1894 */
2154 1895
2155 treas = tmp->inv; 1896 treas = tmp->inv;
2156 if(treas==NULL) { 1897 if (treas == NULL)
1898 {
2157 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2158 decrease_ob(tmp);
2159 return;
2160 }
2161 while (tmp->inv) {
2162 treas = tmp->inv;
2163
2164 remove_ob(treas);
2165 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2166 query_name(treas));
2167
2168 treas->x=op->x;
2169 treas->y=op->y;
2170 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2171
2172 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2173 && QUERY_FLAG (op, FLAG_ALIVE))
2174 spring_trap (treas, op);
2175 /* If either player or container was destroyed, no need to do
2176 * further processing. I think this should be enclused with
2177 * spring trap above, as I don't think there is otherwise
2178 * any way for the treasure chest or player to get killed
2179 */
2180 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2181 break;
2182 }
2183
2184 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2185 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);
2186 1928
2187} 1929}
2188 1930
2189/** 1931/**
2190 * op eats food. 1932 * op eats food.
2191 * If player, takes care of messages and dragon special food. 1933 * If player, takes care of messages and dragon special food.
2192 */ 1934 */
1935static void
2193static void apply_food (object *op, object *tmp) 1936apply_food (object *op, object *tmp)
2194{ 1937{
2195 int capacity_remaining; 1938 int capacity_remaining;
2196 1939
2197 if(op->type!=PLAYER) 1940 if (op->type != PLAYER)
2198 op->stats.hp=op->stats.maxhp; 1941 op->stats.hp = op->stats.maxhp;
2199 else { 1942 else
1943 {
2200 /* check if this is a dragon (player), eating some flesh */ 1944 /* check if this is a dragon (player), eating some flesh */
2201 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))
2202 ; 1946 ;
2203 else { 1947 else
1948 {
2204 /* usual case - no dragon meal: */ 1949 /* usual case - no dragon meal: */
2205 if(op->stats.food+tmp->stats.food>999) { 1950 if (op->stats.food + tmp->stats.food > 999)
1951 {
2206 if(tmp->type==FOOD || tmp->type==FLESH) 1952 if (tmp->type == FOOD || tmp->type == FLESH)
2207 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!");
2208 else 1954 else
2209 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!");
2210 } 1956 }
2211 1957
2212 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 {
2213 char buf[MAX_BUF]; 1960 char buf[MAX_BUF];
2214 1961
2215 if (!is_dragon_pl(op)) { 1962 if (!is_dragon_pl (op))
1963 {
2216 /* eating message for normal players*/ 1964 /* eating message for normal players */
2217 if(tmp->type==DRINK) 1965 if (tmp->type == DRINK)
2218 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2219 else 1967 else
2220 sprintf(buf,"The %s tasted %s",tmp->name, 1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2221 tmp->type==FLESH?"terrible!":"good."); 1969 }
2222 } 1970 else
2223 else { 1971 {
2224 /* eating message for dragon players*/ 1972 /* eating message for dragon players */
2225 sprintf(buf,"The %s tasted terrible!",tmp->name); 1973 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2226 } 1974 }
2227 1975
2228 new_draw_info(NDI_UNIQUE, 0,op,buf); 1976 new_draw_info (NDI_UNIQUE, 0, op, buf);
2229 capacity_remaining = 999 - op->stats.food; 1977 capacity_remaining = 999 - op->stats.food;
2230 op->stats.food+=tmp->stats.food; 1978 op->stats.food += tmp->stats.food;
2231 if(capacity_remaining < tmp->stats.food) 1979 if (capacity_remaining < tmp->stats.food)
2232 op->stats.hp += capacity_remaining / 50; 1980 op->stats.hp += capacity_remaining / 50;
2233 else 1981 else
2234 op->stats.hp+=tmp->stats.food/50; 1982 op->stats.hp += tmp->stats.food / 50;
2235 if(op->stats.hp>op->stats.maxhp) 1983 if (op->stats.hp > op->stats.maxhp)
2236 op->stats.hp=op->stats.maxhp; 1984 op->stats.hp = op->stats.maxhp;
2237 if (op->stats.food > 999) 1985 if (op->stats.food > 999)
2238 op->stats.food = 999; 1986 op->stats.food = 999;
2239 } 1987 }
2240 1988
2241 /* special food hack -b.t. */ 1989 /* special food hack -b.t. */
2242 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2243 eat_special_food(op,tmp); 1991 eat_special_food (op, tmp);
2244 } 1992 }
2245 } 1993 }
2246 handle_apply_yield(tmp); 1994 handle_apply_yield (tmp);
2247 decrease_ob(tmp); 1995 decrease_ob (tmp);
2248} 1996}
2249 1997
2250/** 1998/**
2251 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2252 * 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.
2255 * object *op the object (dragon player) eating the flesh 2003 * object *op the object (dragon player) eating the flesh
2256 * object *meal the flesh item, getting chewed in dragon's mouth 2004 * object *meal the flesh item, getting chewed in dragon's mouth
2257 * return: 2005 * return:
2258 * int 1 if eating successful, 0 if it doesn't work 2006 * int 1 if eating successful, 0 if it doesn't work
2259 */ 2007 */
2008int
2260int dragon_eat_flesh(object *op, object *meal) { 2009dragon_eat_flesh (object *op, object *meal)
2010{
2261 object *skin = NULL; /* pointer to dragon skin force*/ 2011 object *skin = NULL; /* pointer to dragon skin force */
2262 object *abil = NULL; /* pointer to dragon ability force*/ 2012 object *abil = NULL; /* pointer to dragon ability force */
2263 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2264 2014
2265 char buf[MAX_BUF]; /* tmp. string buffer */ 2015 char buf[MAX_BUF]; /* tmp. string buffer */
2266 double chance; /* improvement-chance of one resistance type */ 2016 double chance; /* improvement-chance of one resistance type */
2267 double totalchance=1; /* total chance of gaining one resistance */ 2017 double totalchance = 1; /* total chance of gaining one resistance */
2268 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2269 double mbonus=0; /* monster bonus */ 2019 double mbonus = 0; /* monster bonus */
2270 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2271 int winners=0; /* number of winners */ 2021 int winners = 0; /* number of winners */
2272 int i; /* index */ 2022 int i; /* index */
2273 2023
2274 /* let's make sure and doublecheck the parameters */ 2024 /* let's make sure and doublecheck the parameters */
2275 if (meal->type!=FLESH || !is_dragon_pl(op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2276 return 0; 2026 return 0;
2277 2027
2278 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2279 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
2280 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2281 if (tmp->type == FORCE) { 2034 if (tmp->type == FORCE)
2282 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2035 if (tmp->arch->name == dragon_skin_force)
2283 skin = tmp; 2036 skin = tmp;
2284 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2037 else if (tmp->arch->name == dragon_ability_force)
2285 abil = tmp; 2038 abil = tmp;
2286 } 2039
2287 }
2288
2289 /* 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
2290 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2291 if (skin == NULL || abil == NULL) return 0; 2042 if (skin == NULL || abil == NULL)
2292 2043 return 0;
2044
2293 /* now start by filling stomache and health, according to food-value */ 2045 /* now start by filling stomache and health, according to food-value */
2294 if((999 - op->stats.food) < meal->stats.food) 2046 if ((999 - op->stats.food) < meal->stats.food)
2295 op->stats.hp += (999 - op->stats.food) / 50; 2047 op->stats.hp += (999 - op->stats.food) / 50;
2296 else 2048 else
2297 op->stats.hp += meal->stats.food/50; 2049 op->stats.hp += meal->stats.food / 50;
2298 if(op->stats.hp>op->stats.maxhp) 2050 if (op->stats.hp > op->stats.maxhp)
2299 op->stats.hp=op->stats.maxhp; 2051 op->stats.hp = op->stats.maxhp;
2300 2052
2301 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2302 2054
2303 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2055 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2304 2056
2305 /* on to the interesting part: chances for adding resistance */ 2057 /* on to the interesting part: chances for adding resistance */
2306 for (i=0; i<NROFATTACKS; i++) { 2058 for (i = 0; i < NROFATTACKS; i++)
2059 {
2307 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2060 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2061 {
2308 /* got positive resistance, now calculate improvement chance (0-100) */ 2062 /* got positive resistance, now calculate improvement chance (0-100) */
2309 2063
2310 /* this bonus makes resistance increase easier at lower levels */ 2064 /* this bonus makes resistance increase easier at lower levels */
2311 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2065 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2312 if (i == abil->stats.exp) 2066 if (i == abil->stats.exp)
2313 bonus += 5; /* additional bonus for resistance of ability-focus */ 2067 bonus += 5; /* additional bonus for resistance of ability-focus */
2314 2068
2315 /* monster bonus increases with level, because high-level 2069 /* monster bonus increases with level, because high-level
2316 flesh is too rare */ 2070 flesh is too rare */
2317 mbonus = op->level * 20. / ((double)settings.max_level); 2071 mbonus = op->level * 20. / ((double) settings.max_level);
2318 2072
2319 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2073 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2320 ((double)settings.max_level)) - skin->resist[i]; 2074 ((double) settings.max_level)) - skin->resist[i];
2321 2075
2322 if (chance >= 0.) 2076 if (chance >= 0.)
2323 chance += 1.; 2077 chance += 1.;
2324 else 2078 else
2325 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2079 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2326 2080
2327 /* chance is proportional to amount of resistance (max. 50) */ 2081 /* chance is proportional to amount of resistance (max. 50) */
2328 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2082 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2329 2083
2330 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2331 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2332 chance = MIN(100., chance*2.); 2086 chance = MIN (100., chance * 2.);
2333 2087
2334 /* 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!) */
2335 if (RANDOM()%10000 < (int)(chance*100)) { 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2090 {
2336 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2337 winners++; 2092 winners++;
2338 } 2093 }
2339 2094
2340 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2095 if (chance >= 0.01)
2341 2096 totalchance *= 1 - chance / 100;
2097
2342 /*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); */
2343 } 2099 }
2344 } 2100 }
2345 2101
2346 /* inverse totalchance as until now we have the failure-chance */ 2102 /* inverse totalchance as until now we have the failure-chance */
2347 totalchance = 100 - totalchance*100; 2103 totalchance = 100 - totalchance * 100;
2348 /* print message according to totalchance */ 2104 /* print message according to totalchance */
2349 if (totalchance > 50.) 2105 if (totalchance > 50.)
2350 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2351 else if (totalchance > 10.) 2107 else if (totalchance > 10.)
2352 sprintf(buf, "The %s tasted very good.", meal->name); 2108 sprintf (buf, "The %s tasted very good.", &meal->name);
2353 else if (totalchance > 1.) 2109 else if (totalchance > 1.)
