char *ft_itoa(int n) { long big_n; char *r; char *it; big_n = n; if (big_n == 0) r = "0"; else { r = malloc(nb_chars(big_n) + 1); if (r) { it = r + nb_chars(big_n); apply_sign(&big_n, r); *it-- = '\0'; while (big_n) { *it-- = digit_to_char(big_n % 10); big_n /= 10; } } } return (r); }
/** * Main apply handler. * * Checks for unpaid items before applying. * @param op ::object causing tmp to be applied. * @param tmp ::object being applied. * @param aflag Special (always apply/unapply) flags. Nothing is done * with them in this function - they are passed to apply_special(). * @retval 0 Player or monster can't apply objects of that type. * @retval 1 Has been applied, or there was an error applying the object. * @retval 2 Objects of that type can't be applied if not in * inventory. */ int manual_apply(object *op, object *tmp, int aflag) { if (tmp->head) { tmp = tmp->head; } if (op->type == PLAYER) { CONTR(op)->praying = 0; } if (QUERY_FLAG(tmp, FLAG_UNPAID) && !QUERY_FLAG(tmp, FLAG_APPLIED)) { if (op->type == PLAYER) { new_draw_info(NDI_UNIQUE, op, "You should pay for it first."); return 1; } /* Monsters just skip unpaid items */ else { return 0; } } /* Monsters must not apply random chests, nor magic_mouths with a counter */ if (op->type != PLAYER && tmp->type == TREASURE) { return 0; } /* Trigger the APPLY event */ if (!(aflag & AP_NO_EVENT) && trigger_event(EVENT_APPLY, op, tmp, NULL, NULL, aflag, 0, 0, SCRIPT_FIX_ACTIVATOR)) { return 1; } aflag &= ~AP_NO_EVENT; /* Control apply by controling a set exp object level or player exp level */ if (tmp->item_level) { int tmp_lev; if (tmp->item_skill) { tmp_lev = find_skill_exp_level(op, tmp->item_skill); } else { tmp_lev = op->level; } if (tmp->item_level > tmp_lev) { new_draw_info(NDI_UNIQUE, op, "The item level is too high to apply."); return 1; } } switch (tmp->type) { case HOLY_ALTAR: new_draw_info_format(NDI_UNIQUE, op, "You touch the %s.", tmp->name); if (change_skill(op, SK_PRAYING)) { pray_at_altar(op, tmp); } else { new_draw_info(NDI_UNIQUE, op, "Nothing happens. It seems you miss the right skill."); } return 1; break; case HANDLE: new_draw_info(NDI_UNIQUE, op, "You turn the handle."); play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE, SOUND_NORMAL); tmp->value = tmp->value ? 0 : 1; SET_ANIMATION(tmp, ((NUM_ANIMATIONS(tmp) / NUM_FACINGS(tmp)) * tmp->direction) + tmp->value); update_object(tmp, UP_OBJ_FACE); push_button(tmp); return 1; case TRIGGER: if (check_trigger(tmp, op)) { new_draw_info(NDI_UNIQUE, op, "You turn the handle."); play_sound_map(tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE, SOUND_NORMAL); } else { new_draw_info(NDI_UNIQUE, op, "The handle doesn't move."); } return 1; case EXIT: if (op->type != PLAYER || !tmp->map) { return 0; } /* If no map path specified, we assume it is the map path of the exit. */ if (!EXIT_PATH(tmp)) { FREE_AND_ADD_REF_HASH(EXIT_PATH(tmp), tmp->map->path); } if (!EXIT_PATH(tmp) || !is_legal_2ways_exit(op, tmp) || (EXIT_Y(tmp) == -1 && EXIT_X(tmp) == -1)) { new_draw_info_format(NDI_UNIQUE, op, "The %s is closed.", query_name(tmp, NULL)); } else { /* Don't display messages for random maps. */ if (tmp->msg && strncmp(EXIT_PATH(tmp), "/!", 2) && strncmp(EXIT_PATH(tmp), "/random/", 8)) { new_draw_info(NDI_NAVY, op, tmp->msg); } enter_exit(op, tmp); } return 1; case SIGN: apply_sign(op, tmp); return 1; case BOOK: if (op->type == PLAYER) { apply_book(op, tmp); return 1; } return 0; case SKILLSCROLL: if (op->type == PLAYER) { apply_skillscroll(op, tmp); return 1; } return 0; case SPELLBOOK: if (op->type == PLAYER) { apply_spellbook(op, tmp); return 1; } return 0; case SCROLL: apply_scroll(op, tmp); return 1; case POTION: (void) apply_potion(op, tmp); return 1; case LIGHT_APPLY: apply_player_light(op, tmp); return 1; case LIGHT_REFILL: apply_player_light_refill(op, tmp); return 1; /* Eneq(@csd.uu.se): Handle apply on containers. */ case CLOSE_CON: if (op->type == PLAYER) { (void) esrv_apply_container(op, tmp->env); } return 1; case CONTAINER: if (op->type == PLAYER) { (void) esrv_apply_container(op, tmp); } return 1; case TREASURE: apply_treasure(op, tmp); return 1; case WEAPON: case ARMOUR: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case SHIELD: case HELMET: case RING: case CLOAK: case WAND: case ROD: case HORN: case SKILL: case BOW: case SKILL_ITEM: /* Not in inventory */ if (tmp->env != op) { return 2; } (void) apply_special(op, tmp, aflag); return 1; case DRINK: case FOOD: case FLESH: apply_food(op, tmp); return 1; case POISON: apply_poison(op, tmp); return 1; case SAVEBED: if (op->type == PLAYER) { apply_savebed(op); return 1; } return 0; case ARMOUR_IMPROVER: if (op->type == PLAYER) { apply_armour_improver(op, tmp); return 1; } return 0; case WEAPON_IMPROVER: apply_weapon_improver(op, tmp); return 1; case CLOCK: if (op->type == PLAYER) { timeofday_t tod; get_tod(&tod); new_draw_info_format(NDI_UNIQUE, op, "It is %d minute%s past %d o'clock %s", tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), ((tod.hour % (HOURS_PER_DAY / 2) == 0) ? (HOURS_PER_DAY / 2) : ((tod.hour) % (HOURS_PER_DAY / 2))), ((tod.hour >= (HOURS_PER_DAY / 2)) ? "pm" : "am")); return 1; } return 0; case POWER_CRYSTAL: apply_power_crystal(op, tmp); return 1; /* For lighting torches/lanterns/etc */ case LIGHTER: if (op->type == PLAYER) { apply_lighter(op, tmp); return 1; } return 0; /* So the below default case doesn't execute for these objects, * even if they have message. */ case DOOR: return 0; /* Nothing from the above... but show a message if it has one. */ default: if (tmp->msg) { new_draw_info(NDI_UNIQUE, op, tmp->msg); return 1; } return 0; } }
/** * 'victim' moves onto 'trap' (trap has FLAG_WALK_ON or FLAG_FLY_ON set) or * 'victim' leaves 'trap' (trap has FLAG_WALK_OFF or FLAG_FLY_OFF) set. * * I added the flags parameter to give the single events more information * about whats going on: * * Most important is the "MOVE_APPLY_VANISHED" flag. * If set, a object has left a tile but "vanished" and not moved (perhaps * it exploded or something). This means that some events are not * triggered like trapdoors or teleporter traps for example which have a * "FLY/MOVE_OFF" set. This will avoid that they touch invalid objects. * @param trap Object victim moved on. * @param victim The object that moved on trap. * @param originator Player, monster or other object that caused 'victim' * to move onto 'trap'. Will receive messages caused by this action. May * be NULL, however, some types of traps require an originator to * function. * @param flags Flags. */ void move_apply(object *trap, object *victim, object *originator, int flags) { static int recursion_depth = 0; /* move_apply() is the most likely candidate for causing unwanted and * possibly unlimited recursion. */ /* The following was changed because it was causing perfeclty correct * maps to fail. 1) it's not an error to recurse: * rune detonates, summoning monster. monster lands on nearby rune. * nearby rune detonates. This sort of recursion is expected and * proper. This code was causing needless crashes. */ if (recursion_depth >= 500) { LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name); return; } if (trap->head) { trap = trap->head; } /* Trigger the TRIGGER event */ if (trigger_event(EVENT_TRIGGER, victim, trap, originator, NULL, 0, 0, 0, SCRIPT_FIX_NOTHING)) { return; } recursion_depth++; switch (trap->type) { /* these objects can trigger other objects connected to them. * We need to check them at map loading time and other special * events to be sure to have a 100% working map state. */ case BUTTON: case PEDESTAL: update_button(trap); break; case TRIGGER_BUTTON: case TRIGGER_PEDESTAL: case TRIGGER_ALTAR: check_trigger(trap, victim); break; case CHECK_INV: check_inv(victim, trap); break; /* these objects trigger to but they are "instant". * We don't need to check them when loading. */ case ALTAR: /* sacrifice victim on trap */ apply_altar(trap, victim, originator); break; case CONVERTER: if (!