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/cvs/deliantra/server/server/apply.C
Revision: 1.1
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3     * "$Id$";
4     */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     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
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27    
28     #include <global.h>
29     #include <living.h>
30     #include <spells.h>
31     #include <skills.h>
32     #include <tod.h>
33    
34     #ifndef __CEXTRACT__
35     #include <sproto.h>
36     #endif
37    
38     /* Want this regardless of rplay. */
39     #include <sounds.h>
40    
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     */
49     int 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     */
64     int 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     /**
195     * 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.
197     */
198     int should_director_abort(object *op, object *victim)
199     {
200     int arch_flag, name_flag, race_flag;
201     /* 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,
203     * 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
205     * it. Examples:
206     * subtype 1: only arch
207     * subtype 3: arch or name
208     * subtype 5: arch or race
209     * subtype 7: all three
210     */
211     if (op->subtype)
212     {
213     arch_flag = (op->subtype & 1);
214     name_flag = (op->subtype & 2);
215     race_flag = (op->subtype & 4);
216     } else {
217     arch_flag = 1;
218     name_flag = 1;
219     race_flag = 1;
220     }
221     /* If the director has race set, only affect objects with a arch,
222     * name or race that matches.
223     */
224     if ( (op->race) &&
225     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
226     ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
227     ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
228     return 1;
229     }
230     /* If the director has slaying set, only affect objects where none
231     * of arch, name, or race match.
232     */
233     if ( (op->slaying) && (
234     ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
235     ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
236     ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
237     return 1;
238     }
239     return 0;
240     }
241    
242     /**
243     * 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.
245     * Return value: 1 if money was destroyed, 0 if not.
246     */
247     static int apply_id_altar (object *money, object *altar, object *pl)
248     {
249     object *id, *marked;
250     int success=0;
251    
252     if (pl == NULL || pl->type != PLAYER)
253     return 0;
254    
255     /* Check for MONEY type is a special hack - it prevents 'nothing needs
256     * identifying' from being printed out more than it needs to be.
257     */
258     if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
259     return 0;
260    
261     marked = find_marked_object (pl);
262     /* 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.
264     */
265     if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
266     && need_identify (marked))
267     {
268     if (operate_altar (altar, &money)) {
269     identify (marked);
270     new_draw_info_format(NDI_UNIQUE, 0, pl,
271     "You have %s.", long_desc(marked, pl));
272     if (marked->msg) {
273     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
274     new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
275     }
276     return money == NULL;
277     }
278     }
279    
280     for (id=pl->inv; id; id=id->below) {
281     if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
282     need_identify(id)) {
283     if (operate_altar(altar,&money)) {
284     identify(id);
285     new_draw_info_format(NDI_UNIQUE, 0, pl,
286     "You have %s.", long_desc(id, pl));
287     if (id->msg) {
288     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
289     new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
290     }
291     success=1;
292     /* If no more money, might as well quit now */
293     if (money == NULL || ! check_altar_sacrifice (altar,money))
294     break;
295     }
296     else {
297     LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298     break;
299     }
300     }
301     }
302     if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
303     return money == NULL;
304     }
305    
306     /**
307     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308     * matching item.
309     **/
310     static void handle_apply_yield(object* tmp)
311     {
312     const char* yield;
313    
314     yield = get_ob_key_value(tmp,"on_use_yield");
315     if (yield != NULL)
316     {
317     object* drop = get_archetype(yield);
318     if (tmp->env)
319     {
320     drop = insert_ob_in_ob(drop,tmp->env);
321     if (tmp->env->type == PLAYER)
322     esrv_send_item(tmp->env,drop);
323     }
324     else
325     {
326     drop->x = tmp->x;
327     drop->y = tmp->y;
328     insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329     }
330     }
331     }
332    
333     /**
334     * Handles applying a potion.
335     */
336     int apply_potion(object *op, object *tmp)
337     {
338     int got_one=0,i;
339     object *force;
340    
341     if(op->type==PLAYER) {
342     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
343     identify(tmp);
344     }
345    
346     handle_apply_yield(tmp);
347    
348     /* Potion of restoration - only for players */
349     if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) {
350     object *depl;
351     archetype *at;
352    
353     if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
354     drain_stat(op);
355     fix_player(op);
356     decrease_ob(tmp);
357     return 1;
358     }
359     if ((at = find_archetype(ARCH_DEPLETION))==NULL) {
360     LOG(llevError,"Could not find archetype depletion\n");
361     return 0;
362     }
363     depl = present_arch_in_ob(at, op);
364     if (depl!=NULL) {
365     for (i = 0; i < NUM_STATS; i++)
366     if (get_attr_value(&depl->stats, i)) {
367     new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]);
368     }
369     remove_ob(depl);
370     free_object(depl);
371     fix_player(op);
372     }
373     else
374     new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect.");
375    
376     decrease_ob(tmp);
377     return 1;
378     }
379    
380     /* improvement potion - only for players */
381     if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) {
382    
383     for(i=1;i<MIN(11,op->level);i++) {
384     if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) {
385     if (op->contr->levhp[i]!=1) {
386     op->contr->levhp[i]=1;
387     break;
388     }
389     if (op->contr->levsp[i]!=1) {
390     op->contr->levsp[i]=1;
391     break;
392     }
393     if (op->contr->levgrace[i]!=1) {
394     op->contr->levgrace[i]=1;
395     break;
396     }
397     }
398     else {
399     if(op->contr->levhp[i]<9) {
400     op->contr->levhp[i]=9;
401     break;
402     }
403     if(op->contr->levsp[i]<6) {
404     op->contr->levsp[i]=6;
405     break;
406     }
407     if(op->contr->levgrace[i]<3) {
408     op->contr->levgrace[i]=3;
409     break;
410     }
411     }
412     }
413     /* Just makes checking easier */
414     if (i<MIN(11, op->level)) got_one=1;
415     if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) {
416     if (got_one) {
417     fix_player(op);
418     new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you");
419     new_draw_info(NDI_UNIQUE,0,op,"a little more in their image.");
420     new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect.");
421     }
422     else
423     new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424     }
425     else { /* cursed potion */
426     if (got_one) {
427     fix_player(op);
428     new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429     }
430     else
431     new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432     }
433     decrease_ob(tmp);
434     return 1;
435     }
436    
437    
438     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439     * and heroism all fit into this category. Given the spell object code,
440     * there is no limit to the number of spells that potions can be cast,
441     * but direction is problematic to try and imbue fireball potions for example.
442     */
443     if (tmp->inv) {
444     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
445     object *fball;
446    
447     new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!");
448     /* Explodes a fireball centered at player */
449     fball = get_archetype(EXPLODING_FIREBALL);
450     fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1;
451     fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2;
452     fball->x = op->x;
453     fball->y = op->y;
454     insert_ob_in_map(fball, op->map, NULL, 0);
455     } else
456     cast_spell(op,tmp, op->facing, tmp->inv, NULL);
457    
458     decrease_ob(tmp);
459     /* if youre dead, no point in doing this... */
460     if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op);
461     return 1;
462     }
463    
464     /* Deal with protection potions */
465     force=NULL;
466     for (i=0; i<NROFATTACKS; i++) {
467     if (tmp->resist[i]) {
468     if (!force) force=get_archetype(FORCE_NAME);
469     memcpy(force->resist, tmp->resist, sizeof(tmp->resist));
470     force->type=POTION_EFFECT;
471     break; /* Only need to find one protection since we copy entire batch */
472     }
473     }
474     /* This is a protection potion */
475     if (force) {
476     /* cursed items last longer */
477     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
478     force->stats.food*=10;
479     for (i=0; i<NROFATTACKS; i++)
480     if (force->resist[i] > 0)
481     force->resist[i] = -force->resist[i]; /* prot => vuln */
482     }
483     force->speed_left= -1;
484     force = insert_ob_in_ob(force,op);
485     CLEAR_FLAG(tmp, FLAG_APPLIED);
486     SET_FLAG(force,FLAG_APPLIED);
487     change_abil(op,force);
488     decrease_ob(tmp);
489     return 1;
490     }
491    
492     /* Only thing left are the stat potions */
493     if(op->type==PLAYER) { /* only for players */
494     if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0)
495     CLEAR_FLAG(tmp, FLAG_APPLIED);
496     else
497     SET_FLAG(tmp, FLAG_APPLIED);
498     if(!change_abil(op,tmp))
499     new_draw_info(NDI_UNIQUE,0,op,"Nothing happened.");
500     }
501    
502     /* CLEAR_FLAG is so that if the character has other potions
503     * that were grouped with the one consumed, his
504     * stat will not be raised by them. fix_player just clears
505     * up all the stats.
506     */
507     CLEAR_FLAG(tmp, FLAG_APPLIED);
508     fix_player(op);
509     decrease_ob(tmp);
510     return 1;
511     }
512    
513     /****************************************************************************
514     * Weapon improvement code follows
515     ****************************************************************************/
516    
517     /**
518     * This returns the sum of nrof of item (arch name).
519     */
520     static int check_item(object *op, const char *item)
521     {
522     int count=0;
523    
524    
525     if (item==NULL) return 0;
526     op=op->below;
527     while(op!=NULL) {
528     if (strcmp(op->arch->name,item)==0){
529     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530     /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
531     {
532     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
533     count++;
534     else
535     count += op->nrof;
536     }
537     }
538     op=op->below;
539     }
540     return count;
541     }
542    
543     /**
544     * This removes 'nrof' of what item->slaying says to remove.
545     * op is typically the player, which is only
546     * really used to determine what space to look at.
547     * Modified to only eat 'nrof' of objects.
548     */
549     static void eat_item(object *op,const char *item, uint32 nrof)
550     {
551     object *prev;
552    
553     prev = op;
554     op=op->below;
555    
556     while(op!=NULL) {
557     if (strcmp(op->arch->name,item)==0) {
558     if (op->nrof >= nrof) {
559     decrease_ob_nr(op,nrof);
560     return;
561     } else {
562     decrease_ob_nr(op,op->nrof);
563     nrof -= op->nrof;
564     }
565     op=prev;
566     }
567     prev = op;
568     op=op->below;
569     }
570     }
571    
572     /**
573     * This checks to see of the player (who) is sufficient level to use a weapon
574     * with improvs improvements (typically last_eat). We take an int here
575     * instead of the object so that the improvement code can pass along the
576     * increased value to see if the object is usuable.
577     * we return 1 (true) if the player can use the weapon.