2354 sprintf(buf, "The %s tasted good.", meal->name); 2110 sprintf (buf, "The %s tasted good.", &meal->name);
2355 else if (totalchance > 0.1) 2111 else if (totalchance > 0.1)
2356 sprintf(buf, "The %s tasted bland.", meal->name); 2112 sprintf (buf, "The %s tasted bland.", &meal->name);
2357 else if (totalchance >= 0.01) 2113 else if (totalchance >= 0.01)
2358 sprintf(buf, "The %s had a boring taste.", meal->name); 2114 sprintf (buf, "The %s had a boring taste.", &meal->name);
2359 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))
2360 sprintf(buf, "The %s tasted strange.", meal->name); 2116 sprintf (buf, "The %s tasted strange.", &meal->name);
2361 else 2117 else
2362 sprintf(buf, "The %s had no taste.", meal->name); 2118 sprintf (buf, "The %s had no taste.", &meal->name);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf); 2119 new_draw_info (NDI_UNIQUE, 0, op, buf);
2364 2120
2365 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2366 i = -1; 2122 i = -1;
2367 if (winners>0) 2123 if (winners > 0)
2368 i = atnr_winner[RANDOM()%winners]; 2124 i = atnr_winner[RANDOM () % winners];
2369 2125
2370 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2371 /* resistance increased! */ 2128 /* resistance increased! */
2372 skin->resist[i]++; 2129 skin->resist[i]++;
2373 fix_player(op); 2130 op->update_stats ();
2374 2131
2375 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]);
2376 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2377 } 2134 }
2378 2135
2379 /* if this flesh contains a new ability focus, we mark it 2136 /* if this flesh contains a new ability focus, we mark it
2380 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 */
2381 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)
2382 && meal->last_eat != abil->last_eat) { 2139 {
2383 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> */
2384 2141
2385 if (meal->last_eat != abil->stats.exp) { 2142 if (meal->last_eat != abil->stats.exp)
2143 {
2386 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]);
2387 change_resist_msg[meal->last_eat]);
2388 new_draw_info(NDI_UNIQUE, 0, op, buf); 2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2389 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);
2390 new_draw_info(NDI_UNIQUE, 0, op, buf); 2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2391 } 2148 }
2392 else { 2149 else
2150 {
2393 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]);
2394 change_resist_msg[meal->last_eat]);
2395 new_draw_info(NDI_UNIQUE, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2396 abil->last_eat = 0; 2153 abil->last_eat = 0;
2397 } 2154 }
2398 } 2155 }
2399 return 1; 2156 return 1;
2400}
2401
2402static void apply_savebed (object *pl)
2403{
2404#ifndef COZY_SERVER
2405 if(!pl->contr->name_changed||!pl->stats.exp) {
2406 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2407 return;
2408 }
2409#endif
2410 /* Need to call terminate_all_pets() before we remove the player ob */
2411 terminate_all_pets(pl);
2412 remove_ob(pl);
2413 pl->direction=0;
2414 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2415 "%s leaves the game.",pl->name);
2416
2417 /* update respawn position */
2418 strcpy(pl->contr->savebed_map, pl->map->path);
2419 pl->contr->bed_x = pl->x;
2420 pl->contr->bed_y = pl->y;
2421
2422 strcpy(pl->contr->killer,"left");
2423 check_score(pl); /* Always check score */
2424 (void)save_player(pl,0);
2425 pl->map->players--;
2426#if MAP_MAXTIMEOUT
2427 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2428#endif
2429 play_again(pl);
2430 pl->speed = 0;
2431 update_ob_speed(pl);
2432} 2157}
2433 2158
2434/** 2159/**
2435 * Handles applying an improve armor scroll. 2160 * Handles applying an improve armor scroll.
2436 * Does some sanity checks, then calls improve_armour. 2161 * Does some sanity checks, then calls improve_armour.
2437 */ 2162 */
2163static void
2438static void apply_armour_improver (object *op, object *tmp) 2164apply_armour_improver (object *op, object *tmp)
2439{ 2165{
2440 object *armor; 2166 object *armor;
2441 2167
2442 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 {
2443 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.");
2444 return;
2445 }
2446 armor=find_marked_object(op);
2447 if ( ! armor) {
2448 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2449 return; 2171 return;
2450 } 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
2451 if (armor->type != ARMOUR 2182 if (armor->type != ARMOUR
2452 && armor->type != CLOAK 2183 && armor->type != CLOAK
2453 && armor->type != BOOTS && armor->type != GLOVES 2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2454 && armor->type != BRACERS && armor->type != SHIELD
2455 && armor->type != HELMET)
2456 { 2185 {
2457 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");
2458 return; 2187 return;
2459 } 2188 }
2460 2189
2461 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2462 improve_armour(op,tmp,armor); 2191 improve_armour (op, tmp, armor);
2463} 2192}
2464 2193
2465 2194extern void
2466extern void apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2467{ 2196{
2468 if (op->type == PLAYER) { 2197 if (op->type == PLAYER)
2198 {
2469 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2470 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2471 strcpy(op->contr->killer,"poisonous booze"); 2201 strcpy (op->contr->killer, "poisonous booze");
2472 } 2202 }
2473 if (tmp->stats.hp > 0) { 2203 if (tmp->stats.hp > 0)
2204 {
2474 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);
2475 tmp->stats.hp);
2476 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2477 } 2207 }
2478 op->stats.food-=op->stats.food/4; 2208 op->stats.food -= op->stats.food / 4;
2479 handle_apply_yield(tmp); 2209 handle_apply_yield (tmp);
2480 decrease_ob(tmp); 2210 decrease_ob (tmp);
2481} 2211}
2482 2212
2483/** 2213/**
2484 * 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.
2485 * A valid 2 way exit means: 2215 * A valid 2 way exit means:
2486 * -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)
2487 * -You are 2217 * -You are
2488 * ° the owner of the exit 2218 * ° the owner of the exit
2489 * ° or in the same party as the owner 2219 * ° or in the same party as the owner
2490 * 2220 *
2491 * 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
2492 * 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
2493 * 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).
2494 */ 2224 */
2225int
2495int is_legal_2ways_exit (object* op, object *exit) 2226is_legal_2ways_exit (object *op, object *exit)
2496 { 2227{
2497 object * tmp; 2228 if (exit->stats.exp != 1)
2498 object * exit_owner; 2229 return 1; /*This is not a 2 way, so it is legal */
2499 player * pp; 2230
2500 mapstruct * exitmap; 2231#if 0 //TODO
2501 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)
2502 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 */
2503 /* To know if an exit has a correspondant, we look at 2234#endif
2504 * all the exits in destination and try to find one with same path as 2235
2505 * the current exit's position */ 2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2506 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2237
2507 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2508 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2509 if (exitmap) 2238 if (exitmap)
2510 { 2239 {
2511 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2240 exitmap->load_sync ();
2512 if (!tmp) return 0; 2241
2513 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)
2514 { 2248 {
2515 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2249 if (tmp->type != EXIT)
2516 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2250 continue; /*Not an exit */
2517 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2518 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2519 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
2520 /* 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
2521 * 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
2522 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2523 */ 2264 */
2265 if (!exit->race)
2524 if (!exit->race) return 1; /*No owner, free for all!*/ 2266 return 1; /*No owner, free for all! */
2525 exit_owner=NULL; 2267
2526 for (pp=first_player;pp;pp=pp->next) 2268 object *exit_owner = 0;
2269
2270 for_all_players (pp)
2527 { 2271 {
2528 if (!pp->ob) continue; 2272 if (!pp->ob)
2273 continue;
2274
2529 if (pp->ob->name!=exit->race) continue; 2275 if (pp->ob->name != exit->race)
2276 continue;
2277
2530 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 */
2531 break; 2279 break;
2532 } 2280 }
2533 if (!exit_owner) return 0; /* No more owner*/ 2281
2534 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
2535 if ( exit_owner && /*There is a owner*/ 2288 if (exit_owner && /*There is a owner */
2536 (op->contr) && /*A player tries to pass */ 2289 (op->contr) && /*A player tries to pass */
2537 ( (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 */
2538 (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 */
2539 return 0; 2292 return 0;
2293
2540 return 1; 2294 return 1;
2541 } 2295 }
2542 } 2296 }
2297
2543 return 0; 2298 return 0;
2544 } 2299}
2545
2546 2300
2547/** 2301/**
2548 * Main apply handler. 2302 * Main apply handler.
2549 * 2303 *
2550 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2558 * being applied. 2312 * being applied.