(flags & MOVE_APPLY_VANISHED)) { convert_item(victim, trap); } break; case PLAYERMOVER: break; /* should be walk_on/fly_on only */ case SPINNER: if (victim->direction) { if ((victim->direction = victim->direction + trap->direction) > 8) { victim->direction = (victim->direction % 8) + 1; } update_turn_face(victim); } break; case DIRECTOR: if (victim->direction) { victim->direction = trap->direction; update_turn_face(victim); } break; /* no need to hit anything */ case MMISSILE: if (IS_LIVE(victim) && !(flags&MOVE_APPLY_VANISHED)) { tag_t trap_tag = trap->count; hit_player(victim, trap->stats.dam, trap, AT_MAGIC); if (!was_destroyed(trap, trap_tag)) { remove_ob(trap); } check_walk_off(trap, NULL, MOVE_APPLY_VANISHED); } break; case THROWN_OBJ: if (trap->inv == NULL || (flags & MOVE_APPLY_VANISHED)) { break; } /* fallthrough */ case ARROW: /* bad bug: monster throw a object, make a step forwards, step on object , * trigger this here and get hit by own missile - and will be own enemy. * Victim then is his own enemy and will start to kill herself (this is * removed) but we have not synced victim and his missile. To avoid senseless * action, we avoid hits here */ if ((IS_LIVE(victim) && trap->speed) && trap->owner != victim) { hit_with_arrow(trap, victim); } break; case CONE: case LIGHTNING: break; case BULLET: if ((QUERY_FLAG(victim, FLAG_NO_PASS) || IS_LIVE(victim)) && !(flags & MOVE_APPLY_VANISHED)) { check_fired_arch(trap); } break; case TRAPDOOR: { int max, sound_was_played; object *ab; if ((flags & MOVE_APPLY_VANISHED)) { break; } if (!trap->value) { sint32 tot; for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) { if (!QUERY_FLAG(ab, FLAG_FLYING)) { tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; } } if (!(trap->value = (tot > trap->weight) ? 1 : 0)) { break; } SET_ANIMATION(trap, (NUM_ANIMATIONS(trap) / NUM_FACINGS(trap)) * trap->direction + trap->value); update_object(trap, UP_OBJ_FACE); } for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab && !QUERY_FLAG(ab, FLAG_FLYING); ab = ab->above) { if (!sound_was_played) { play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE, SOUND_NORMAL); sound_was_played = 1; } if (ab->type == PLAYER) { new_draw_info(NDI_UNIQUE, ab, "You fall into a trapdoor!"); } transfer_ob(ab, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, ab, trap); } break; } case PIT: /* Pit not open? */ if ((flags & MOVE_APPLY_VANISHED) || trap->stats.wc > 0) { break; } play_sound_map(victim->map, victim->x, victim->y, SOUND_FALL_HOLE, SOUND_NORMAL); if (victim->type == PLAYER) { new_draw_info(NDI_UNIQUE, victim, "You fall through the hole!\n"); } transfer_ob(victim->head ? victim->head : victim, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, victim, trap); break; case EXIT: /* If no map path specified, we assume it is the map path of the exit. */ if (!EXIT_PATH(trap)) { FREE_AND_ADD_REF_HASH(EXIT_PATH(trap), trap->map->path); } if (!(flags & MOVE_APPLY_VANISHED) && victim->type == PLAYER && EXIT_PATH(trap) && EXIT_Y(trap) != -1 && EXIT_X(trap) != -1) { /* Basically, don't show exits leading to random maps the players output. */ if (trap->msg && strncmp(EXIT_PATH(trap), "/!", 2) && strncmp(EXIT_PATH(trap), "/random/", 8)) { new_draw_info(NDI_NAVY, victim, trap->msg); } enter_exit(victim, trap); } break; case SHOP_MAT: if (!(flags & MOVE_APPLY_VANISHED)) { apply_shop_mat(trap, victim); } break; /* Drop a certain amount of gold, and have one item identified */ case IDENTIFY_ALTAR: if (!(flags & MOVE_APPLY_VANISHED)) { apply_identify_altar(victim, trap, originator); } break; case SIGN: /* Only player should be able read signs */ if (victim->type == PLAYER) { apply_sign(victim, trap); } break; case CONTAINER: if (victim->type == PLAYER) { (void) esrv_apply_container(victim, trap); } break; case RUNE: if (!(flags & MOVE_APPLY_VANISHED) && trap->level && IS_LIVE(victim)) { spring_trap(trap, victim); } break; #if 0 /* we don't have this atm. */ case DEEP_SWAMP: if (!(flags & MOVE_APPLY_VANISHED)) { walk_on_deep_swamp(trap, victim); } break; #endif default: LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type); break; } recursion_depth--; }