578     */
579     static int check_weapon_power(const object *who, int improvs)
580     {
581     /* Old code is below (commented out). Basically, since weapons are the only
582     * object players really have any control to improve, it's a bit harsh to
583     * require high level in some combat skill, so we just use overall level.
584     */
585     #if 1
586     if (((who->level/5)+5) >= improvs) return 1;
587     else return 0;
588    
589     #else
590     int level=0;
591    
592     /* The skill system hands out wc and dam bonuses to fighters
593     * more generously than the old system (see fix_player). Thus
594     * we need to curtail the power of player enchanted weapons.
595     * I changed this to 1 improvement per "fighter" level/5 -b.t.
596     * Note: Nothing should break by allowing this ratio to be different or
597     * using normal level - it is just a matter of play balance.
598     */
599     if(who->type==PLAYER) {
600     object *wc_obj=NULL;
601    
602     for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
603     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
604     level = wc_obj->level;
605    
606     if (!level ) {
607     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
608     level = who->level;
609     }
610     }
611     else
612     level=who->level;
613    
614     return (improvs <= ((level/5)+5));
615     #endif
616     }
617    
618     /**
619     * Returns how many items of type improver->slaying there are under op.
620     * Will display a message if none found, and 1 if improver->slaying is NULL.
621     */
622     static int check_sacrifice(object *op, const object *improver)
623     {
624     int count=0;
625    
626     if (improver->slaying!=NULL) {
627     count = check_item(op,improver->slaying);
628     if (count<1) {
629     char buf[200];
630     sprintf(buf,"The gods want more %ss",improver->slaying);
631     new_draw_info(NDI_UNIQUE,0,op,buf);
632     return 0;
633     }
634     }
635     else
636     count=1;
637    
638     return count;
639     }
640    
641     /**
642     * Actually improves the weapon, and tells user.
643     */
644     int improve_weapon_stat(object *op,object *improver,object *weapon,
645     signed char *stat,int sacrifice_count,const char *statname)
646     {
647    
648     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
649     *stat += sacrifice_count;
650     weapon->last_eat++;
651     new_draw_info_format(NDI_UNIQUE,0,op,
652     "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653     decrease_ob(improver);
654    
655     /* So it updates the players stats and the window */
656     fix_player(op);
657     return 1;
658     }
659    
660     /* Types of improvements, hidden in the sp field. */
661     #define IMPROVE_PREPARE 1
662     #define IMPROVE_DAMAGE 2
663     #define IMPROVE_WEIGHT 3
664     #define IMPROVE_ENCHANT 4
665     #define IMPROVE_STR 5
666     #define IMPROVE_DEX 6
667     #define IMPROVE_CON 7
668     #define IMPROVE_WIS 8
669     #define IMPROVE_CHA 9
670     #define IMPROVE_INT 10
671     #define IMPROVE_POW 11
672    
673    
674     /**
675     * This does the prepare weapon scroll.
676     * Checks for sacrifice, and so on.
677     */
678    
679     int prepare_weapon(object *op, object *improver, object *weapon)
680     {
681     int sacrifice_count,i;
682     char buf[MAX_BUF];
683    
684     if (weapon->level!=0) {
685     new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
686     return 0;
687     }
688     for (i=0; i<NROFATTACKS; i++)
689     if (weapon->resist[i]) break;
690    
691     /* If we break out, i will be less than nrofattacks, preventing
692     * improvement of items that already have protections.
693     */
694     if (i<NROFATTACKS ||
695     weapon->stats.hp || /* regeneration */
696     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697     weapon->stats.exp || /* speed */
698     weapon->stats.ac) /* AC - only taifu's I think */
699     {
700     new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
701     return 0;
702     }
703     sacrifice_count=check_sacrifice(op,improver);
704     if (sacrifice_count<=0)
705     return 0;
706     weapon->level=isqrt(sacrifice_count);
707     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
708     eat_item(op, improver->slaying, sacrifice_count);
709    
710     new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
711     weapon->name,weapon->level);
712    
713     sprintf(buf,"%s's %s",op->name,weapon->name);
714     FREE_AND_COPY(weapon->name, buf);
715     FREE_AND_COPY(weapon->name_pl, buf);
716     weapon->nrof=0; /* prevents preparing n weapons in the same
717     slot at once! */
718     decrease_ob(improver);
719     weapon->last_eat=0;
720     return 1;
721     }
722    
723    
724     /**
725     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
726     * This is the new improve weapon code.
727     * Returns 0 if it was not able to work for some reason.
728     *
729     * Checks if weapon was prepared, if enough potions on the floor, ...
730     *
731     * We are hiding extra information about the weapon in the level and
732     * last_eat numbers for an object. Hopefully this won't break anything ??
733     * level == max improve last_eat == current improve
734     */
735     int improve_weapon(object *op,object *improver,object *weapon)
736     {
737     int sacrifice_count, sacrifice_needed=0;
738    
739     if(improver->stats.sp==IMPROVE_PREPARE) {
740     return prepare_weapon(op, improver, weapon);
741     }
742     if (weapon->level==0) {
743     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
744     return 0;
745     }
746     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
747     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
748     return 0;
749     }
750     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
751     !check_weapon_power(op, weapon->last_eat+1)) {
752     new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
753     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
754     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
755     return 0;
756     }
757     /* This just increases damage by 5 points, no matter what. No sacrifice
758     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759     * don't put any maximum value on damage - the limit is how much the
760     * weapon can be improved.
761     */
762     if (improver->stats.sp==IMPROVE_DAMAGE) {
763     weapon->stats.dam += 5;
764     weapon->weight += 5000; /* 5 KG's */
765     new_draw_info_format(NDI_UNIQUE, 0, op,
766     "Damage has been increased by 5 to %d", weapon->stats.dam);
767     weapon->last_eat++;
768    
769     weapon->item_power++;
770     decrease_ob(improver);
771     return 1;
772     }
773     if (improver->stats.sp == IMPROVE_WEIGHT) {
774     /* Reduce weight by 20% */
775     weapon->weight = (weapon->weight * 8)/10;
776     if (weapon->weight < 1) weapon->weight = 1;
777     new_draw_info_format(NDI_UNIQUE, 0, op,
778     "Weapon weight reduced to %6.1f kg",
779     (float)weapon->weight/1000.0);
780     weapon->last_eat++;
781     weapon->item_power++;
782     decrease_ob(improver);
783     return 1;
784     }
785     if (improver->stats.sp == IMPROVE_ENCHANT) {
786     weapon->magic++;
787     weapon->last_eat++;
788     new_draw_info_format(NDI_UNIQUE, 0, op
789     ,"Weapon magic increased to %d",weapon->magic);
790     decrease_ob(improver);
791     weapon->item_power++;
792     return 1;
793     }
794    
795     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
796     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
797     weapon->stats.Wis;
798    
799     if (sacrifice_needed<1)
800     sacrifice_needed =1;
801     sacrifice_needed *=2;
802    
803     sacrifice_count = check_sacrifice(op,improver);
804     if (sacrifice_count < sacrifice_needed) {
805     new_draw_info_format(NDI_UNIQUE, 0, op,
806     "You need at least %d %s", sacrifice_needed, improver->slaying);
807     return 0;
808     }
809     eat_item(op,improver->slaying, sacrifice_needed);
810     weapon->item_power++;
811    
812     switch (improver->stats.sp) {
813     case IMPROVE_STR:
814     return improve_weapon_stat(op,improver,weapon,
815     (signed char *) &(weapon->stats.Str),
816     1, "strength");
817     case IMPROVE_DEX:
818     return improve_weapon_stat(op,improver,weapon,
819     (signed char *) &(weapon->stats.Dex),
820     1, "dexterity");
821     case IMPROVE_CON:
822     return improve_weapon_stat(op,improver,weapon,
823     (signed char *) &(weapon->stats.Con),
824     1, "constitution");
825     case IMPROVE_WIS:
826     return improve_weapon_stat(op,improver,weapon,
827     (signed char *) &(weapon->stats.Wis),
828     1, "wisdom");
829     case IMPROVE_CHA:
830     return improve_weapon_stat(op,improver,weapon,
831     (signed char *) &(weapon->stats.Cha),
832     1, "charisma");
833     case IMPROVE_INT:
834     return improve_weapon_stat(op,improver,weapon,
835     (signed char *) &(weapon->stats.Int),
836     1, "intelligence");
837     case IMPROVE_POW:
838     return improve_weapon_stat(op,improver,weapon,
839     (signed char *) &(weapon->stats.Pow),
840     1, "power");
841     default:
842     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
843     }
844     LOG(llevError,"improve_weapon: Got to end of function\n");
845     return 0;
846     }
847    
848     /**
849     * Handles the applying of improve/prepare/enchant weapon scroll.
850     * Checks a few things (not on a non-magic square, marked weapon, ...),
851     * then calls improve_weapon to do the dirty work.
852     */
853     int check_improve_weapon (object *op, object *tmp)
854     {
855     object *otmp;
856    
857     if(op->type!=PLAYER)
858     return 0;
859     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861     return 0;
862     }
863     otmp=find_marked_object(op);
864     if(!otmp) {
865     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
866     return 0;
867     }
868     if (otmp->type != WEAPON && otmp->type != BOW) {
869     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
870     return 0;
871     }
872     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
873     improve_weapon(op,tmp,otmp);
874     esrv_send_item(op, otmp);
875     return 1;
876     }
877    
878     /**
879     * This code deals with the armour improvment scrolls.
880     * Change limits on improvement - let players go up to
881     * +5 no matter what level, but they are limited by item
882     * power.
883     * Try to use same improvement code as in the common/treasure.c
884     * file, so that if you make a +2 full helm, it will be just
885     * the same as one you find in a shop.
886     *
887     * deprecated comment:
888     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
889     * only 'enchantment' of armour is possible - improving
890     * the stats of a player w/ armour as well as a weapon
891     * will probably horribly unbalance the game. Magic enchanting
892     * depends on the level of the character - ie the plus
893     * value (magic) of the armour can never be increased beyond
894     * the level of the character / 10 -- rounding upish, nor may
895     * the armour value of the piece of equipment exceed either
896     * the users level or 90)
897     * Modified by MSW for partial resistance. Only support
898     * changing of physical area right now.
899     */
900     int improve_armour(object *op, object *improver, object *armour)
901     {
902     object *tmp;
903    
904     if (armour->magic >= settings.armor_max_enchant) {
905     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
906     return 0;
907     }
908     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909     * etc), so take the easy way out and don't worry about it.