2559 * 2313 *
2560 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2561 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2562 */ 2316 */
2563 2317int
2564int manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2565{ 2319{
2566 if (tmp->head) tmp=tmp->head; 2320 if (tmp->head)
2321 tmp = tmp->head;
2567 2322
2568 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 {
2569 if (op->type == PLAYER) { 2325 if (op->type == PLAYER)
2326 {
2570 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.");
2571 return 1; 2328 return 1;
2572 } else { 2329 }
2330 else
2573 return 0; /* monsters just skip unpaid items */ 2331 return 0; /* monsters just skip unpaid items */
2574 } 2332 }
2333
2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2335 return RESULT_INT (0);
2336
2337 switch (tmp->type)
2575 } 2338 {
2576 2339 case CF_HANDLE:
2577 2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 /* Lauwenmark: Handle for plugin apply event */ 2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2579 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2342 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp);
2580 return 1; 2346 return 1;
2581 2347
2582 switch (tmp->type) { 2348 case TRIGGER:
2583 2349 if (check_trigger (tmp, op))
2584 case TRANSPORT: 2350 {
2585 return apply_transport(op, tmp, aflag);
2586
2587 case CF_HANDLE:
2588 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2589 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2590 tmp->value=tmp->value?0:1;
2591 SET_ANIMATION(tmp, tmp->value);
2592 update_object(tmp,UP_OBJ_FACE);
2593 push_button(tmp);
2594 return 1;
2595
2596 case TRIGGER:
2597 if (check_trigger (tmp, op)) {
2598 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2599 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2600 } else { 2353 }
2354 else
2601 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2602 } 2356
2603 return 1; 2357 return 1;
2604 2358
2605 case EXIT: 2359 case EXIT:
2606 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2607 return 0; 2361 return 0;
2362
2608 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2609 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2610 query_name(tmp)); 2365 else
2611 } else { 2366 {
2612 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2613 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2614 strncmp(EXIT_PATH(tmp), "/random/", 8))
2615 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2616 enter_exit(op,tmp); 2370
2617 } 2371 op->enter_exit (tmp);
2372 }
2373
2618 return 1; 2374 return 1;
2619 2375
2620 case SIGN: 2376 case SIGN:
2621 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2622 return 1; 2378 return 1;
2623 2379
2624 case BOOK: 2380 case BOOK:
2625 if (op->type == PLAYER) { 2381 if (op->type == PLAYER)
2382 {
2626 apply_book (op, tmp); 2383 apply_book (op, tmp);
2627 return 1; 2384 return 1;
2628 } else { 2385 }
2629 return 0; 2386 else
2630 } 2387 return 0;
2631 2388
2632 case SKILLSCROLL: 2389 case SKILLSCROLL:
2633 if (op->type == PLAYER) { 2390 if (op->type == PLAYER)
2391 {
2634 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2635 return 1; 2393 return 1;
2636 } 2394 }
2395 else
2637 return 0; 2396 return 0;
2638 2397
2639 case SPELLBOOK: 2398 case SPELLBOOK:
2640 if (op->type == PLAYER) { 2399 if (op->type == PLAYER)
2400 {
2641 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2642 return 1; 2402 return 1;
2643 } 2403 }
2404 else
2644 return 0; 2405 return 0;
2645 2406
2646 case SCROLL: 2407 case SCROLL:
2647 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2648 return 1; 2409 return 1;
2649 2410
2650 case POTION: 2411 case POTION:
2651 (void) apply_potion(op, tmp); 2412 apply_potion (op, tmp);
2652 return 1; 2413 return 1;
2653 2414
2654 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2655 case CLOSE_CON: 2417 case CLOSE_CON:
2656 if (op->type==PLAYER)
2657 (void) esrv_apply_container (op, tmp->env);
2658 else
2659 (void) apply_container (op, tmp->env); 2418 apply_container (op, tmp->env);
2660 return 1; 2419 return 1;
2661 2420
2662 case CONTAINER: 2421 case CONTAINER:
2663 if (op->type==PLAYER)
2664 (void) esrv_apply_container (op, tmp);
2665 else
2666 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2667 return 1; 2423 return 1;
2668 2424
2669 case TREASURE: 2425 case TREASURE:
2670 if (op->type == PLAYER) { 2426 if (op->type == PLAYER)
2427 {
2671 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2672 return 1; 2429 return 1;
2673 } else { 2430 }
2674 return 0; 2431 else
2675 } 2432 return 0;
2676 2433
2677 case WEAPON: 2434 case WEAPON:
2678 case ARMOUR: 2435 case ARMOUR:
2679 case BOOTS: 2436 case BOOTS:
2680 case GLOVES: 2437 case GLOVES:
2681 case AMULET: 2438 case AMULET:
2682 case GIRDLE: 2439 case GIRDLE:
2683 case BRACERS: 2440 case BRACERS:
2684 case SHIELD: 2441 case SHIELD:
2685 case HELMET: 2442 case HELMET:
2686 case RING: 2443 case RING:
2687 case CLOAK: 2444 case CLOAK:
2688 case WAND: 2445 case WAND:
2689 case ROD: 2446 case ROD:
2690 case HORN: 2447 case HORN:
2691 case SKILL: 2448 case SKILL:
2692 case BOW: 2449 case BOW:
2693 case LAMP: 2450 case LAMP:
2694 case BUILDER: 2451 case BUILDER:
2695 case SKILL_TOOL: 2452 case SKILL_TOOL:
2696 if (tmp->env != op) 2453 if (tmp->env != op)
2697 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2698 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2699 return 1; 2457 return 1;
2700 2458
2701 case DRINK: 2459 case DRINK:
2702 case FOOD: 2460 case FOOD:
2703 case FLESH: 2461 case FLESH:
2704 apply_food (op, tmp); 2462 apply_food (op, tmp);
2705 return 1; 2463 return 1;
2706 2464
2707 case POISON: 2465 case POISON:
2708 apply_poison (op, tmp); 2466 apply_poison (op, tmp);
2709 return 1; 2467 return 1;
2710 2468
2711 case SAVEBED: 2469 case SAVEBED:
2470 return 1;
2471
2472 case ARMOUR_IMPROVER:
2712 if (op->type == PLAYER) { 2473 if (op->type == PLAYER)
2713 apply_savebed (op); 2474 {
2714 return 1; 2475 apply_armour_improver (op, tmp);
2715 } else { 2476 return 1;
2716 return 0; 2477 }
2717 } 2478 else
2479 return 0;
2718 2480
2719 case ARMOUR_IMPROVER: 2481 case WEAPON_IMPROVER:
2482 check_improve_weapon (op, tmp);
2483 return 1;
2484
2485 case CLOCK:
2720 if (op->type == PLAYER) { 2486 if (op->type == PLAYER)
2721 apply_armour_improver (op, tmp); 2487 {
2722 return 1; 2488 char buf[MAX_BUF];
2723 } else { 2489 timeofday_t tod;
2724 return 0;
2725 }
2726 2490
2727 case WEAPON_IMPROVER: 2491 get_tod (&tod);
2728 (void) check_improve_weapon(op, tmp); 2492 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2729 return 1; 2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1;
2498 }
2499 else
2500 return 0;
2730 2501
2731 case CLOCK: 2502 case MENU:
2732 if (op->type == PLAYER) { 2503 if (op->type == PLAYER)
2733 char buf[MAX_BUF]; 2504 {
2734 timeofday_t tod; 2505 shop_listing (tmp, op);
2506 return 1;
2507 }
2508 else
2509 return 0;
2735 2510
2736 get_tod(&tod);
2737 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2738 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2739 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2740 ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2742 new_draw_info(NDI_UNIQUE, 0,op, buf);
2743 return 1;
2744 } else {
2745 return 0;
2746 }
2747
2748 case MENU:
2749 if (op->type == PLAYER) {
2750 shop_listing (op);
2751 return 1;
2752 } else {
2753 return 0;
2754 }
2755
2756 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2757 apply_power_crystal(op,tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2758 return 1; 2513 return 1;
2759 2514
2760 case LIGHTER: /* for lighting torches/lanterns/etc */ 2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2761 if (op->type == PLAYER) { 2516 if (op->type == PLAYER)
2762 apply_lighter(op,tmp); 2517 {
2763 return 1; 2518 apply_lighter (op, tmp);
2764 } else { 2519 return 1;
2765 return 0; 2520 }
2766 } 2521 else
2522 return 0;
2767 2523
2768 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2769 apply_item_transformer( op, tmp ); 2525 apply_item_transformer (op, tmp);
2770 return 1; 2526 return 1;
2771 2527
2772 default: 2528 default:
2773 return 0; 2529 return 0;
2774 } 2530 }
2775} 2531}
2776 2532
2777 2533
2778/* 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"
2779 * 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
2780 * "but you are floating high above the ground" messages. 2536 * "but you are floating high above the ground" messages.
2781 * 2537 *
2782 * Same return value as apply() function. 2538 * Same return value as apply() function.
2783 */ 2539 */
2540int
2784int player_apply (object *pl, object *op, int aflag, int quiet) 2541player_apply (object *pl, object *op, int aflag, int quiet)
2785{ 2542{
2786 int tmp; 2543 int tmp;
2787 2544
2788 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2546 {
2789 /* player is flying and applying object not in inventory */ 2547 /* player is flying and applying object not in inventory */
2790 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 {
2791 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!");
2792 "above the ground!");
2793 return 0; 2551 return 0;
2794 } 2552 }
2795 } 2553 }
2796 2554
2797 /* 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
2798 * applied. 2556 * applied.
2799 */ 2557 */
2800 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))
2801 { 2559 {
2802 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);
2803 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!");
2804 "of smoke!");
2805 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.");
2806 remove_ob (op); 2563 op->destroy ();
2807 free_object (op);
2808 return 1; 2564 return 1;
2809 } 2565 }
2810 2566
2811 pl->contr->last_used = op; 2567 pl->contr->last_used = op;
2812 pl->contr->last_used_id = op->count;
2813 2568
2814 tmp = manual_apply (pl, op, aflag); 2569 tmp = manual_apply (pl, op, aflag);
2815 if ( ! quiet) { 2570 if (!quiet)
2571 {
2816 if (tmp == 0) 2572 if (tmp == 0)
2817 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));
2818 "I don't know how to apply the %s.",
2819 query_name (op));
2820 else if (tmp == 2) 2574 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl, 2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2822 "You must get it first!\n");
2823 } 2576 }
2824 return tmp; 2577 return tmp;
2825} 2578}
2826 2579
2827/** 2580/**
2828 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2829 * 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
2830 * we use the ground. 2583 * we use the ground.
2831 */ 2584 */
2832 2585void
2833void player_apply_below (object *pl) 2586player_apply_below (object *pl)
2834{ 2587{
2835 object *tmp, *next;
2836 int floors; 2588 int floors = 0;
2837 2589
2838 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2839 apply_transport(pl, pl->contr->transport, 0);
2840 return;
2841 }
2842
2843 /* 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
2844 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2845 */
2846 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847
2848 /* 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
2849 * 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
2850 * 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
2851 * 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
2852 * not return a proper value. 2596 * not return a proper value.
2853 */ 2597 */
2854 for (floors = 0; tmp!=NULL; tmp=next) { 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2599 {
2855 next = tmp->below; 2600 next = tmp->below;
2601
2856 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2857 floors++; 2603 floors++;
2858 else if (floors > 0) 2604 else if (floors > 0)
2859 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2860 2606
2861 /* 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
2862 * person moving on it, also activate. Added code to make it 2608 * person moving on it, also activate. Added code to make it
2863 * 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
2864 * the item needs. 2610 * the item needs.
2865 */ 2611 */
2866 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2612 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2614 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return; 2615 return;
2869 } 2616 }
2870 if (floors >= 2) 2617 if (floors >= 2)
2871 return; /* process at most two floor objects */ 2618 return; /* process at most two floor objects */
2872 } 2619 }
2873} 2620}
2874 2621
2875/** 2622/**
2876 * Unapplies specified item. 2623 * Unapplies specified item.
2877 * No check done on cursed/damned. 2624 * No check done on cursed/damned.
2878 * Break this out of apply_special - this is just done 2625 * Break this out of apply_special - this is just done
2879 * 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.