910     * Note - maybe add scrolls which make the random artifact versions (eg, armour
911     * of gnarg and what not?)
912     */
913     if (armour->title) {
914     new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915     return 0;
916     }
917    
918     /* Split objects if needed. Can't insert tmp until the
919     * end of this function - otherwise it will just re-merge.
920     */
921     if(armour->nrof > 1)
922     tmp = get_split_ob(armour,armour->nrof - 1);
923     else
924     tmp = NULL;
925    
926     armour->magic++;
927    
928     if ( !settings.armor_speed_linear )
929     {
930     int base = 100;
931     int pow = 0;
932     while ( pow < armour->magic )
933     {
934     base = base - ( base * settings.armor_speed_improvement ) / 100;
935     pow++;
936     }
937    
938     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
939     }
940     else
941     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
942    
943     if ( !settings.armor_weight_linear )
944     {
945     int base = 100;
946     int pow = 0;
947     while ( pow < armour->magic )
948     {
949     base = base - ( base * settings.armor_weight_reduction ) / 100;
950     pow++;
951     }
952    
953     armour->weight = ( armour->arch->clone.weight * base ) / 100;
954     }
955     else
956     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
957    
958     if ( armour->weight <= 0 )
959     {
960     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
961     armour->weight = 1;
962     }
963    
964     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
965    
966     if (op->type == PLAYER) {
967     esrv_send_item(op, armour);
968     if(QUERY_FLAG(armour, FLAG_APPLIED))
969     fix_player(op);
970     }
971     decrease_ob(improver);
972     if (tmp) {
973     insert_ob_in_ob(tmp, op);
974     esrv_send_item(op, tmp);
975     }
976     return 1;
977     }
978    
979    
980     /*
981     * convert_item() returns 1 if anything was converted, 0 if the item was not
982     * what the converter wants, -1 if the converter is broken.
983     */
984     #define CONV_FROM(xyz) xyz->slaying
985     #define CONV_TO(xyz) xyz->other_arch
986     #define CONV_NR(xyz) xyz->stats.sp
987     #define CONV_NEED(xyz) xyz->stats.food
988    
989     /* Takes one items and makes another.
990     * converter is the object that is doing the conversion.
991     * item is the object that triggered the converter - if it is not
992     * what the converter wants, this will not do anything.
993     */
994     int convert_item(object *item, object *converter) {
995     int nr=0;
996     object *tmp;
997     int is_in_shop;
998     uint32 price_in;
999    
1000     for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1001     tmp != NULL;
1002     tmp = tmp->above) {
1003     if(tmp->type == SHOP_FLOOR)
1004     break;
1005     }
1006     is_in_shop = (tmp != NULL);
1007    
1008     /* We make some assumptions - we assume if it takes money as it type,
1009     * it wants some amount. We don't make change (ie, if something costs
1010     * 3 gp and player drops a platinum, tough luck)
1011     */
1012     if (!strcmp(CONV_FROM(converter),"money")) {
1013     int cost;
1014    
1015     if(item->type!=MONEY)
1016     return 0;
1017    
1018     nr=(item->nrof*item->value)/CONV_NEED(converter);
1019     if (!nr) return 0;
1020     cost=nr*CONV_NEED(converter)/item->value;
1021     /* take into account rounding errors */
1022     if (nr*CONV_NEED(converter)%item->value) cost++;
1023     decrease_ob_nr(item, cost);
1024    
1025     price_in = cost*item->value;
1026     }
1027     else {
1028     if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1029     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1030     return 0;
1031    
1032     if(CONV_NEED(converter)) {
1033     nr=item->nrof/CONV_NEED(converter);
1034     decrease_ob_nr(item,nr*CONV_NEED(converter));
1035     price_in = nr*CONV_NEED(converter)*item->value;
1036     } else {
1037     price_in = item->value;
1038     remove_ob(item);
1039     free_object(item);
1040     }
1041     }
1042    
1043     if (converter->inv != NULL) {
1044     object *ob;
1045     int i;
1046     object *ob_to_copy;
1047    
1048     /* select random object from inventory to copy */
1049     ob_to_copy = converter->inv;
1050     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1051     if (rndm(0, i) == 0) {
1052     ob_to_copy = ob;
1053     }
1054     }
1055     item = object_create_clone(ob_to_copy);
1056     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057     unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058     } else {
1059     if (converter->other_arch == NULL) {
1060     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);
1061     return -1;
1062     }
1063    
1064     item = object_create_arch(converter->other_arch);
1065     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1066     }
1067    
1068     if(CONV_NR(converter))
1069     item->nrof=CONV_NR(converter);
1070     if(nr)
1071     item->nrof*=nr;
1072     if(is_in_shop)
1073     SET_FLAG(item,FLAG_UNPAID);
1074     else if(price_in < item->nrof*item->value) {
1075     LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076     converter->name, converter->map->path, converter->x, converter->y, price_in,
1077     item->nrof*item->value, item->name);
1078     /**
1079     * elmex: we are going to let the game continue, as the mapcreator
1080     * propably had something in mind when doing this
1081     */
1082     }
1083     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1084     return 1;
1085     }
1086    
1087     /**
1088     * Handle apply on containers.
1089     * By Eneq(@csd.uu.se).
1090     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091     * added the alchemical cauldron to the code -b.t.
1092     */
1093    
1094     int apply_container (object *op, object *sack)
1095     {
1096     char buf[MAX_BUF];
1097     object *tmp;
1098    
1099     if(op->type!=PLAYER)
1100     return 0; /* This might change */
1101    
1102     if (sack==NULL || sack->type != CONTAINER) {
1103     LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1104     return 0;
1105     }
1106     op->contr->last_used = NULL;
1107     op->contr->last_used_id = 0;
1108    
1109     if (sack->env!=op) {
1110     if (sack->other_arch == NULL || sack->env != NULL) {
1111     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1112     return 1;
1113     }
1114     /* It's on the ground, the problems begin */
1115     if (op->container != sack) {
1116     /* it's closed OR some player has opened it */
1117     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1118     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1119     tmp && tmp->container != sack; tmp=tmp->above);
1120     if (tmp) {
1121     /* some other player have opened it */
1122     new_draw_info_format(NDI_UNIQUE, 0, op,
1123     "%s is already occupied.", query_name(sack));
1124     return 1;
1125     }
1126     }
1127     }
1128     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129     if (op->container == NULL) {
1130     tmp = arch_to_object (sack->other_arch);
1131     /* not good, but insert_ob_in_ob() is too smart */
1132     CLEAR_FLAG (tmp, FLAG_REMOVED);
1133     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134     tmp->map = NULL;
1135     tmp->env = sack;
1136     if (sack->inv)
1137     sack->inv->above = tmp;
1138     tmp->below = sack->inv;
1139     tmp->above = NULL;
1140     sack->inv = tmp;
1141     sack->move_off = MOVE_ALL; /* trying force closing it */
1142     } else {
1143     sack->move_off = 0;
1144     tmp = sack->inv;
1145     if (tmp && tmp->type == CLOSE_CON) {
1146     remove_ob(tmp);
1147     free_object (tmp);
1148     }
1149     }
1150     }
1151     }
1152    
1153     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1154     if (op->container) {
1155     if (op->container != sack) {
1156     tmp = op->container;
1157     apply_container (op, tmp);
1158     sprintf (buf, "You close %s and open ", query_name(tmp));
1159     op->container = sack;
1160     strcat (buf, query_name(sack));
1161     strcat (buf, ".");
1162     } else {
1163     CLEAR_FLAG (sack, FLAG_APPLIED);
1164     op->container = NULL;
1165     sprintf (buf, "You close %s.", query_name(sack));
1166     }
1167     } else {
1168     CLEAR_FLAG (sack, FLAG_APPLIED);
1169     sprintf (buf, "You open %s.", query_name(sack));
1170     SET_FLAG (sack, FLAG_APPLIED);
1171     op->container = sack;
1172     }
1173     } else { /* not applied */
1174     if (sack->slaying) { /* it's locked */
1175     tmp = find_key(op, op, sack);
1176     if (tmp) {
1177     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1178     SET_FLAG (sack, FLAG_APPLIED);
1179     if (sack->env == NULL) { /* if it's on ground,open it also */
1180     new_draw_info (NDI_UNIQUE,0,op, buf);
1181     apply_container (op, sack);
1182     return 1;
1183     }
1184     } else {
1185     sprintf (buf, "You don't have the key to unlock %s.",
1186     query_name(sack));
1187     }
1188     } else {
1189     sprintf (buf, "You readied %s.", query_name(sack));
1190     SET_FLAG (sack, FLAG_APPLIED);
1191     if (sack->env == NULL) { /* if it's on ground,open it also */
1192     new_draw_info (NDI_UNIQUE, 0, op, buf);
1193     apply_container (op, sack);
1194     return 1;
1195     }
1196     }
1197     }
1198     new_draw_info (NDI_UNIQUE, 0, op, buf);
1199     if (op->contr) op->contr->socket.update_look=1;
1200     return 1;
1201     }
1202    
1203     /**
1204     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205     * the player has in their inventory, eg, sacks, luggages, etc.
1206     *
1207     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1208     * This version is for client/server mode.
1209     * op is the player, sack is the container the player is opening or closing.
1210     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1211     *
1212     * Reminder - there are three states for any container - closed (non applied),
1213     * applied (not open, but objects that match get tossed into it), and open
1214     * (applied flag set, and op->container points to the open container)
1215     */
1216    
1217     int esrv_apply_container (object *op, object *sack)
1218     {
1219     object *tmp=op->container;
1220     if(op->type!=PLAYER)
1221     return 0; /* This might change */
1222    
1223     if (sack==NULL || sack->type != CONTAINER) {
1224     LOG (llevError,
1225     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226     return 0;
1227     }
1228    
1229     /* If we have a currently open container, then it needs to be closed in all cases
1230     * if we are opening this one up. We then fall through if appropriate for
1231     * openening the new container.
1232     */
1233    
1234     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1235     if (op->container->env != op) { /* if container is on the ground */
1236     op->container->move_off = 0;
1237     }
1238     /* Lauwenmark: Handle for plugin close event */
1239     if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1240     return 1;
1241    
1242     new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1243     query_name(op->container));
1244     CLEAR_FLAG(op->container, FLAG_APPLIED);
1245     op->container=NULL;
1246     esrv_update_item (UPD_FLAGS, op, tmp);
1247     if (tmp == sack) return 1;
1248     }
1249    
1250    
1251     /* If the player is trying to open it (which he must be doing if we got here),
1252     * and it is locked, check to see if player has the equipment to open it.
1253     */
1254    
1255     if (sack->slaying) { /* it's locked */
1256     tmp=find_key(op, op, sack);
1257     if (tmp) {
1258     new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1259     } else {
1260     new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261     query_name(sack));
1262     return 0;
1263     }
1264     }
1265    
1266     /* By the time we get here, we have made sure any other container has been closed and
1267     * if this is a locked container, the player they key to open it.
1268     */
1269    
1270     /* There are really two cases - the sack is either on the ground, or the sack is
1271     * part of the players inventory. If on the ground, we assume that the player is
1272     * opening it, since if it was being closed, that would have been taken care of above.
1273     */
1274    
1275    
1276     if (sack->env != op) {
1277     /* Hypothetical case - the player is trying to open a sack that belong to someone
1278     * else. This normally should not happen, but a misbehaving client/player could
1279     * try to do it, so lets handle it gracefully.
1280     */
1281     if (sack->env) {
1282     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1283     query_name(sack));
1284     return 0;
1285     }
1286     /* set these so when the player walks off, we can unapply the sack */
1287     sack->move_off = MOVE_ALL; /* trying force closing it */
1288    
1289     CLEAR_FLAG (sack, FLAG_APPLIED);
1290     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291     SET_FLAG (sack, FLAG_APPLIED);
1292     op->container = sack;
1293     esrv_update_item (UPD_FLAGS, op, sack);
1294     esrv_send_inventory (op, sack);
1295    
1296     } else { /* sack is in players inventory */
1297     if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298     CLEAR_FLAG (sack, FLAG_APPLIED);
1299     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1300     SET_FLAG (sack, FLAG_APPLIED);
1301     op->container = sack;
1302     esrv_update_item (UPD_FLAGS, op, sack);
1303     esrv_send_inventory (op, sack);
1304     }
1305     else {
1306     CLEAR_FLAG (sack, FLAG_APPLIED);
1307     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1308     SET_FLAG (sack, FLAG_APPLIED);
1309     esrv_update_item (UPD_FLAGS, op, sack);
1310     }
1311     }
1312     return 1;
1313     }
1314    
1315    
1316     /**
1317     * Handles dropping things on altar.
1318     * Returns true if sacrifice was accepted.
1319     */
1320     static int apply_altar (object *altar, object *sacrifice, object *originator)
1321     {
1322     /* Only players can make sacrifices on spell casting altars. */
1323     if (altar->inv && ( ! originator || originator->type != PLAYER))
1324     return 0;
1325    
1326     if (operate_altar (altar, &sacrifice)) {
1327     /* Simple check. Unfortunately, it means you can't cast magic bullet
1328     * with an altar. We call it a Potion - altars are stationary - it
1329     * is up to map designers to use them properly.
1330     */
1331     if (altar->inv && altar->inv->type==SPELL) {
1332     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1333     altar->inv->name);
1334     cast_spell (originator, altar, 0, altar->inv, NULL);
1335     /* If it is connected, push the button. Fixes some problems with
1336     * old maps.
1337     */
1338     /* push_button (altar);*/
1339     } else {
1340     altar->value = 1; /* works only once */
1341     push_button (altar);
1342     }
1343     return sacrifice == NULL;
1344     } else {
1345     return 0;
1346     }
1347     }
1348    
1349    
1350     /**
1351     * Handles 'movement' of shop mats.
1352     * Returns 1 if 'op' was destroyed, 0 if not.
1353     * Largely re-written to not use nearly as many gotos, plus
1354     * some of this code just looked plain out of date.
1355     * MSW 2001-08-29
1356     */
1357     static int apply_shop_mat (object *shop_mat, object *op)
1358     {
1359     int rv = 0;
1360     double opinion;
1361     object *tmp, *next;
1362    
1363     SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1364    
1365     if (op->type != PLAYER) {
1366     /* Remove all the unpaid objects that may be carried here.
1367     * This could be pets or monsters that are somehow in
1368     * the shop.
1369     */
1370     for (tmp=op->inv; tmp; tmp=next) {
1371     next = tmp->below;
1372     if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1373     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374    
1375     remove_ob(tmp);
1376     if (i==-1) i=0;
1377     tmp->map = op->map;
1378     tmp->x = op->x + freearr_x[i];
1379     tmp->y = op->y + freearr_y[i];
1380     insert_ob_in_map(tmp, op->map, op, 0);
1381     }
1382     }
1383    
1384     /* Don't teleport things like spell effects */
1385     if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1386    
1387     /* unpaid objects, or non living objects, can't transfer by
1388     * shop mats. Instead, put it on a nearby space.
1389     */
1390     if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1391    
1392     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1393     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1394     if (i != -1) {
1395     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1396     shop_mat);
1397     }
1398     return 0;
1399     }
1400     /* Removed code that checked for multipart objects - it appears that
1401     * the teleport function should be able to handle this just fine.
1402     */
1403     rv = teleport (shop_mat, SHOP_MAT, op);
1404     }
1405     /* immediate block below is only used for players */
1406     else if (can_pay(op)) {
1407     get_payment (op, op->inv);
1408     rv = teleport (shop_mat, SHOP_MAT, op);
1409     if (shop_mat->msg) {
1410     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411     }
1412     /* This check below is a bit simplistic - generally it should be correct,
1413     * but there is never a guarantee that the bottom space on the map is
1414     * actually the shop floor.
1415     */
1416     else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417     && tmp->type != SHOP_FLOOR) {
1418     opinion = shopkeeper_approval(op->map, op);
1419     if ( opinion > 0.9)
1420     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421     else if ( opinion > 0.75)
1422     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423     else if ( opinion > 0.5)
1424     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425     else
1426     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427     }
1428     }
1429     else {
1430     /* if we get here, a player tried to leave a shop but was not able
1431     * to afford the items he has. We try to move the player so that
1432     * they are not on the mat anymore
1433     */
1434    
1435     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436     if(i == -1) {
1437     LOG (llevError, "Internal shop-mat problem.\n");
1438     } else {
1439     remove_ob (op);
1440     op->x += freearr_x[i];
1441     op->y += freearr_y[i];
1442     rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1443     esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1444     op->contr->socket.update_look=1;
1445     op->contr->socket.look_position=0;
1446     }
1447     }
1448     CLEAR_FLAG (op, FLAG_NO_APPLY);
1449     return rv;
1450     }
1451    
1452     /**
1453     * Handles applying a sign.
1454     */
1455     static void apply_sign (object *op, object *sign, int autoapply)
1456     {
1457     readable_message_type* msgType;
1458     char newbuf[HUGE_BUF];
1459     if (sign->msg == NULL) {
1460     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1461     return;
1462     }
1463    
1464     if (sign->stats.food) {
1465     if (sign->last_eat >= sign->stats.food) {
1466     if (!sign->move_on)
1467     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468     return;
1469     }
1470    
1471     if (!QUERY_FLAG(op, FLAG_WIZPASS))
1472     sign->last_eat++;
1473     }
1474    
1475     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476     * No way to know for sure. The presumption is basically that if
1477     * move_on is zero, it needs to be manually applied (doesn't talk
1478     * to us).
1479     */
1480     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1481     new_draw_info (NDI_UNIQUE, 0, op,
1482     "You are unable to read while blind.");
1483     return;
1484     }
1485     msgType=get_readable_message_type(sign);
1486     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1487     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1488     }
1489    
1490    
1491     /**
1492     * 'victim' moves onto 'trap'
1493     * 'victim' leaves 'trap'
1494     * effect is determined by move_on/move_off of trap and move_type of victime.
1495     *
1496     * originator: Player, monster or other object that caused 'victim' to move
1497     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498     * However, some types of traps require an originator to function.
1499     */
1500     void move_apply (object *trap, object *victim, object *originator)
1501     {
1502     static int recursion_depth = 0;
1503    
1504     /* Only exits affect DMs. */
1505     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506     return;
1507    
1508     /* move_apply() is the most likely candidate for causing unwanted and
1509     * possibly unlimited recursion.
1510     */
1511     /* The following was changed because it was causing perfeclty correct
1512     * maps to fail. 1) it's not an error to recurse:
1513     * rune detonates, summoning monster. monster lands on nearby rune.
1514     * nearby rune detonates. This sort of recursion is expected and
1515     * proper. This code was causing needless crashes.
1516     */
1517     if (recursion_depth >= 500) {
1518     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1520     trap->arch->name, trap->name, victim->arch->name, victim->name);
1521     return;
1522     }
1523     recursion_depth++;
1524     if (trap->head) trap=trap->head;
1525    
1526     /* Lauwenmark: Handle for plugin trigger event */
1527     if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1528     goto leave;
1529    
1530     switch (trap->type) {
1531     case PLAYERMOVER:
1532     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533     !should_director_abort(trap, victim)) {
1534     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1535    
1536     /* Is this correct? From the docs, it doesn't look like it
1537     * should be divided by trap->speed
1538     */
1539     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540    
1541     /* Just put in some sanity check. I think there is a bug in the
1542     * above with some objects have zero speed, and thus the player
1543     * getting permanently paralyzed.
1544     */
1545     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547     }
1548     goto leave;
1549    
1550     case SPINNER:
1551     if(victim->direction) {
1552     victim->direction=absdir(victim->direction-trap->stats.sp);
1553     update_turn_face(victim);
1554     }
1555     goto leave;
1556    
1557     case DIRECTOR:
1558     if(victim->direction && !should_director_abort(trap, victim)) {
1559     victim->direction=trap->stats.sp;
1560     update_turn_face(victim);
1561     }
1562     goto leave;
1563    
1564     case BUTTON:
1565     case PEDESTAL:
1566     update_button(trap);
1567     goto leave;
1568    
1569     case ALTAR:
1570     /* sacrifice victim on trap */
1571     apply_altar (trap, victim, originator);
1572     goto leave;
1573    
1574     case THROWN_OBJ:
1575     if (trap->inv == NULL)
1576     goto leave;
1577     /* fallthrough */
1578    
1579     case ARROW:
1580    
1581     /* bad bug: monster throw a object, make a step forwards, step on object ,
1582     * trigger this here and get hit by own missile - and will be own enemy.