2880 */ 2627 */
2628static int
2881static int unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2882{ 2630{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0);
2634
2883 object *tmp2; 2635 object *tmp2;
2884 2636
2885 CLEAR_FLAG(op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2886 switch(op->type) {
2887 case WEAPON:
2888 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2889 2638
2890 (void) change_abil (who,op); 2639 if (player *pl = who->contr)
2891 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2640 {
2892 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2893 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */ 2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2894 who->current_weapon_script = NULL;
2895 who->current_weapon = NULL;
2896 clear_skill(who);
2897 break;
2898
2899 case SKILL: /* allows objects to impart skills */
2900 case SKILL_TOOL:
2901 if (op != who->chosen_skill) {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2903 } 2643 }
2904 if (who->type==PLAYER) {
2905 if (who->contr->shoottype == range_skill)
2906 who->contr->shoottype = range_none;
2907 if ( ! op->invisible) {
2908 new_draw_info_format (NDI_UNIQUE, 0, who,
2909 "You stop using the %s.", query_name(op));
2910 } else {
2911 new_draw_info_format (NDI_UNIQUE, 0, who,
2912 "You can no longer use the skill: %s.",
2913 op->skill);
2914 }
2915 }
2916 (void) change_abil (who, op);
2917 who->chosen_skill = NULL;
2918 CLEAR_FLAG (who, FLAG_READY_SKILL);
2919 break;
2920 2644
2921 case ARMOUR: 2645 switch (op->type)
2922 case HELMET: 2646 {
2923 case SHIELD: 2647 case SKILL_TOOL:
2924 case RING: 2648 // unapplying a skill tool should also unapply the skill it governs
2925 case BOOTS: 2649 // but this is hard, as it shouldn't do so when the skill can
2926 case GLOVES: 2650 // be used for other reasons
2927 case AMULET: 2651 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2928 case GIRDLE: 2652 if (tmp->skill == op->skill
2929 case BRACERS: 2653 && tmp->type == SKILL
2930 case CLOAK: 2654 && tmp->flag [FLAG_APPLIED]
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2932 (void) change_abil (who,op); 2656 unapply_special (who, tmp, 0);
2933 break;
2934 case LAMP:
2935 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2936 op->name);
2937 tmp2 = arch_to_object(op->other_arch);
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2945 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2946 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2947 if (who->type == PLAYER)
2948 esrv_del_item(who->contr, (tag_t)op->count);
2949 remove_ob(op);
2950 free_object(op);
2951 insert_ob_in_ob(tmp2, who);
2952 fix_player(who);
2953 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2954 if (who->type == PLAYER) {
2955 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2956 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2957 }
2958 }
2959 if(who->type==PLAYER)
2960 esrv_send_item(who, tmp2);
2961 return 1; /* otherwise, an attempt to drop causes problems */
2962 break;
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 clear_skill(who);
2968 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2969 if(who->type==PLAYER) {
2970 who->contr->shoottype = range_none;
2971 } else {
2972 if (op->type == BOW)
2973 CLEAR_FLAG (who, FLAG_READY_BOW);
2974 else
2975 CLEAR_FLAG(who, FLAG_READY_RANGE);
2976 }
2977 break;
2978 2657
2979 case BUILDER: 2658 change_abil (who, op);
2980 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2981 who->contr->shoottype = range_none;
2982 who->contr->ranges[ range_builder ] = NULL;
2983 break; 2659 break;
2984 2660
2985 default: 2661 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663
2664 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break;
2668
2669 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr)
2674 {
2675 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2677 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2679 }
2680
2681 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break;
2685
2686 case ARMOUR:
2687 case HELMET:
2688 case SHIELD:
2689 case RING:
2690 case BOOTS:
2691 case GLOVES:
2692 case AMULET:
2693 case GIRDLE:
2694 case BRACERS:
2695 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2697 change_abil (who, op);
2698 break;
2699
2700 case LAMP:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2702 tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x;
2704 tmp2->y = op->y;
2705 tmp2->map = op->map;
2706 tmp2->below = op->below;
2707 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713
2714 if (who->contr)
2715 esrv_del_item (who->contr, op->count);
2716
2717 op->destroy ();
2718 insert_ob_in_ob (tmp2, who);
2719 who->update_stats ();
2720
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 {
2723 if (who->contr)
2724 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 }
2728 }
2729
2730 if (who->contr)
2731 esrv_send_item (who, tmp2);
2732
2733 return 1; /* otherwise, an attempt to drop causes problems */
2734
2735 case BOW:
2736 case WAND:
2737 case ROD:
2738 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr)
2742 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2744
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2750 }
2751 else
2752 {
2753 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 }
2758
2759 break;
2760
2761 case BUILDER:
2762 if (who->contr)
2763 {
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break;
2770
2771 default:
2986 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2987 break; 2773 break;
2988 } 2774 }
2989 2775
2990 fix_player(who); 2776 who->update_stats ();
2991 2777
2992 if ( ! (aflags & AP_NO_MERGE)) { 2778 if (!(aflags & AP_NO_MERGE))
2993 object *tmp; 2779 {
2994
2995 tag_t del_tag = op->count;
2996 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2997 if (who->type == PLAYER) { 2781
2998 if (tmp) { /* it was merged */ 2782 if (who->contr)
2783 {
2784 if (tmp)
2785 { /* it was merged */
2999 esrv_del_item (who->contr, del_tag); 2786 esrv_del_item (who->contr, op->count);
3000 op = tmp; 2787 op = tmp;
3001 } 2788 }
2789
3002 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
3003 } 2791 }
3004 } 2792 }
2793
3005 return 0; 2794 return 0;
3006} 2795}
3007 2796
3008/** 2797/**
3009 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
3010 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
3011 * 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
3012 * something like: 2801 * something like:
3013 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
3014 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3015 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
3016 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
3017 * 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.
3018 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
3019 * invisible other objects that use 2808 * invisible other objects that use
3020 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
3021 */ 2810 */
3022object *get_item_from_body_location(object *start, int loc) 2811static object *
2812get_next_item_from_body_location (int loc, object *start)
3023{ 2813{
3024 object *tmp;
3025
3026 if (!start) return NULL;
3027
3028 for (tmp=start; tmp; tmp=tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
3029 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2815 if (tmp->flag [FLAG_APPLIED]
3030 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2816 && tmp->slot[loc].info
2817 && (!tmp->invisible || tmp->type == SKILL))
2818 return tmp;
3031 2819
3032 return NULL; 2820 return 0;
3033} 2821}
3034
3035
3036 2822
3037/** 2823/**
3038 * '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.
3039 * This should only be called when it is known 2825 * This should only be called when it is known
3040 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
3043 * Returns 0 on success, returns 1 if there is some problem. 2829 * Returns 0 on success, returns 1 if there is some problem.
3044 * 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
3045 * 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
3046 * another function that does just that. 2832 * another function that does just that.
3047 */ 2833 */
2834int
3048int unapply_for_ob(object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
3049{ 2836{
3050 int i; 2837 if (op->is_range ())
3051 object *tmp=NULL, *last;
3052
3053 /* If we are applying a shield or weapon, unapply any equipped shield
3054 * or weapons first - only allowed to use one weapon/shield at a time.
3055 */
3056 if (op->type == WEAPON || op->type == SHIELD) {
3057 for (tmp=who->inv; tmp; tmp=tmp->below) { 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3058 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3059 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)))
3060 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2841 {
3061 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
3062 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3063 else 2844 else
3064 unapply_special(who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
3065 } 2846 }
3066 else { 2847 else
2848 {
3067 /* In this case, we want to try and remove a cursed item. 2849 /* In this case, we want to try and remove a cursed item.
3068 * While we know it won't work, we want unapply_special to 2850 * While we know it won't work, we want unapply_special to
3069 * at least generate the message. 2851 * at least generate the message.
3070 */ 2852 */
3071 new_draw_info_format(NDI_UNIQUE, 0, who, 2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3072 "No matter how hard you try, you just can't\nremove %s.", 2854 return 1;
3073 query_name(tmp)); 2855 }
3074 return 1;
3075 }
3076 2856
3077 }
3078 }
3079 }
3080
3081 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 {
3082 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
3083 if (op->body_info[i]) { 2860 if (op->slot[i].info)
3084 last = who->inv; 2861 {
2862 object *last = who->inv;
3085 2863
3086 /* We do a while loop - may need to remove several items in order 2864 /* We do a while loop - may need to remove several items in order
3087 * to free up enough slots. 2865 * to free up enough slots.
3088 */ 2866 */
3089 while ((who->body_used[i] + op->body_info[i]) < 0) { 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
3090 tmp = get_item_from_body_location(last, i); 2868 {
3091 if (!tmp) { 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2871 if (!tmp)
2872 {
3092#if 0 2873#if 0
3093 /* Not a bug - we'll get this if the player has cursed items 2874 /* Not a bug - we'll get this if the player has cursed items
3094 * equipped. 2875 * equipped.
3095 */ 2876 */
3096 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2877 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3097 i, body_locations[i].save_name, who->name);
3098#endif 2878#endif
3099 return 1; 2879 return 1;
3100 } 2880 }
2881
3101 /* If we are just printing, we don't care about cursed status */ 2882 /* If we are just printing, we don't care about cursed status */
3102 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3103 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2884 {
3104 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
3105 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3106 else 2887 else
3107 unapply_special(who, tmp, aflags); 2888 unapply_special (who, tmp, aflags);
3108 } 2889 }
3109 else { 2890 else
2891 {
3110 /* Cursed item that we can't unequip - tell the player. 2892 /* Cursed item that we can't unequip - tell the player.
3111 * Note this could be annoying if this is just one of a few, 2893 * Note this could be annoying if this is just one of a few,
3112 * so it may not be critical (eg, putting on a ring and you have 2894 * so it may not be critical (eg, putting on a ring and you have
3113 * one cursed ring.) 2895 * one cursed ring.)
3114 */ 2896 */
3115 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3116 } 2898 }
3117 last = tmp->below; 2899
3118 } 2900 last = tmp->below;
2901 }
3119 /* 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
3120 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
3121 */ 2904 */
3122 } /* if op is using this body location */ 2905 } /* if op is using this body location */
3123 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
3124 return 0; 2908 return 0;
3125} 2909}
3126 2910
3127/** 2911/**
3128 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
3129 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
3130 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
3131 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
3132 * 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
3133 * 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?)
3134 * 2918 *
3135 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
3136 * these return values. 2920 * these return values.
3137 */ 2921 */
2922int
3138int can_apply_object(object *who, object *op) 2923can_apply_object (object *who, object *op)
3139{ 2924{
2925 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2926 return RESULT_INT (0);
2927
3140 int i, retval=0; 2928 int retval = 0;
3141 object *tmp=NULL, *ws=NULL; 2929 object *tmp = 0, *ws = 0;
3142 2930
3143 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3144 * 2 weapons, but we don't want to let them do that. So if they are
3145 * trying to equip a weapon or shield, see if they already have one
3146 * in place and store that way.
3147 */
3148 if (op->type == WEAPON || op->type == SHIELD) {
3149 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3150 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3151 retval = CAN_APPLY_UNAPPLY;
3152 ws = tmp;
3153 }
3154 }
3155 }
3156
3157
3158 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3159 if (op->body_info[i]) { 2932 {
2933 if (op->slot[i].info)
2934 {
3160 /* Item uses more slots than we have */ 2935 /* Item uses more slots than we have */
3161 if (FABS(op->body_info[i]) > who->body_info[i]) { 2936 if (who->slot[i].info + op->slot [i].info < 0)
2937 {
3162 /* Could return now for efficiently - rest of info below isn' 2938 /* Could return now for efficiency - rest of info below isn't
3163 * really needed. 2939 * really needed.
3164 */ 2940 */
3165 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
3166 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2942 }
2943 else if (who->slot[i].used + op->slot[i].info < 0)
2944 {
3167 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
3168 * we have. 2946 * we have.
3169 */ 2947 */
3170 object *tmp1;
3171 2948
3172
3173 /* 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
3174 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
3175 * 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
3176 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
3177 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
3178 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
3179 * may be two handed for example. 2955 * may be two handed for example.