1583     * Victim then is his own enemy and will start to kill herself (this is
1584     * removed) but we have not synced victim and his missile. To avoid senseless
1585     * action, we avoid hits here
1586     */
1587     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588     hit_with_arrow (trap, victim);
1589     goto leave;
1590    
1591     case SPELL_EFFECT:
1592     apply_spell_effect(trap, victim);
1593     goto leave;
1594    
1595     case TRAPDOOR:
1596     {
1597     int max, sound_was_played;
1598     object *ab, *ab_next;
1599     if(!trap->value) {
1600     int tot;
1601     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1602     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1603     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1604    
1605     if(!(trap->value=(tot>trap->weight)?1:0))
1606     goto leave;
1607    
1608     SET_ANIMATION(trap, trap->value);
1609     update_object(trap,UP_OBJ_FACE);
1610     }
1611    
1612     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1613     /* need to set this up, since if we do transfer the object,
1614     * ab->above would be bogus
1615     */
1616     ab_next = ab->above;
1617    
1618     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1619     if ( ! sound_was_played) {
1620     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621     sound_was_played = 1;
1622     }
1623     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1624     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1625     }
1626     }
1627     goto leave;
1628     }
1629    
1630    
1631     case CONVERTER:
1632     if (convert_item (victim, trap) < 0) {
1633     object *op;
1634    
1635     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1636    
1637     op = get_archetype("burnout");
1638     if (op != NULL) {
1639     op->x = trap->x;
1640     op->y = trap->y;
1641     insert_ob_in_map(op, trap->map, trap, 0);
1642     }
1643     }
1644     goto leave;
1645    
1646     case TRIGGER_BUTTON:
1647     case TRIGGER_PEDESTAL:
1648     case TRIGGER_ALTAR:
1649     check_trigger (trap, victim);
1650     goto leave;
1651    
1652     case DEEP_SWAMP:
1653     walk_on_deep_swamp (trap, victim);
1654     goto leave;
1655    
1656     case CHECK_INV:
1657     check_inv (victim, trap);
1658     goto leave;
1659    
1660     case HOLE:
1661     /* Hole not open? */
1662     if(trap->stats.wc > 0)
1663     goto leave;
1664    
1665     /* Is this a multipart monster and not the head? If so, return.
1666     * Processing will happen if the head runs into the pit
1667     */
1668     if (victim->head)
1669     goto leave;
1670    
1671     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674     goto leave;
1675    
1676     case EXIT:
1677     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1678     /* Basically, don't show exits leading to random maps the
1679     * players output.
1680     */
1681     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1682     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1683     enter_exit (victim, trap);
1684     }
1685     goto leave;
1686    
1687     case ENCOUNTER:
1688     /* may be some leftovers on this */
1689     goto leave;
1690    
1691     case SHOP_MAT:
1692     apply_shop_mat (trap, victim);
1693     goto leave;
1694    
1695     /* Drop a certain amount of gold, and have one item identified */
1696     case IDENTIFY_ALTAR:
1697     apply_id_altar (victim, trap, originator);
1698     goto leave;
1699    
1700     case SIGN:
1701     if (victim->type != PLAYER && trap->stats.food > 0)
1702     goto leave; /* monsters musn't apply magic_mouths with counters */
1703    
1704     apply_sign (victim, trap, 1);
1705     goto leave;
1706    
1707     case CONTAINER:
1708     if (victim->type==PLAYER)
1709     (void) esrv_apply_container (victim, trap);
1710     else
1711     (void) apply_container (victim, trap);
1712     goto leave;
1713    
1714     case RUNE:
1715     case TRAP:
1716     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1717     spring_trap(trap, victim);
1718     }
1719     goto leave;
1720    
1721     default:
1722     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723     "handled in move_apply()\n", trap->name, trap->arch->name,
1724     trap->type);
1725     goto leave;
1726     }
1727    
1728     leave:
1729     recursion_depth--;
1730     }
1731    
1732     /**
1733     * Handles reading a regular (ie not containing a spell) book.
1734     */
1735     static void apply_book (object *op, object *tmp)
1736     {
1737     int lev_diff;
1738     object *skill_ob;
1739    
1740     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1741     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1742     return;
1743     }
1744     if(tmp->msg==NULL) {
1745     new_draw_info_format(NDI_UNIQUE, 0, op,
1746     "You open the %s and find it empty.", tmp->name);
1747     return;
1748     }
1749    
1750     /* need a literacy skill to read stuff! */
1751     skill_ob = find_skill_by_name(op, tmp->skill);
1752     if ( ! skill_ob) {
1753     new_draw_info(NDI_UNIQUE, 0,op,
1754     "You are unable to decipher the strange symbols.");
1755     return;
1756     }
1757     lev_diff = tmp->level - (skill_ob->level + 5);
1758     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1759     if (lev_diff < 2)
1760     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1761     else if (lev_diff < 3)
1762     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1763     else if (lev_diff < 5)
1764     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1765     else if (lev_diff < 8)
1766     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1767     else if (lev_diff < 15)
1768     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1769     else
1770     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1771     return;
1772     }
1773    
1774    
1775     /* Lauwenmark: Handle for plugin book event */
1776     /*printf("Book apply: %s\n", tmp->name);
1777     execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1778     printf("Book applied: %s\n", tmp->name);*/
1779     /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1780     {
1781     CFParm CFP;
1782     int k, l, m;
1783     uint32 n;
1784     new_draw_info_format (NDI_UNIQUE, 0, op,
1785     "You open the %s and start reading.", tmp->name);
1786     k = EVENT_APPLY;
1787     l = SCRIPT_FIX_ALL;
1788     m = 0;
1789     n = 0;
1790     CFP.Value[0] = &k;
1791     CFP.Value[1] = op;
1792     CFP.Value[2] = tmp;
1793     CFP.Value[3] = NULL;
1794     CFP.Value[4] = NULL;
1795     CFP.Value[5] = &n;
1796     CFP.Value[6] = &m;
1797     CFP.Value[7] = &m;
1798     CFP.Value[8] = &l;
1799     CFP.Value[9] = (void*)evt->hook;
1800     CFP.Value[10]= (void*)evt->options;
1801     if (findPlugin(evt->plugin)>=0)
1802     ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803     }
1804     else*/{
1805     readable_message_type* msgType = get_readable_message_type(tmp);
1806     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1807     msgType->message_type, msgType->message_subtype,
1808     "You open the %s and start reading.\n%s",
1809     "%s\n%s",
1810     long_desc(tmp,op), tmp->msg);
1811     }
1812    
1813     /* gain xp from reading */
1814     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1815     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1816     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1817     /*exp_gain *= 2; because they just identified it too */
1818     SET_FLAG(tmp,FLAG_IDENTIFIED);
1819     /* If in a container, update how it looks */
1820     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1821     else op->contr->socket.update_look=1;
1822     }
1823     change_exp(op,exp_gain, skill_ob->skill, 0);
1824     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825     }
1826     }
1827    
1828     /**
1829     * Handles the applying of a skill scroll, calling learn_skill straight.
1830     * op is the person learning the skill, tmp is the skill scroll object
1831     */
1832     static void apply_skillscroll (object *op, object *tmp)
1833     {
1834     switch ((int) learn_skill (op, tmp)) {
1835     case 0:
1836     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1837     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1838     return;
1839    
1840     case 1:
1841     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1842     tmp->skill);
1843     new_draw_info_format(NDI_UNIQUE, 0, op,
1844     "Type 'bind ready_skill %s",tmp->skill);
1845     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846     decrease_ob(tmp);
1847     return;
1848    
1849     default:
1850     new_draw_info_format(NDI_UNIQUE,0,op,
1851     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1852     decrease_ob(tmp);
1853     return;
1854     }
1855     }
1856    
1857     /**
1858     * Actually makes op learn spell.
1859     * Informs player of what happens.
1860     */
1861     void do_learn_spell (object *op, object *spell, int special_prayer)
1862     {
1863     object *tmp;
1864    
1865     if (op->type != PLAYER) {
1866     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867     return;
1868     }
1869    
1870     /* Upgrade special prayers to normal prayers */
1871     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1872     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1873     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874     return;
1875     }
1876     return;
1877     }
1878    
1879     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1880     tmp = get_object();
1881     copy_object(spell, tmp);
1882     insert_ob_in_ob(tmp, op);
1883    
1884     if (special_prayer) {
1885     SET_FLAG(tmp, FLAG_STARTEQUIP);
1886     }
1887    
1888     new_draw_info_format (NDI_UNIQUE, 0, op,
1889     "Type 'bind cast %s", spell->name);
1890     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891     esrv_add_spells(op->contr, tmp);
1892     }
1893    
1894     /**
1895     * Erases spell from player's inventory.
1896     */
1897     void do_forget_spell (object *op, const char *spell)
1898     {
1899     object *spob;
1900    
1901     if (op->type != PLAYER) {
1902     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903     return;
1904     }
1905     if ( (spob=check_spell_known (op, spell)) == NULL) {
1906     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907     return;
1908     }
1909    
1910     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1911     "You lose knowledge of %s.", spell);
1912     player_unready_range_ob(op->contr, spob);
1913     esrv_remove_spell(op->contr, spob);
1914     remove_ob(spob);
1915     free_object(spob);
1916     }
1917    
1918     /**
1919     * Handles player applying a spellbook.
1920     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921     * stuff like that. Random learning failure too.
1922     */
1923     static void apply_spellbook (object *op, object *tmp)
1924     {
1925     object *skop, *spell, *spell_skill;
1926    
1927     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1928     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1929     return;
1930     }
1931    
1932     /* artifact_spellbooks have 'slaying' field point to a spell name,
1933     * instead of having their spell stored in stats.sp. These are
1934     * legacy spellbooks
1935     */
1936    
1937     if(tmp->slaying != NULL) {
1938     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1939     if (!spell) {
1940     new_draw_info_format(NDI_UNIQUE, 0, op,
1941     "The book's formula for %s is incomplete", tmp->slaying);
1942     return;
1943     }
1944     else
1945     insert_ob_in_ob(spell, tmp);
1946     free_string(tmp->slaying);
1947     tmp->slaying=NULL;
1948     }
1949    
1950     skop = find_skill_by_name(op, tmp->skill);
1951    
1952     /* need a literacy skill to learn spells. Also, having a literacy level
1953     * lower than the spell will make learning the spell more difficult */
1954     if ( !skop) {
1955     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1956     return;
1957     }
1958    
1959     spell = tmp->inv;
1960     if (!spell) {
1961     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1962     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1963     return;
1964     }
1965     if (spell->level > (skop->level+10)) {
1966     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1967     return;
1968     }
1969    
1970     new_draw_info_format(NDI_UNIQUE, 0, op,
1971     "The spellbook contains the %s level spell %s.",
1972     get_levelnumber(spell->level), spell->name);
1973    
1974     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1975     identify(tmp);
1976     if (tmp->env)
1977     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1978     else
1979     op->contr->socket.update_look=1;
1980     }
1981    
1982     /* I removed the check for special_prayer_mark here - it didn't make
1983     * a lot of sense - special prayers are not found in spellbooks, and
1984     * if the player doesn't know the spell, doesn't make a lot of sense that
1985     * they would have a special prayer mark.