3180 */ 2956 */
3181 if (ws) { 2957 if (ws)
3182 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)
3183 retval |= CAN_APPLY_UNAPPLY; 2959 {
3184 continue; 2960 retval |= CAN_APPLY_UNAPPLY;
3185 } 2961 continue;
3186 } 2962 }
3187 2963
3188 tmp1 = get_item_from_body_location(who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3189 if (!tmp1) { 2965 if (!tmp1)
2966 {
3190#if 0 2967#if 0
3191 /* This is sort of an error, but happens a lot when old players 2968 /* This is sort of an error, but happens a lot when old players
3192 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
3193 */ 2970 */
3194 LOG(llevError,"Can't find object using location %d on %s\n", 2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3195 i, who->name);
3196#endif 2972#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
3197 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
3198 } else { 2976 }
2977 else
2978 {
3199 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
3200 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
3201 * to apply multiple objects 2981 * to apply multiple objects
3202 */ 2982 */
3203 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
3204 if (!tmp) tmp = tmp1; 2984
3205 else if (tmp != tmp1) { 2985 if (!tmp)
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 2986 tmp = tmp1;
3207 } 2987 else if (tmp != tmp1)
2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2989
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3211 */ 2993 */
3212 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)
3213 (FABS(op->body_info[i]) < who->body_info[i])) 2995 && abs (op->slot[i].info) < who->slot[i].info)
3214 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3215 2997
3216 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3217 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3218 */ 3000 */
3219 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)
3220 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3221 3003 }
3222 } 3004 } /* if not enough free slots */
3223 } /* if not enough free slots */ 3005 } /* if this object uses location i */
3224 } /* if this object uses location i */
3225 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3226 3007
3227 /* 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
3228 * really be controlled by use of body locations. We do have 3009 * really be controlled by use of body locations. We do have
3229 * the weapon/shield checks, and the range checks for monsters, 3010 * the weapon/shield checks, and the range checks for monsters,
3230 * 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,
3231 * 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
3232 * all use the same location. 3013 * all use the same location.
3233 */ 3014 */
3234 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3235 retval |= CAN_APPLY_RESTRICTION;
3236 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3237 retval |= CAN_APPLY_RESTRICTION;
3238
3239
3240 if (who->type != PLAYER) {
3241 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3242 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3243 retval |= CAN_APPLY_RESTRICTION;
3244 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3245 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3246 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3247 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3248 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3020
3021 if (who->type != PLAYER)
3022 {
3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3249 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3027 retval |= CAN_APPLY_RESTRICTION;
3028
3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3030 retval |= CAN_APPLY_RESTRICTION;
3031
3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3033 retval |= CAN_APPLY_RESTRICTION;
3250 } 3034 }
3035
3251 return retval; 3036 return retval;
3252} 3037}
3253
3254
3255 3038
3256/** 3039/**
3257 * 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.
3258 * 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,
3259 * 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
3273 * 3056 *
3274 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3275 * 3058 *
3276 * apply_special() doesn't check for unpaid items. 3059 * apply_special() doesn't check for unpaid items.
3277 */ 3060 */
3061int
3278int apply_special (object *who, object *op, int aflags) 3062apply_special (object *who, object *op, int aflags)
3279{ 3063{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3064 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop=NULL; 3065 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3066
3284 if(who==NULL) { 3067 if (who == NULL)
3068 {
3285 LOG(llevError,"apply_special() from object without environment.\n"); 3069 LOG (llevError, "apply_special() from object without environment.\n");
3286 return 1; 3070 return 1;
3287 } 3071 }
3288 3072
3289 if(op->env!=who) 3073 if (op->env != who)
3290 return 1; /* op is not in inventory */ 3074 return 1; /* op is not in inventory */
3291 3075
3292 /* trying to unequip op */ 3076 /* trying to unequip op */
3293 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3077 if (QUERY_FLAG (op, FLAG_APPLIED))
3078 {
3294 /* always apply, so no reason to unapply */ 3079 /* always apply, so no reason to unapply */
3295 if (basic_flag == AP_APPLY) return 0; 3080 if (basic_flag == AP_APPLY)
3081 return 0;
3296 3082
3297 if ( ! (aflags & AP_IGNORE_CURSE) 3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3298 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3084 {
3299 new_draw_info_format(NDI_UNIQUE, 0, who, 3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3300 "No matter how hard you try, you just can't\nremove %s.",
3301 query_name(op));
3302 return 1; 3086 return 1;
3303 } 3087 }
3088
3304 return unapply_special(who, op, aflags); 3089 return unapply_special (who, op, aflags);
3305 } 3090 }
3306 3091
3307 if (basic_flag == AP_UNAPPLY) return 0; 3092 if (basic_flag == AP_UNAPPLY)
3093 return 0;
3308 3094
3309 i = can_apply_object(who, op); 3095 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts.
3097 if (player *pl = who->contr)
3098 switch (op->slottype ())
3099 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 }
3310 3103
3311 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3312 if (i) { 3105 if (int i = can_apply_object (who, op))
3106 {
3313 if (i & CAN_APPLY_NEVER) { 3107 if (i & CAN_APPLY_NEVER)
3108 {
3314 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3315 return 1; 3110 return 1;
3111 }
3316 } else if (i & CAN_APPLY_RESTRICTION) { 3112 else if (i & CAN_APPLY_RESTRICTION)
3113 {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3318 return 1; 3115 return 1;
3319 } 3116 }
3117
3320 if (who->type != PLAYER) { 3118 if (who->type != PLAYER)
3119 {
3321 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3322 if (unapply_for_ob(who, op, aflags)) return 1; 3121 if (unapply_for_ob (who, op, aflags))
3323 } else { 3122 return 1;
3324 if (who->contr->unapply == unapply_never || 3123 }
3325 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3124 else
3326 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3125 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3327 unapply_for_ob(who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3328 return 1; 3130 return 1;
3329 } 3131 }
3330 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3331 i = unapply_for_ob(who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3332 if (i) return 1; 3134 return 1;
3135 }
3333 } 3136 }
3334 } 3137
3335 }
3336 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 {
3337 skop=find_skill_by_name(who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3338 if (!skop) { 3141
3142 if (!skop)
3143 {
3339 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3340 return 1; 3145 return 1;
3341 } else { 3146 }
3147 else
3342 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3343 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3344 */ 3150 */
3345 change_skill(who, skop, 0); 3151 change_skill (who, skop, 0);
3346 }
3347 } 3152 }
3348 3153
3349 if (who->type == PLAYER && op->item_power && 3154 if (who->type == PLAYER
3155 && op->item_power
3350 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3351 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3352 return 1;
3353 } 3157 {
3354 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 }
3355 3163
3356 /* Ok. We are now at the state where we can apply the new object. 3164 /* Ok. We are now at the state where we can apply the new object.
3357 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3358 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3359 */ 3167 */
3360
3361
3362 if(op->nrof > 1) 3168 if (op->nrof > 1)
3363 tmp = get_split_ob(op,op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3364 else 3170 else
3365 tmp = NULL; 3171 tmp = 0;
3366 3172
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0);
3175
3367 switch(op->type) { 3176 switch (op->type)
3177 {
3368 case WEAPON: 3178 case WEAPON:
3369 if (!check_weapon_power(who, op->last_eat)) { 3179 if (!check_weapon_power (who, op->last_eat))
3370 new_draw_info(NDI_UNIQUE, 0,who, 3180 {
3371 "That weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3372 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3373 if(tmp!=NULL) 3183
3374 (void) insert_ob_in_ob(tmp,who); 3184 if (tmp)
3375 return 1; 3185 insert_ob_in_ob (tmp, who);
3376 } 3186
3187 return 1;
3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3377 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 {
3378 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3379 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3380 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3381 if(tmp!=NULL) 3197
3382 (void) insert_ob_in_ob(tmp,who); 3198 if (tmp)
3383 return 1; 3199 insert_ob_in_ob (tmp, who);
3384 } 3200
3201 return 1;
3202 }
3203
3204 if (!skop)
3205 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1;
3208 }
3209
3385 SET_FLAG(op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1);
3386 3212
3387 if (skop) change_skill(who, skop, 1); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3388 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3389 SET_FLAG(who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3390 3218
3391 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3392 3220
3393 (void) change_abil (who,op); 3221 change_abil (who, op);
3394 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3395 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3396 LOG(llevDebug, "Scripting Weapon wielded\n");
3397 if (who->current_weapon_script) free_string(who->current_weapon_script);
3398 who->current_weapon_script=add_string(query_name(op));
3399 }
3400 who->current_weapon = op;*/
3401 break;
3402
3403 case ARMOUR:
3404 case HELMET:
3405 case SHIELD:
3406 case BOOTS:
3407 case GLOVES:
3408 case GIRDLE:
3409 case BRACERS:
3410 case CLOAK:
3411 case RING:
3412 case AMULET:
3413 SET_FLAG(op, FLAG_APPLIED);
3414 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3415 (void) change_abil (who,op);
3416 break;
3417 case LAMP:
3418 if (op->stats.food < 1) {
3419 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3420 " fuel!", op->name);
3421 return 1;
3422 }
3423 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3424 op->name);
3425 tmp2 = arch_to_object(op->other_arch);
3426 tmp2->stats.food = op->stats.food;
3427 SET_FLAG(tmp2, FLAG_APPLIED);
3428 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3429 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3430 insert_ob_in_ob(tmp2, who);
3431
3432 /* Remove the old lantern */
3433 if (who->type == PLAYER)
3434 esrv_del_item(who->contr, (tag_t)op->count);
3435 remove_ob(op);
3436 free_object(op);
3437
3438 /* insert the portion that was split off */
3439 if(tmp!=NULL) {
3440 (void) insert_ob_in_ob(tmp,who);
3441 if(who->type==PLAYER)
3442 esrv_send_item(who, tmp);
3443 }
3444 fix_player(who);
3445 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3446 if (who->type == PLAYER) {
3447 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3448 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3449 }
3450 }
3451 if(who->type==PLAYER)
3452 esrv_send_item(who, tmp2);
3453 return 0;
3454 break;
3455
3456 /* this part is needed for skill-tools */
3457 case SKILL:
3458 case SKILL_TOOL:
3459 if (who->chosen_skill) {
3460 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3461 return 1;
3462 }
3463 if (who->type == PLAYER) {
3464 who->contr->shoottype = range_skill;
3465 who->contr->ranges[range_skill] = op;
3466 if ( ! op->invisible) {
3467 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3468 query_name (op));
3469 new_draw_info_format (NDI_UNIQUE, 0, who,