1986     */
1987     if (check_spell_known (op, spell->name)) {
1988     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1989     return;
1990     }
1991    
1992     if (spell->skill) {
1993     spell_skill = find_skill_by_name(op, spell->skill);
1994     if (!spell_skill) {
1995     new_draw_info_format(NDI_UNIQUE, 0, op,
1996     "You lack the skill %s to use this spell",
1997     spell->skill);
1998     return;
1999     }
2000     if (spell_skill->level < spell->level) {
2001     new_draw_info_format(NDI_UNIQUE, 0, op,
2002     "You need to be level %d in %s to learn this spell.",
2003     spell->level, spell->skill);
2004     return;
2005     }
2006     }
2007    
2008     /* Logic as follows
2009     *
2010     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011     *
2012     * 2- The learner's skill level in literacy adjusts the chance to learn
2013     * a spell.
2014     *
2015     * 3 -Automatically fail to learn if you read while confused
2016     *
2017     * Overall, chances are the same but a player will find having a high
2018     * literacy rate very useful! -b.t.
2019     */
2020     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2021     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2022     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2023     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2024     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2025     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2026    
2027     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2028     do_learn_spell (op, spell, 0);
2029    
2030     /* xp gain to literacy for spell learning */
2031     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2033     } else {
2034     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2035     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2036     }
2037     decrease_ob(tmp);
2038     }
2039    
2040     /**
2041     * Handles applying a spell scroll.
2042     */
2043     void apply_scroll (object *op, object *tmp, int dir)
2044     {
2045     object *skop;
2046    
2047     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2048     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2049     return;
2050     }
2051    
2052     if (!tmp->inv || tmp->inv->type != SPELL) {
2053     new_draw_info (NDI_UNIQUE, 0, op,
2054     "The scroll just doesn't make sense!");
2055     return;
2056     }
2057    
2058     if(op->type==PLAYER) {
2059     /* players need a literacy skill to read stuff! */
2060     int exp_gain=0;
2061    
2062     /* hard code literacy - tmp->skill points to where the exp
2063     * should go for anything killed by the spell.
2064     */
2065     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2066    
2067     if ( ! skop) {
2068     new_draw_info(NDI_UNIQUE, 0,op,
2069     "You are unable to decipher the strange symbols.");
2070     return;
2071     }
2072    
2073     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2074     change_exp(op,exp_gain, skop->skill, 0);
2075     }
2076    
2077     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2078     identify(tmp);
2079    
2080     new_draw_info_format(NDI_BLACK, 0, op,
2081     "The scroll of %s turns to dust.", tmp->inv->name);
2082    
2083    
2084     cast_spell(op,tmp,dir,tmp->inv, NULL);
2085     decrease_ob(tmp);
2086     }
2087    
2088     /**
2089     * Applies a treasure object - by default, chest. op
2090     * is the person doing the applying, tmp is the treasure
2091     * chest.
2092     */
2093     static void apply_treasure (object *op, object *tmp)
2094     {
2095     object *treas;
2096     tag_t tmp_tag = tmp->count, op_tag = op->count;
2097    
2098    
2099     /* Nice side effect of new treasure creation method is that the treasure
2100     * for the chest is done when the chest is created, and put into the chest
2101     * inventory. So that when the chest burns up, the items still exist. Also
2102     * prevents people fromt moving chests to more difficult maps to get better
2103     * treasure
2104     */
2105    
2106     treas = tmp->inv;
2107     if(treas==NULL) {
2108     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2109     decrease_ob(tmp);
2110     return;
2111     }
2112     while (tmp->inv) {
2113     treas = tmp->inv;
2114    
2115     remove_ob(treas);
2116     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117     query_name(treas));
2118    
2119     treas->x=op->x;
2120     treas->y=op->y;
2121     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2122    
2123     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2124     && QUERY_FLAG (op, FLAG_ALIVE))
2125     spring_trap (treas, op);
2126     /* If either player or container was destroyed, no need to do
2127     * further processing. I think this should be enclused with
2128     * spring trap above, as I don't think there is otherwise
2129     * any way for the treasure chest or player to get killed
2130     */
2131     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2132     break;
2133     }
2134    
2135     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2136     decrease_ob (tmp);
2137    
2138     }
2139    
2140     /**
2141     * op eats food.
2142     * If player, takes care of messages and dragon special food.
2143     */
2144     static void apply_food (object *op, object *tmp)
2145     {
2146     int capacity_remaining;
2147    
2148     if(op->type!=PLAYER)
2149     op->stats.hp=op->stats.maxhp;
2150     else {
2151     /* check if this is a dragon (player), eating some flesh */
2152     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2153     ;
2154     else {
2155     /* usual case - no dragon meal: */
2156     if(op->stats.food+tmp->stats.food>999) {
2157     if(tmp->type==FOOD || tmp->type==FLESH)
2158     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2159     else
2160     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2161     }
2162    
2163     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2164     char buf[MAX_BUF];
2165    
2166     if (!is_dragon_pl(op)) {
2167     /* eating message for normal players*/
2168     if(tmp->type==DRINK)
2169     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2170     else
2171     sprintf(buf,"The %s tasted %s",tmp->name,
2172     tmp->type==FLESH?"terrible!":"good.");
2173     }
2174     else {
2175     /* eating message for dragon players*/
2176     sprintf(buf,"The %s tasted terrible!",tmp->name);
2177     }
2178    
2179     new_draw_info(NDI_UNIQUE, 0,op,buf);
2180     capacity_remaining = 999 - op->stats.food;
2181     op->stats.food+=tmp->stats.food;
2182     if(capacity_remaining < tmp->stats.food)
2183     op->stats.hp += capacity_remaining / 50;
2184     else
2185     op->stats.hp+=tmp->stats.food/50;
2186     if(op->stats.hp>op->stats.maxhp)
2187     op->stats.hp=op->stats.maxhp;
2188     if (op->stats.food > 999)
2189     op->stats.food = 999;
2190     }
2191    
2192     /* special food hack -b.t. */
2193     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2194     eat_special_food(op,tmp);
2195     }
2196     }
2197     handle_apply_yield(tmp);
2198     decrease_ob(tmp);
2199     }
2200    
2201     /**
2202     * A dragon is eating some flesh. If the flesh contains resistances,
2203     * there is a chance for the dragon's skin to get improved.
2204     *
2205     * attributes:
2206     * object *op the object (dragon player) eating the flesh
2207     * object *meal the flesh item, getting chewed in dragon's mouth
2208     * return:
2209     * int 1 if eating successful, 0 if it doesn't work
2210     */
2211     int dragon_eat_flesh(object *op, object *meal) {
2212     object *skin = NULL; /* pointer to dragon skin force*/
2213     object *abil = NULL; /* pointer to dragon ability force*/
2214     object *tmp = NULL; /* tmp. object */
2215    
2216     char buf[MAX_BUF]; /* tmp. string buffer */
2217     double chance; /* improvement-chance of one resistance type */
2218     double totalchance=1; /* total chance of gaining one resistance */
2219     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2220     double mbonus=0; /* monster bonus */
2221     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222     int winners=0; /* number of winners */
2223     int i; /* index */
2224    
2225     /* let's make sure and doublecheck the parameters */
2226     if (meal->type!=FLESH || !is_dragon_pl(op))
2227     return 0;
2228    
2229     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230     from the player's inventory */
2231     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2232     if (tmp->type == FORCE) {
2233     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2234     skin = tmp;
2235     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2236     abil = tmp;
2237     }
2238     }
2239    
2240     /* if either skin or ability are missing, this is an old player
2241     which is not to be considered a dragon -> bail out */
2242     if (skin == NULL || abil == NULL) return 0;
2243    
2244     /* now start by filling stomache and health, according to food-value */
2245     if((999 - op->stats.food) < meal->stats.food)
2246     op->stats.hp += (999 - op->stats.food) / 50;
2247     else
2248     op->stats.hp += meal->stats.food/50;
2249     if(op->stats.hp>op->stats.maxhp)
2250     op->stats.hp=op->stats.maxhp;
2251    
2252     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2253    
2254     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2255    
2256     /* on to the interesting part: chances for adding resistance */
2257     for (i=0; i<NROFATTACKS; i++) {
2258     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2259     /* got positive resistance, now calculate improvement chance (0-100) */
2260    
2261     /* this bonus makes resistance increase easier at lower levels */
2262     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2263     if (i == abil->stats.exp)
2264     bonus += 5; /* additional bonus for resistance of ability-focus */
2265    
2266     /* monster bonus increases with level, because high-level
2267     flesh is too rare */
2268     mbonus = op->level * 20. / ((double)settings.max_level);
2269    
2270     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2271     ((double)settings.max_level)) - skin->resist[i];
2272    
2273     if (chance >= 0.)
2274     chance += 1.;
2275     else
2276     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2277    
2278     /* chance is proportional to amount of resistance (max. 50) */
2279     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2280    
2281     /* doubled chance for resistance of ability-focus */
2282     if (i == abil->stats.exp)
2283     chance = MIN(100., chance*2.);
2284    
2285     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286     if (RANDOM()%10000 < (int)(chance*100)) {
2287     atnr_winner[winners] = i;
2288     winners++;
2289     }
2290    
2291     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2292    
2293     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2294     }
2295     }
2296    
2297     /* inverse totalchance as until now we have the failure-chance */
2298     totalchance = 100 - totalchance*100;
2299     /* print message according to totalchance */
2300     if (totalchance > 50.)
2301     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2302     else if (totalchance > 10.)
2303     sprintf(buf, "The %s tasted very good.", meal->name);
2304     else if (totalchance > 1.)