3470 "You can now use the skill: %s.",
3471 op->skill);
3472 } else {
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3474 op->skill? op->skill:op->name);
3475 }
3476 }
3477 SET_FLAG (op, FLAG_APPLIED);
3478 (void) change_abil (who, op);
3479 who->chosen_skill = op;
3480 SET_FLAG (who, FLAG_READY_SKILL);
3481 break;
3482
3483 case BOW:
3484 if (!check_weapon_power(who, op->last_eat)) {
3485 new_draw_info(NDI_UNIQUE, 0, who,
3486 "That item is too powerful for you to use.");
3487 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3488 if(tmp != NULL)
3489 (void)insert_ob_in_ob(tmp,who);
3490 return 1;
3491 }
3492 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3493 new_draw_info(NDI_UNIQUE, 0, who,
3494 "The weapon does not recognize you as its owner.");
3495 if(tmp != NULL)
3496 (void)insert_ob_in_ob(tmp,who);
3497 return 1;
3498 }
3499 /*FALLTHROUGH*/
3500 case WAND:
3501 case ROD:
3502 case HORN:
3503 /* check for skill, alter player status */
3504 SET_FLAG(op, FLAG_APPLIED);
3505 if (skop) change_skill(who, skop, 0);
3506 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3507
3508 if(who->type==PLAYER) {
3509 if (op->type == BOW) {
3510 (void)change_abil(who, op);
3511 new_draw_info_format (NDI_UNIQUE, 0, who,
3512 "You will now fire %s with %s.",
3513 op->race ? op->race : "nothing", query_name(op));
3514 who->contr->shoottype = range_bow;
3515 } else {
3516 who->contr->shoottype = range_misc;
3517 }
3518 } else {
3519 if (op->type == BOW)
3520 SET_FLAG (who, FLAG_READY_BOW);
3521 else
3522 SET_FLAG (who, FLAG_READY_RANGE);
3523 }
3524 break;
3525
3526 case BUILDER:
3527 if ( who->contr->ranges[ range_builder ] )
3528 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3529 who->contr->shoottype = range_builder;
3530 who->contr->ranges[ range_builder ] = op;
3531 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3532 break; 3222 break;
3533 3223
3534 default: 3224 case ARMOUR:
3225 case HELMET:
3226 case SHIELD:
3227 case BOOTS:
3228 case GLOVES:
3229 case GIRDLE:
3230 case BRACERS:
3231 case CLOAK:
3232 case RING:
3233 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3236 change_abil (who, op);
3237 break;
3238
3239 case LAMP:
3240 if (op->stats.food < 1)
3241 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1;
3244 }
3245
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 {
3265 insert_ob_in_ob (tmp, who);
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2);
3281
3282 return 0;
3283
3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3290 break;
3291
3292 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr)
3300 {
3301 if (IS_COMBAT_SKILL (op->subtype))
3302 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 {
3305 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 {
3308 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon;
3310 }
3311
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3313 return 1;
3314
3315 found_weapon:;
3316 }
3317 else
3318 who->change_weapon (pl->combat_ob = op);
3319 }
3320 else if (IS_RANGED_SKILL (op->subtype))
3321 {
3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 {
3324 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 {
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3355 if (!op->invisible)
3356 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3359 }
3360 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3362 }
3363
3364 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op);
3366 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL);
3368 break;
3369
3370 case BOW:
3371 if (!check_weapon_power (who, op->last_eat))
3372 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3375
3376 if (tmp)
3377 insert_ob_in_ob (tmp, who);
3378
3379 return 1;
3380 }
3381
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3383 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3385 if (tmp)
3386 insert_ob_in_ob (tmp, who);
3387
3388 return 1;
3389 }
3390
3391 /*FALLTHROUGH*/
3392 case WAND:
3393 case ROD:
3394 case HORN:
3395 /* check for skill, alter player status */
3396
3397 if (!skop)
3398 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3400 return 1;
3401 }
3402
3403 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0);
3405
3406 if (who->contr)
3407 {
3408 who->contr->ranged_ob = op;
3409
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3411
3412 if (op->type == BOW)
3413 {
3414 who->current_weapon = op;
3415 change_abil (who, op);
3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3418 }
3419 }
3420 else
3421 {
3422 if (op->type == BOW)
3423 SET_FLAG (who, FLAG_READY_BOW);
3424 else
3425 SET_FLAG (who, FLAG_READY_RANGE);
3426 }
3427
3428 break;
3429
3430 case BUILDER:
3431 if (who->type == PLAYER)
3432 {
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0);
3435
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437
3438 who->contr->ranged_ob = op;
3439 }
3440 break;
3441
3442 default:
3535 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));
3536 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3537 3445
3538 SET_FLAG(op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3539 3447
3540 if(tmp!=NULL) 3448 if (tmp)
3541 tmp = insert_ob_in_ob(tmp,who); 3449 tmp = insert_ob_in_ob (tmp, who);
3542 3450
3543 fix_player(who); 3451 who->update_stats ();
3544 3452
3545 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3546 * been applied flag when they are used - until that point, 3454 * been applied flag when they are used - until that point,
3547 * you don't know anything about them. 3455 * you don't know anything about them.
3548 */ 3456 */
3549 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3550 op->type!=ROD)
3551 SET_FLAG(op,FLAG_BEEN_APPLIED); 3458 SET_FLAG (op, FLAG_BEEN_APPLIED);
3552 3459
3553 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3554 if (who->type == PLAYER) { 3462 if (who->type == PLAYER)
3463 {
3555 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!");
3556 SET_FLAG(op,FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3557 } 3466 }
3558 } 3467 }
3468
3559 if(who->type==PLAYER) { 3469 if (who->type == PLAYER)
3470 {
3560 /* if multiple objects were applied, update both slots */ 3471 /* if multiple objects were applied, update both slots */
3561 if (tmp) 3472 if (tmp)
3562 esrv_send_item(who, tmp); 3473 esrv_send_item (who, tmp);
3474
3563 esrv_send_item(who, op); 3475 esrv_send_item (who, op);
3564 } 3476 }
3477
3565 return 0; 3478 return 0;
3566} 3479}
3567 3480
3568 3481int
3569int monster_apply_special (object *who, object *op, int aflags) 3482monster_apply_special (object *who, object *op, int aflags)
3570{ 3483{
3571 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3572 return 1; 3485 return 1;
3573 return apply_special (who, op, aflags); 3486 return apply_special (who, op, aflags);
3574} 3487}
3575 3488
3576/** 3489/**
3577 * Map was just loaded, handle op's initialisation. 3490 * Map was just loaded, handle op's initialisation.
3578 * 3491 *
3579 * Generates shop floor's item, and treasures. 3492 * Generates shop floor's item, and treasures.
3580 */ 3493 */
3494int
3581int auto_apply (object *op) { 3495auto_apply (object *op)
3496{
3582 object *tmp = NULL, *tmp2; 3497 object *tmp = NULL, *tmp2;
3583 int i; 3498 int i;
3584 3499
3585 switch(op->type) { 3500 switch (op->type)
3501 {
3586 case SHOP_FLOOR: 3502 case SHOP_FLOOR:
3587 if (!HAS_RANDOM_ITEMS(op)) return 0; 3503 if (!op->has_random_items ())
3588 do { 3504 return 0;
3589 i=10; /* let's give it 10 tries */ 3505
3506 do
3507 {
3508 i = 10; /* let's give it 10 tries */
3590 while((tmp=generate_treasure(op->randomitems, 3509 while ((tmp = generate_treasure (op->randomitems,
3591 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);
3592 if(tmp==NULL) 3511 if (tmp == NULL)
3593 return 0; 3512 return 0;
3594 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3513 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3595 free_object(tmp); 3514 {
3596 tmp = NULL; 3515 tmp->destroy ();
3597 } 3516 tmp = NULL;
3598 } while(!tmp); 3517 }
3518 }
3519 while (!tmp);
3520
3599 tmp->x=op->x; 3521 tmp->x = op->x;
3600 tmp->y=op->y; 3522 tmp->y = op->y;
3601 SET_FLAG(tmp,FLAG_UNPAID); 3523 SET_FLAG (tmp, FLAG_UNPAID);
3602 insert_ob_in_map(tmp,op->map,NULL,0); 3524 insert_ob_in_map (tmp, op->map, NULL, 0);
3603 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3604 identify(tmp); 3526 identify (tmp);
3605 break; 3527 break;
3606 3528
3607 case TREASURE: 3529 case TREASURE:
3608 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3609 return 0; 3531 return 0;
3532
3610 while ((op->stats.hp--)>0) 3533 while (op->stats.hp-- > 0)
3611 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3534 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3612 op->stats.exp ? (int)op->stats.exp : 3535 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3613 op->map == NULL ? 14: op->map->difficulty,0);
3614 3536
3615 /* 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,
3616 * 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
3617 * to disappear. An example of this item is the random_* stuff 3539 * to disappear. An example of this item is the random_* stuff
3618 * that is put inside other objects. 3540 * that is put inside other objects.
3619 */ 3541 */
3620 for (tmp=op->inv; tmp; tmp=tmp2) { 3542 for (tmp = op->inv; tmp; tmp = tmp2)
3621 tmp2 = tmp->below; 3543 {
3622 remove_ob(tmp); 3544 tmp2 = tmp->below;
3623 if (op->env) insert_ob_in_ob(tmp, op->env); 3545 tmp->remove ();
3624 else free_object(tmp); 3546
3547 if (op->env)
3548 insert_ob_in_ob (tmp, op->env);
3549 else
3550 tmp->destroy ();
3551 }
3552
3553 op->destroy ();
3554 break;
3625 } 3555 }
3626 remove_ob(op);
3627 free_object(op);
3628 break;
3629 }
3630 return tmp ? 1 : 0; 3556 return tmp ? 1 : 0;
3631} 3557}
3632 3558
3633/** 3559/**
3634 * 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
3635 * when an original map is loaded) and performs special actions for 3561 * is loaded or swapped in and performs special actions for
3636 * certain objects (most initialization of chests and creation of 3562 * certain objects (most initialization of chests and creation of
3637 * treasures and stuff). Calls auto_apply if appropriate. 3563 * treasures and stuff). Calls auto_apply if appropriate.
3638 */ 3564 */
3565void
3566maptile::fix_auto_apply ()
3567{
3568 if (!spaces)
3569 return;
3639 3570
3640void fix_auto_apply(mapstruct *m) { 3571 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3641 object *tmp,*above=NULL; 3572 for (object *tmp = ms->bot; tmp; )
3642 int x,y; 3573 {
3574 object *above = tmp->above;
3643 3575
3644 if(m==NULL) return; 3576 if (tmp->inv)
3645 3577 {
3646 for(x=0;x<MAP_WIDTH(m);x++)
3647 for(y=0;y<MAP_HEIGHT(m);y++)
3648 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3649 above=tmp->above;
3650
3651 if (tmp->inv) {
3652 object *invtmp, *invnext; 3578 object *invtmp, *invnext;
3653 3579
3654 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3655 invnext = invtmp->below; 3581 {
3582 invnext = invtmp->below;
3656 3583
3657 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3658 auto_apply(invtmp); 3585 auto_apply (invtmp);
3659 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3587 {
3660 while ((invtmp->stats.hp--)>0) 3588 while ((invtmp->stats.hp--) > 0)
3661 create_treasure(invtmp->randomitems, invtmp, 0, 3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3662 m->difficulty,0); 3590
3663 invtmp->randomitems = NULL; 3591 invtmp->randomitems = NULL;
3664 } 3592 }
3665 else if (invtmp && invtmp->arch && 3593 else if (invtmp && invtmp->arch
3666 invtmp->type!=TREASURE && 3594 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3667 invtmp->type != SPELL && 3595 {
3668 invtmp->type != CLASS && 3596 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3669 HAS_RANDOM_ITEMS(invtmp)) {
3670 create_treasure(invtmp->randomitems, invtmp, 0,
3671 m->difficulty,0);
3672 /* Need to clear this so that we never try to create 3597 /* Need to clear this so that we never try to create
3673 * treasure again for this object 3598 * treasure again for this object
3674 */ 3599 */
3675 invtmp->randomitems = NULL; 3600 invtmp->randomitems = NULL;
3676 } 3601 }
3677 } 3602 }
3678 /* This is really temporary - the code at the bottom will 3603 /* This is really temporary - the code at the bottom will
3679 * also set randomitems to null. The problem is there are bunches 3604 * also set randomitems to null. The problem is there are bunches
3680 * of maps/players already out there with items that have spells 3605 * of maps/players already out there with items that have spells
3681 * which haven't had the randomitems set to null yet. 3606 * which haven't had the randomitems set to null yet.
3682 * MSW 2004-05-13 3607 * MSW 2004-05-13
3683 * 3608 *
3684 * And if it's a spellbook, it's better to set randomitems to NULL too, 3609 * And if it's a spellbook, it's better to set randomitems to NULL too,
3685 * else you get two spells in the book ^_- 3610 * else you get two spells in the book ^_-
3686 * Ryo 2004-08-16 3611 * Ryo 2004-08-16
3687 */ 3612 */
3688 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3613 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3689 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3614 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3690 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3691 tmp->randomitems = NULL; 3615 tmp->randomitems = NULL;
3692 3616
3693 } 3617 }
3694 3618
3695 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3619 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3696 auto_apply(tmp); 3620 auto_apply (tmp);
3697 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3621 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3622 {
3698 while ((tmp->stats.hp--)>0) 3623 while ((tmp->stats.hp--) > 0)
3699 create_treasure(tmp->randomitems, tmp, 0, 3624 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3700 m->difficulty,0);
3701 tmp->randomitems = NULL; 3625 tmp->randomitems = NULL;
3702 } 3626 }
3703 else if(tmp->type==TIMED_GATE) { 3627 else if (tmp->type == TIMED_GATE)
3628 {
3704 object *head = tmp->head != NULL ? tmp->head : tmp; 3629 object *head = tmp->head != NULL ? tmp->head : tmp;
3630
3705 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3631 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3706 tmp->speed = 0; 3632 tmp->set_speed (0);
3707 update_ob_speed(tmp); 3633 }
3708 }
3709 }
3710 /* 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
3711 * 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
3712 * 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
3713 * 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.
3714 * 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
3715 * which say how many times to make the treasure. 3639 * which say how many times to make the treasure.
3716 */ 3640 */
3717 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3641 else if (tmp && tmp->arch && tmp->type != PLAYER
3718 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3642 && tmp->type != TREASURE && tmp->type != SPELL
3719 HAS_RANDOM_ITEMS(tmp)) { 3643 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3644 {
3720 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3645 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3721 m->difficulty,0);
3722 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3723 } 3647 }
3648
3649 // close all containers
3650 else if (tmp->type == CONTAINER)
3651 tmp->flag [FLAG_APPLIED] = 0;
3652
3653 tmp = above;
3724 } 3654 }
3725 3655
3726 for(x=0;x<MAP_WIDTH(m);x++) 3656 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3727 for(y=0;y<MAP_HEIGHT(m);y++) 3657 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3728 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3729 if (tmp->above &&
3730 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3658 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3731 check_trigger (tmp, tmp->above); 3659 check_trigger (tmp, tmp->above);
3732} 3660}
3733 3661
3734/** 3662/**
3735 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3736 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3737 * 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
3738 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3739 */ 3667 */
3740 3668void
3741void eat_special_food(object *who, object *food) { 3669eat_special_food (object *who, object *food)
3670{
3742 object *force; 3671 object *force;
3743 int i, did_one=0; 3672 int i, did_one = 0;
3744 sint8 k;
3745 3673
3746 force = get_archetype(FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3747 3675
3748 for (i=0; i < NUM_STATS; i++) { 3676 for (i = 0; i < NUM_STATS; i++)
3749 k = get_attr_value(&food->stats, i); 3677 if (sint8 k = food->stats.stat (i))
3750 if (k) { 3678 {
3751 set_attr_value(&force->stats, i, k); 3679 force->stats.stat (i) = k;
3752 did_one = 1; 3680 did_one = 1;
3753 }
3754 } 3681 }
3755 3682
3756 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3757 for (i=0; i<NROFATTACKS; i++) { 3684 for (i = 0; i < NROFATTACKS; i++)
3685 {
3758 if (food->resist[i]>0) { 3686 if (food->resist[i] > 0)
3687 {
3759 force->resist[i] = food->resist[i] / 2; 3688 force->resist[i] = food->resist[i] / 2;
3760 did_one = 1; 3689 did_one = 1;
3761 } 3690 }
3762 } 3691 }
3692
3763 if (did_one) { 3693 if (did_one)
3764 force->speed = 0.1; 3694 {
3765 update_ob_speed(force); 3695 force->set_speed (0.1);
3766 /* bigger morsel of food = longer effect time */ 3696 /* bigger morsel of food = longer effect time */
3767 force->stats.food = food->stats.food / 5; 3697 force->duration = food->stats.food / 5;
3768 SET_FLAG(force, FLAG_IS_USED_UP);
3769 SET_FLAG(force, FLAG_APPLIED); 3698 SET_FLAG (force, FLAG_APPLIED);
3770 change_abil(who, force); 3699 change_abil (who, force);
3771 insert_ob_in_ob(force, who); 3700 insert_ob_in_ob (force, who);
3772 } else {
3773 free_object(force);
3774 } 3701 }
3702 else
3703 force->destroy ();
3775 3704
3776 /* check for hp, sp change */ 3705 /* check for hp, sp change */
3777 if(food->stats.hp!=0) { 3706 if (food->stats.hp != 0)
3707 {
3778 if(QUERY_FLAG(food, FLAG_CURSED)) { 3708 if (QUERY_FLAG (food, FLAG_CURSED))
3779 strcpy(who->contr->killer,food->name); 3709 {
3710 assign (who->contr->killer, food->name);
3780 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3711 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3781 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3782 } else { 3713 }
3714 else
3715 {
3783 if(food->stats.hp>0) 3716 if (food->stats.hp > 0)
3784 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3785 else 3718 else
3786 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3787 who->stats.hp += food->stats.hp; 3720 who->stats.hp += food->stats.hp;
3788 } 3721 }
3789 } 3722 }
3790 if(food->stats.sp!=0) { 3723 if (food->stats.sp != 0)
3724 {
3791 if(QUERY_FLAG(food, FLAG_CURSED)) { 3725 if (QUERY_FLAG (food, FLAG_CURSED))
3726 {
3792 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!");
3793 who->stats.sp -= food->stats.sp; 3728 who->stats.sp -= food->stats.sp;
3794 if(who->stats.sp<0) who->stats.sp=0; 3729 if (who->stats.sp < 0)
3795 } else { 3730 who->stats.sp = 0;
3731 }
3732 else
3733 {
3796 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!");
3797 who->stats.sp += food->stats.sp; 3735 who->stats.sp += food->stats.sp;
3798 /* place limit on max sp from food? */ 3736 /* place limit on max sp from food? */
3737 }
3799 } 3738 }
3800 } 3739 who->update_stats ();
3801 fix_player(who);
3802} 3740}
3803
3804 3741
3805/** 3742/**
3806 * Designed primarily to light torches/lanterns/etc. 3743 * Designed primarily to light torches/lanterns/etc.
3807 * 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
3808 * the selected object to "burn". -b.t. 3745 * the selected object to "burn". -b.t.
3809 */ 3746 */
3810 3747void
3811void apply_lighter(object *who, object *lighter) { 3748apply_lighter (object *who, object *lighter)
3749{
3812 object *item; 3750 object *item;
3813 int is_player_env=0; 3751 int is_player_env = 0;
3814 uint32 nrof;
3815 tag_t count;
3816 char item_name[MAX_BUF];
3817 3752
3818 item=find_marked_object(who); 3753 item = find_marked_object (who);
3819 if(item) { 3754 if (item)
3755 {
3820 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3756 if (lighter->last_eat && lighter->stats.food)
3757 { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise * 3758 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */ 3759 * one charge from each would be used up. --DAMN */
3823 if(lighter->nrof > 1) { 3760 if (lighter->nrof > 1)
3824 object *oneLighter = get_object(); 3761 {
3825 copy_object(lighter, oneLighter); 3762 object *oneLighter = lighter->clone ();
3763
3826 lighter->nrof -= 1; 3764 lighter->nrof -= 1;
3827 oneLighter->nrof = 1; 3765 oneLighter->nrof = 1;
3828 oneLighter->stats.food--; 3766 oneLighter->stats.food--;
3829 esrv_send_item(who, lighter); 3767 esrv_send_item (who, lighter);
3830 oneLighter=insert_ob_in_ob(oneLighter, who); 3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3831 esrv_send_item(who, oneLighter); 3769 esrv_send_item (who, oneLighter);
3832 } else { 3770 }
3771 else
3833 lighter->stats.food--; 3772 lighter->stats.food--;
3834 } 3773 }
3835 3774 else if (lighter->last_eat)
3836 } else if(lighter->last_eat) { /* no charges left in lighter */ 3775 { /* no charges left in lighter */
3837 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);
3838 "You attempt to light the %s with a used up %s.",
3839 item->name, lighter->name);
3840 return; 3777 return;
3841 } 3778 }
3779
3842 /* 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?
3843 * 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
3844 * objects at once. 3782 * objects at once.
3845 */ 3783 */
3846 nrof=item->nrof;
3847 count=item->count;
3848 /* If the item is destroyed, we don't have a valid pointer to the
3849 * name object, so make a copy so the message we print out makes
3850 * some sense.
3851 */
3852 strcpy(item_name, item->name);
3853 if (who == is_player_inv(item)) is_player_env=1;
3854 3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3855 save_throw_object(item,AT_FIRE,who); 3788 save_throw_object (item, AT_FIRE, who);
3856 /* Change to check count and not freed, since the object pointer 3789
3857 * may have gotten recycled 3790 if (item->destroyed ())
3858 */ 3791 {
3859 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);
3860 new_draw_info_format(NDI_UNIQUE, 0,who,
3861 "You light the %s with the %s.",item_name,lighter->name);
3862 /* Need to update the player so that the players glow radius 3793 /* Need to update the player so that the players glow radius
3863 * gets changed. 3794 * gets changed.
3864 */ 3795 */
3865 if (is_player_env) fix_player(who); 3796 if (is_player_env)
3866 } else { 3797 who->update_stats ();
3867 new_draw_info_format(NDI_UNIQUE, 0,who, 3798 }
3868 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3799 else
3869 } 3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3870 3801 }
3871 } else /* nothing to light */ 3802 else /* nothing to light */
3872 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.");
3873 3804
3874} 3805}
3875 3806
3876/** 3807/**
3877 * 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.