2305     sprintf(buf, "The %s tasted good.", meal->name);
2306     else if (totalchance > 0.1)
2307     sprintf(buf, "The %s tasted bland.", meal->name);
2308     else if (totalchance >= 0.01)
2309     sprintf(buf, "The %s had a boring taste.", meal->name);
2310     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2311     sprintf(buf, "The %s tasted strange.", meal->name);
2312     else
2313     sprintf(buf, "The %s had no taste.", meal->name);
2314     new_draw_info(NDI_UNIQUE, 0, op, buf);
2315    
2316     /* now choose a winner if we have any */
2317     i = -1;
2318     if (winners>0)
2319     i = atnr_winner[RANDOM()%winners];
2320    
2321     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2322     /* resistance increased! */
2323     skin->resist[i]++;
2324     fix_player(op);
2325    
2326     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2327     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2328     }
2329    
2330     /* if this flesh contains a new ability focus, we mark it
2331     into the ability_force and it will take effect on next level */
2332     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2333     && meal->last_eat != abil->last_eat) {
2334     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335    
2336     if (meal->last_eat != abil->stats.exp) {
2337     sprintf(buf, "Your metabolism prepares to focus on %s!",
2338     change_resist_msg[meal->last_eat]);
2339     new_draw_info(NDI_UNIQUE, 0, op, buf);
2340     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2341     new_draw_info(NDI_UNIQUE, 0, op, buf);
2342     }
2343     else {
2344     sprintf(buf, "Your metabolism will continue to focus on %s.",
2345     change_resist_msg[meal->last_eat]);
2346     new_draw_info(NDI_UNIQUE, 0, op, buf);
2347     abil->last_eat = 0;
2348     }
2349     }
2350     return 1;
2351     }
2352    
2353     static void apply_savebed (object *pl)
2354     {
2355     #ifndef COZY_SERVER
2356     if(!pl->contr->name_changed||!pl->stats.exp) {
2357     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2358     return;
2359     }
2360     #endif
2361     /* Need to call terminate_all_pets() before we remove the player ob */
2362     terminate_all_pets(pl);
2363     remove_ob(pl);
2364     pl->direction=0;
2365     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2366     "%s leaves the game.",pl->name);
2367    
2368     /* update respawn position */
2369     strcpy(pl->contr->savebed_map, pl->map->path);
2370     pl->contr->bed_x = pl->x;
2371     pl->contr->bed_y = pl->y;
2372    
2373     strcpy(pl->contr->killer,"left");
2374     check_score(pl); /* Always check score */
2375     (void)save_player(pl,0);
2376     pl->map->players--;
2377     #if MAP_MAXTIMEOUT
2378     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2379     #endif
2380     play_again(pl);
2381     pl->speed = 0;
2382     update_ob_speed(pl);
2383     }
2384    
2385     /**
2386     * Handles applying an improve armor scroll.
2387     * Does some sanity checks, then calls improve_armour.
2388     */
2389     static void apply_armour_improver (object *op, object *tmp)
2390     {
2391     object *armor;
2392    
2393     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2394     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2395     return;
2396     }
2397     armor=find_marked_object(op);
2398     if ( ! armor) {
2399     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400     return;
2401     }
2402     if (armor->type != ARMOUR
2403     && armor->type != CLOAK
2404     && armor->type != BOOTS && armor->type != GLOVES
2405     && armor->type != BRACERS && armor->type != SHIELD
2406     && armor->type != HELMET)
2407     {
2408     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2409     return;
2410     }
2411    
2412     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2413     improve_armour(op,tmp,armor);
2414     }
2415    
2416    
2417     extern void apply_poison (object *op, object *tmp)
2418     {
2419     if (op->type == PLAYER) {
2420     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2421     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2422     strcpy(op->contr->killer,"poisonous booze");
2423     }
2424     if (tmp->stats.hp > 0) {
2425     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2426     tmp->stats.hp);
2427     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2428     }
2429     op->stats.food-=op->stats.food/4;
2430     handle_apply_yield(tmp);
2431     decrease_ob(tmp);
2432     }
2433    
2434     /**
2435     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436     * A valid 2 way exit means:
2437     * -You can come back (there is another exit at the other side)
2438     * -You are
2439     * ° the owner of the exit
2440     * ° or in the same party as the owner
2441     *
2442     * Note: a owner in a 2 way exit is saved as the owner's name
2443     * in the field exit->name cause the field exit->owner doesn't
2444     * survive in the swapping (in fact the whole exit doesn't survive).
2445     */
2446     int is_legal_2ways_exit (object* op, object *exit)
2447     {
2448     object * tmp;
2449     object * exit_owner;
2450     player * pp;
2451     mapstruct * exitmap;
2452     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2453     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2454     /* To know if an exit has a correspondant, we look at
2455     * all the exits in destination and try to find one with same path as
2456     * the current exit's position */
2457     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2458     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2459     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2460     if (exitmap)
2461     {
2462     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2463     if (!tmp) return 0;
2464     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2465     {
2466     if (tmp->type!=EXIT) continue; /*Not an exit*/
2467     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2468     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2469     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2470    
2471     /* From here we have found the exit is valid. However we do
2472     * here the check of the exit owner. It is important for the
2473     * town portals to prevent strangers from visiting your appartments
2474     */
2475     if (!exit->race) return 1; /*No owner, free for all!*/
2476     exit_owner=NULL;
2477     for (pp=first_player;pp;pp=pp->next)
2478     {
2479     if (!pp->ob) continue;
2480     if (pp->ob->name!=exit->race) continue;
2481     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2482     break;
2483     }
2484     if (!exit_owner) return 0; /* No more owner*/
2485     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2486     if ( exit_owner && /*There is a owner*/
2487     (op->contr) && /*A player tries to pass */
2488     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2489     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2490     return 0;
2491     return 1;
2492     }
2493     }
2494     return 0;
2495     }
2496    
2497    
2498     /**
2499     * Main apply handler.
2500     *
2501     * Checks for unpaid items before applying.
2502     *
2503     * Return value:
2504     * 0: player or monster can't apply objects of that type
2505     * 1: has been applied, or there was an error applying the object
2506     * 2: objects of that type can't be applied if not in inventory
2507     *
2508     * op is the object that is causing object to be applied, tmp is the object
2509     * being applied.
2510     *
2511     * aflag is special (always apply/unapply) flags. Nothing is done with
2512     * them in this function - they are passed to apply_special
2513     */
2514    
2515     int manual_apply (object *op, object *tmp, int aflag)
2516     {
2517     if (tmp->head) tmp=tmp->head;
2518    
2519     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2520     if (op->type == PLAYER) {
2521     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2522     return 1;
2523     } else {
2524     return 0; /* monsters just skip unpaid items */
2525     }
2526     }
2527    
2528    
2529     /* Lauwenmark: Handle for plugin apply event */
2530     if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2531     return 1;
2532    
2533     switch (tmp->type) {
2534    
2535     case TRANSPORT:
2536     return apply_transport(op, tmp, aflag);
2537    
2538     case CF_HANDLE:
2539     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2540     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541     tmp->value=tmp->value?0:1;
2542     SET_ANIMATION(tmp, tmp->value);
2543     update_object(tmp,UP_OBJ_FACE);
2544     push_button(tmp);
2545     return 1;
2546    
2547     case TRIGGER:
2548     if (check_trigger (tmp, op)) {
2549     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551     } else {
2552     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2553     }
2554     return 1;
2555    
2556     case EXIT:
2557     if (op->type != PLAYER)
2558     return 0;
2559     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2560     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2561     query_name(tmp));
2562     } else {
2563     /* Don't display messages for random maps. */
2564     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2565     strncmp(EXIT_PATH(tmp), "/random/", 8))
2566     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2567     enter_exit(op,tmp);
2568     }
2569     return 1;
2570    
2571     case SIGN:
2572     apply_sign (op, tmp, 0);
2573     return 1;
2574    
2575     case BOOK:
2576     if (op->type == PLAYER) {
2577     apply_book (op, tmp);
2578     return 1;
2579     } else {
2580     return 0;
2581     }
2582    
2583     case SKILLSCROLL:
2584     if (op->type == PLAYER) {
2585     apply_skillscroll (op, tmp);
2586     return 1;
2587     }
2588     return 0;
2589    
2590     case SPELLBOOK:
2591     if (op->type == PLAYER) {
2592     apply_spellbook (op, tmp);
2593     return 1;
2594     }
2595     return 0;
2596    
2597     case SCROLL:
2598     apply_scroll (op, tmp, 0);
2599     return 1;
2600    
2601     case POTION:
2602     (void) apply_potion(op, tmp);
2603     return 1;
2604    
2605     /* Eneq(@csd.uu.se): Handle apply on containers. */
2606     case CLOSE_CON:
2607     if (op->type==PLAYER)
2608     (void) esrv_apply_container (op, tmp->env);
2609     else
2610     (void) apply_container (op, tmp->env);
2611     return 1;
2612    
2613     case CONTAINER:
2614     if (op->type==PLAYER)
2615     (void) esrv_apply_container (op, tmp);
2616     else
2617     (void) apply_container (op, tmp);
2618     return 1;
2619    
2620     case TREASURE:
2621     if (op->type == PLAYER) {
2622     apply_treasure (op, tmp);
2623     return 1;
2624     } else {
2625     return 0;
2626     }
2627    
2628     case WEAPON:
2629     case ARMOUR:
2630     case BOOTS:
2631     case GLOVES:
2632     case AMULET:
2633     case GIRDLE:
2634     case BRACERS:
2635     case SHIELD:
2636     case HELMET:
2637     case RING:
2638     case CLOAK:
2639     case WAND:
2640     case ROD:
2641     case HORN:
2642     case SKILL:
2643     case BOW:
2644     case LAMP:
2645     case BUILDER:
2646     case SKILL_TOOL:
2647     if (tmp->env != op)
2648     return 2; /* not in inventory */
2649     (void) apply_special (op, tmp, aflag);
2650     return 1;
2651    
2652     case DRINK:
2653     case FOOD:
2654     case FLESH:
2655     apply_food (op, tmp);
2656     return 1;
2657    
2658     case POISON:
2659     apply_poison (op, tmp);
2660     return 1;
2661    
2662     case SAVEBED:
2663     if (op->type == PLAYER) {
2664     apply_savebed (op);
2665     return 1;
2666     } else {
2667     return 0;
2668     }
2669    
2670     case ARMOUR_IMPROVER:
2671     if (op->type == PLAYER) {
2672     apply_armour_improver (op, tmp);
2673     return 1;
2674     } else {
2675     return 0;
2676     }
2677    
2678     case WEAPON_IMPROVER:
2679     (void) check_improve_weapon(op, tmp);
2680     return 1;
2681    
2682     case CLOCK:
2683     if (op->type == PLAYER) {
2684     char buf[MAX_BUF];
2685     timeofday_t tod;
2686    
2687     get_tod(&tod);
2688     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2689     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2690     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2691     ((tod.hour >= 14) ? "pm" : "am"));
2692     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2693     new_draw_info(NDI_UNIQUE, 0,op, buf);
2694     return 1;
2695     } else {
2696     return 0;
2697     }
2698    
2699     case MENU:
2700     if (op->type == PLAYER) {
2701     shop_listing (op);
2702     return 1;
2703     } else {
2704     return 0;
2705     }
2706    
2707     case POWER_CRYSTAL:
2708     apply_power_crystal(op,tmp); /* see egoitem.c */
2709     return 1;
2710    
2711     case LIGHTER: /* for lighting torches/lanterns/etc */
2712     if (op->type == PLAYER) {
2713     apply_lighter(op,tmp);
2714     return 1;
2715     } else {
2716     return 0;
2717     }
2718    
2719     case ITEM_TRANSFORMER:
2720     apply_item_transformer( op, tmp );
2721     return 1;
2722    
2723     default:
2724     return 0;
2725     }
2726     }
2727    
2728    
2729     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2730     * messages as needed by player_apply_below(). But there can still be
2731     * "but you are floating high above the ground" messages.