3878 * scroll_failure()- hacked directly from spell_failure 3809 * scroll_failure()- hacked directly from spell_failure
3879 */ 3810 */
3811void
3880void scroll_failure(object *op, int failure, int power) 3812scroll_failure (object *op, int failure, int power)
3881{ 3813{
3882 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 */
3883 3816
3884 if(failure<= -1&&failure > -15) {/* wonder */ 3817 if (failure <= -1 && failure > -15)
3818 { /* wonder */
3885 object *tmp; 3819 object *tmp;
3886 3820
3887 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3888 tmp=get_archetype(SPELL_WONDER); 3822 tmp = get_archetype (SPELL_WONDER);
3889 cast_wonder(op, op, 0, tmp); 3823 cast_wonder (op, op, 0, tmp);
3890 free_object(tmp); 3824 tmp->destroy ();
3825 }
3891 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3826 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */
3892 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3893 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894 if(op->stats.sp<0) op->stats.sp = 0; 3830 if (op->stats.sp < 0)
3831 op->stats.sp = 0;
3832 }
3895 } else if (settings.spell_failure_effects == TRUE) { 3833 else if (settings.spell_failure_effects == TRUE)
3896 if (failure <= -35&&failure > -60) { /* confusion */ 3834 {
3835 if (failure <= -35 && failure > -60)
3836 { /* confusion */
3897 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!");
3898 confuse_player(op,op,power); 3838 confuse_player (op, op, power);
3899 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3839 }
3840 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */
3900 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!");
3901 "you!");
3902 paralyze_player(op,op,power); 3843 paralyze_player (op, op, power);
3844 }
3903 } else if (failure <= -70&&failure> -80) {/* blind */ 3845 else if (failure <= -70 && failure > -80)
3846 { /* blind */
3904 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!");
3905 blind_player(op,op,power); 3848 blind_player (op, op, power);
3906 } else if (failure <= -80) {/* blast the immediate area */ 3849 }
3907 object *tmp; 3850 else if (failure <= -80)
3908 tmp=get_archetype(LOOSE_MANA); 3851 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA);
3909 cast_magic_storm(op,tmp, power); 3853 cast_magic_storm (op, tmp, power);
3910 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3911 free_object(tmp); 3855 tmp->destroy ();
3912 } 3856 }
3913 } 3857 }
3914} 3858}
3915 3859
3860void
3916void apply_changes_to_player(object *pl, object *change) { 3861apply_changes_to_player (object *pl, object *change)
3862{
3917 int excess_stat=0; /* if the stat goes over the maximum 3863 int excess_stat = 0; /* if the stat goes over the maximum
3918 for the race, put the excess stat some 3864 for the race, put the excess stat some
3919 where else. */ 3865 where else. */
3920 3866
3921 switch (change->type) { 3867 switch (change->type)
3922 case CLASS: { 3868 {
3869 case CLASS:
3870 {
3923 living *stats = &(pl->contr->orig_stats); 3871 living *stats = &(pl->contr->orig_stats);
3924 living *ns = &(change->stats); 3872 living *ns = &(change->stats);
3925 object *walk; 3873 object *walk;
3926 int flag_change_face=1; 3874 int flag_change_face = 1;
3927 3875
3928 /* the following code assigns stats up to the stat max 3876 /* the following code assigns stats up to the stat max
3929 * for the race, and if the stat max is exceeded, 3877 * for the race, and if the stat max is exceeded,
3930 * tries to randomly reassign the excess stat 3878 * tries to randomly reassign the excess stat
3931 */ 3879 */
3932 int i,j; 3880 int i, j;
3881
3933 for(i=0;i<NUM_STATS;i++) { 3882 for (i = 0; i < NUM_STATS; i++)
3934 sint8 stat=get_attr_value(stats,i); 3883 {
3935 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3884 int race_bonus = pl->arch->clone.stats.stat (i);
3936 stat += get_attr_value(ns,i); 3885 sint8 stat = stats->stat (i) + ns->stat (i);
3937 if(stat > 20 + race_bonus) {
3938 excess_stat++;
3939 stat = 20+race_bonus;
3940 }
3941 set_attr_value(stats,i,stat);
3942 }
3943 3886
3944 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3887 if (stat > 20 + race_bonus)
3945 int i = rndm(0, 6); 3888 {
3946 int stat=get_attr_value(stats,i); 3889 excess_stat++;
3947 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3890 stat = 20 + race_bonus;
3948 if(i==CHA) continue; /* exclude cha from this */ 3891 }
3949 if( stat < 20 + race_bonus) { 3892
3893 stats->stat (i) = stat;
3894 }
3895
3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3897 { /* try 100 times to assign excess stats */
3898 int i = rndm (0, 6);
3899
3900 if (i == CHA)
3901 continue; /* exclude cha from this */
3902
3903 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i);
3905 if (stat < 20 + race_bonus)
3906 {
3950 change_attr_value(stats,i,1); 3907 change_attr_value (stats, i, 1);
3951 excess_stat--; 3908 excess_stat--;
3952 } 3909 }
3953 } 3910 }
3954 3911
3955 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3956 * the player ref: player.c 3913 * the player ref: player.c
3957 */ 3914 */
3958 if(change->randomitems!=NULL) 3915 if (change->randomitems != NULL)
3959 give_initial_items(pl,change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3960 3917
3961
3962 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3963 3919
3964 /* first, look for the force object banning 3920 /* first, look for the force object banning
3965 * changing the face. Certain races never change face with class. 3921 * changing the face. Certain races never change face with class.
3966 */ 3922 */
3967 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3923 for (walk = pl->inv; walk != NULL; walk = walk->below)
3968 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3924 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3925 flag_change_face = 0;
3969 3926
3970 if(flag_change_face) { 3927 if (flag_change_face)
3928 {
3971 pl->animation_id = GET_ANIM_ID(change); 3929 pl->animation_id = GET_ANIM_ID (change);
3972 pl->face = change->face; 3930 pl->face = change->face;
3973 3931
3974 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3932 if (QUERY_FLAG (change, FLAG_ANIMATE))
3975 SET_FLAG(pl,FLAG_ANIMATE); 3933 SET_FLAG (pl, FLAG_ANIMATE);
3976 else 3934 else
3977 CLEAR_FLAG(pl,FLAG_ANIMATE); 3935 CLEAR_FLAG (pl, FLAG_ANIMATE);
3978 } 3936 }
3979 3937
3980 /* check the special case of can't use weapons */ 3938 /* check the special case of can't use weapons */
3981 /*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); */
3982 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3940 if (!strcmp (change->name, "monk"))
3941 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3983 3942
3984 break; 3943 break;
3985 } 3944 }
3986 } 3945 }
3987} 3946}
3988 3947
3989/** 3948/**
3990 * This handles items of type 'transformer'. 3949 * This handles items of type 'transformer'.
3994 * 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.
3995 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3954 * The format is as follow: transformer:[number ]yield[;transformer:...].
3996 * 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.
3997 * 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.
3998 */ 3957 */
3958void
3999void apply_item_transformer( object* pl, object* transformer ) 3959apply_item_transformer (object *pl, object *transformer)
4000 { 3960{
4001 object* marked; 3961 object *marked;
4002 object* new_item; 3962 object *new_item;
4003 char* find; 3963 char *find;
4004 char* separator; 3964 char *separator;
4005 int yield; 3965 int yield;
4006 char got[ MAX_BUF ]; 3966 char got[MAX_BUF];
4007 int len; 3967 int len;
4008 3968
4009 if ( !pl || !transformer ) 3969 if (!pl || !transformer)
4010 return; 3970 return;
4011 marked = find_marked_object( pl ); 3971 marked = find_marked_object (pl);
4012 if ( !marked ) 3972 if (!marked)
4013 { 3973 {
4014 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));
4015 return; 3975 return;
4016 } 3976 }
4017 if ( !marked->slaying ) 3977 if (!marked->slaying)
4018 { 3978 {
4019 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));
4020 return; 3980 return;
4021 } 3981 }
4022 /* check whether they are compatible or not */ 3982 /* check whether they are compatible or not */
4023 find = strstr( marked->slaying, transformer->arch->name ); 3983 find = strstr (marked->slaying, transformer->arch->name);
4024 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4025 { 3985 {
4026 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));
4027 return; 3987 return;
4028 } 3988 }
4029 find += strlen( transformer->arch->name ) + 1; 3989 find += strlen (transformer->arch->name) + 1;
4030 /* 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 */
4031 if ( isdigit( *( find ) ) ) 3991 if (isdigit (*(find)))
4032 { 3992 {
4033 yield = atoi( find ); 3993 yield = atoi (find);
4034 if ( yield < 1 ) 3994 if (yield < 1)
4035 { 3995 {
4036 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);
4037 yield = 1; 3997 yield = 1;
4038 } 3998 }
4039 } 3999 }
4040 else 4000 else
4041 yield = 1; 4001 yield = 1;
4042 4002
4043 while ( isdigit( *find ) ) 4003 while (isdigit (*find))
4044 find++; 4004 find++;
4045 while ( *find == ' ' ) 4005 while (*find == ' ')
4046 find++; 4006 find++;
4047 memset( got, 0, MAX_BUF ); 4007 memset (got, 0, MAX_BUF);
4048 if ( (separator = strchr( find, ';' ))!=NULL) 4008 if ((separator = strchr (find, ';')) != NULL)
4049 { 4009 {
4050 len = separator - find; 4010 len = separator - find;
4051 } 4011 }
4052 else 4012 else
4053 { 4013 {
4054 len = strlen(find); 4014 len = strlen (find);
4055 } 4015 }
4056 if ( len > MAX_BUF-1) 4016 if (len > MAX_BUF - 1)
4057 len = MAX_BUF-1; 4017 len = MAX_BUF - 1;
4058 strcpy( got, find ); 4018 strcpy (got, find);
4059 got[len] = '\0'; 4019 got[len] = '\0';
4060 4020
4061 /* Now create new item, remove used ones when required. */ 4021 /* Now create new item, remove used ones when required. */
4062 new_item = get_archetype( got ); 4022 new_item = get_archetype (got);
4063 if ( !new_item ) 4023 if (!new_item)
4064 { 4024 {
4065 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));
4066 return; 4026 return;
4067 } 4027 }
4028
4068 new_item->nrof = yield; 4029 new_item->nrof = yield;
4069 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));
4070 insert_ob_in_ob( new_item, pl ); 4031 insert_ob_in_ob (new_item, pl);
4071 esrv_send_inventory( pl, pl ); 4032 esrv_send_inventory (pl, pl);
4072 /* Eat up one item */ 4033 /* Eat up one item */
4073 decrease_ob_nr( marked, 1 ); 4034 decrease_ob_nr (marked, 1);
4074 /* Eat one transformer if needed */ 4035 /* Eat one transformer if needed */
4075 if ( transformer->stats.food ) 4036 if (transformer->stats.food)
4076 if ( --transformer->stats.food == 0 ) 4037 if (--transformer->stats.food == 0)
4077 decrease_ob_nr( transformer, 1 ); 4038 decrease_ob_nr (transformer, 1);
4078 } 4039}

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