2732     *
2733     * Same return value as apply() function.
2734     */
2735     int player_apply (object *pl, object *op, int aflag, int quiet)
2736     {
2737     int tmp;
2738    
2739     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2740     /* player is flying and applying object not in inventory */
2741     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2742     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2743     "above the ground!");
2744     return 0;
2745     }
2746     }
2747    
2748     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749     * applied.
2750     */
2751     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752     {
2753     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2755     "of smoke!");
2756     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757     remove_ob (op);
2758     free_object (op);
2759     return 1;
2760     }
2761    
2762     pl->contr->last_used = op;
2763     pl->contr->last_used_id = op->count;
2764    
2765     tmp = manual_apply (pl, op, aflag);
2766     if ( ! quiet) {
2767     if (tmp == 0)
2768     new_draw_info_format (NDI_UNIQUE, 0, pl,
2769     "I don't know how to apply the %s.",
2770     query_name (op));
2771     else if (tmp == 2)
2772     new_draw_info_format (NDI_UNIQUE, 0, pl,
2773     "You must get it first!\n");
2774     }
2775     return tmp;
2776     }
2777    
2778     /**
2779     * player_apply_below attempts to apply the object 'below' the player.
2780     * If the player has an open container, we use that for below, otherwise
2781     * we use the ground.
2782     */
2783    
2784     void player_apply_below (object *pl)
2785     {
2786     object *tmp, *next;
2787     int floors;
2788    
2789     if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790     apply_transport(pl, pl->contr->transport, 0);
2791     return;
2792     }
2793    
2794     /* If using a container, set the starting item to be the top
2795     * item in the container. Otherwise, use the map.
2796     */
2797     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798    
2799     /* This is perhaps more complicated. However, I want to make sure that
2800     * we don't use a corrupt pointer for the next object, so we get the
2801     * next object in the stack before applying. This is can only be a
2802     * problem if player_apply() has a bug in that it uses the object but does
2803     * not return a proper value.
2804     */
2805     for (floors = 0; tmp!=NULL; tmp=next) {
2806     next = tmp->below;
2807     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808     floors++;
2809     else if (floors > 0)
2810     return; /* process only floor objects after first floor object */
2811    
2812     /* If it is visible, player can apply it. If it is applied by
2813     * person moving on it, also activate. Added code to make it
2814     * so that at least one of players movement types be that which
2815     * the item needs.
2816     */
2817     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2818     if (player_apply (pl, tmp, 0, 1) == 1)
2819     return;
2820     }
2821     if (floors >= 2)
2822     return; /* process at most two floor objects */
2823     }
2824     }
2825    
2826     /**
2827     * Unapplies specified item.
2828     * No check done on cursed/damned.
2829     * Break this out of apply_special - this is just done
2830     * to keep the size of apply_special to a more managable size.
2831     */
2832     static int unapply_special (object *who, object *op, int aflags)
2833     {
2834     object *tmp2;
2835    
2836     CLEAR_FLAG(op, FLAG_APPLIED);
2837     switch(op->type) {
2838     case WEAPON:
2839     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2840    
2841     (void) change_abil (who,op);
2842     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844     /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845     who->current_weapon_script = NULL;
2846     who->current_weapon = NULL;
2847     clear_skill(who);
2848     break;
2849    
2850     case SKILL: /* allows objects to impart skills */
2851     case SKILL_TOOL:
2852     if (op != who->chosen_skill) {
2853     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2854     }
2855     if (who->type==PLAYER) {
2856     if (who->contr->shoottype == range_skill)
2857     who->contr->shoottype = range_none;
2858     if ( ! op->invisible) {
2859     new_draw_info_format (NDI_UNIQUE, 0, who,
2860     "You stop using the %s.", query_name(op));
2861     } else {
2862     new_draw_info_format (NDI_UNIQUE, 0, who,
2863     "You can no longer use the skill: %s.",
2864     op->skill);
2865     }
2866     }
2867     (void) change_abil (who, op);
2868     who->chosen_skill = NULL;
2869     CLEAR_FLAG (who, FLAG_READY_SKILL);
2870     break;
2871    
2872     case ARMOUR:
2873     case HELMET:
2874     case SHIELD:
2875     case RING:
2876     case BOOTS:
2877     case GLOVES:
2878     case AMULET:
2879     case GIRDLE:
2880     case BRACERS:
2881     case CLOAK:
2882     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2883     (void) change_abil (who,op);
2884     break;
2885     case LAMP:
2886     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2887     op->name);
2888     tmp2 = arch_to_object(op->other_arch);
2889     tmp2->x = op->x;
2890     tmp2->y = op->y;
2891     tmp2->map = op->map;
2892     tmp2->below = op->below;
2893     tmp2->above = op->above;
2894     tmp2->stats.food = op->stats.food;
2895     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2896     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2897     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2898     if (who->type == PLAYER)
2899     esrv_del_item(who->contr, (tag_t)op->count);
2900     remove_ob(op);
2901     free_object(op);
2902     insert_ob_in_ob(tmp2, who);
2903     fix_player(who);
2904     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2905     if (who->type == PLAYER) {
2906     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2907     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2908     }
2909     }
2910     if(who->type==PLAYER)
2911     esrv_send_item(who, tmp2);
2912     return 1; /* otherwise, an attempt to drop causes problems */
2913     break;
2914     case BOW:
2915     case WAND:
2916     case ROD:
2917     case HORN:
2918     clear_skill(who);
2919     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2920     if(who->type==PLAYER) {
2921     who->contr->shoottype = range_none;
2922     } else {
2923     if (op->type == BOW)
2924     CLEAR_FLAG (who, FLAG_READY_BOW);
2925     else
2926     CLEAR_FLAG(who, FLAG_READY_RANGE);
2927     }
2928     break;
2929    
2930     case BUILDER:
2931     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2932     who->contr->shoottype = range_none;
2933     who->contr->ranges[ range_builder ] = NULL;
2934     break;
2935    
2936     default:
2937     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2938     break;
2939     }
2940    
2941     fix_player(who);
2942    
2943     if ( ! (aflags & AP_NO_MERGE)) {
2944     object *tmp;
2945    
2946     tag_t del_tag = op->count;
2947     tmp = merge_ob (op, NULL);
2948     if (who->type == PLAYER) {
2949     if (tmp) { /* it was merged */
2950     esrv_del_item (who->contr, del_tag);
2951     op = tmp;
2952     }
2953     esrv_send_item (who, op);
2954     }
2955     }
2956     return 0;
2957     }
2958    
2959     /**
2960     * Returns the object that is using location 'loc'.
2961     * Note that 'start' is the first object to start examing - we
2962     * then go through the below of this. In this way, you can do
2963     * something like:
2964     * tmp = get_item_from_body_location(who->inv, 1);
2965     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2966     * to find the second object that may use this location, etc.
2967     * Returns NULL if no match is found.
2968     * loc is the index into the array we are looking for a match.
2969     * don't return invisible objects unless they are skill objects
2970     * invisible other objects that use
2971     * up body locations can be used as restrictions.
2972     */
2973     object *get_item_from_body_location(object *start, int loc)
2974     {
2975     object *tmp;
2976    
2977     if (!start) return NULL;
2978    
2979     for (tmp=start; tmp; tmp=tmp->below)
2980     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2981     (!tmp->invisible || tmp->type==SKILL)) return tmp;
2982    
2983     return NULL;
2984     }
2985    
2986    
2987    
2988     /**
2989     * 'op' wants to apply an object, but can't because of other equipment.
2990     * This should only be called when it is known
2991     * that there are objects to unapply. This makes pretty heavy
2992     * use of get_item_from_body_location. It makes no intelligent choice
2993     * on objects - rather, the first that is matched is used.
2994     * Returns 0 on success, returns 1 if there is some problem.
2995     * if aflags is AP_PRINT, we instead print out waht to unapply
2996     * instead of doing it. This is a lot less code than having
2997     * another function that does just that.
2998     */
2999     int unapply_for_ob(object *who, object *op, int aflags)
3000     {
3001     int i;
3002     object *tmp=NULL, *last;
3003    
3004     /* If we are applying a shield or weapon, unapply any equipped shield
3005     * or weapons first - only allowed to use one weapon/shield at a time.
3006     */
3007     if (op->type == WEAPON || op->type == SHIELD) {
3008     for (tmp=who->inv; tmp; tmp=tmp->below) {
3009     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3010     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3011     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3012     if (aflags & AP_PRINT)
3013     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3014     else
3015     unapply_special(who, tmp, aflags);
3016     }
3017     else {
3018     /* In this case, we want to try and remove a cursed item.
3019     * While we know it won't work, we want unapply_special to
3020     * at least generate the message.
3021     */
3022     new_draw_info_format(NDI_UNIQUE, 0, who,
3023     "No matter how hard you try, you just can't\nremove %s.",
3024     query_name(tmp));
3025     return 1;
3026     }
3027    
3028     }
3029     }
3030     }
3031    
3032     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3033     /* this used up a slot that we need to free */
3034     if (op->body_info[i]) {
3035     last = who->inv;
3036    
3037     /* We do a while loop - may need to remove several items in order
3038     * to free up enough slots.
3039     */
3040     while ((who->body_used[i] + op->body_info[i]) < 0) {
3041     tmp = get_item_from_body_location(last, i);
3042     if (!tmp) {
3043     #if 0
3044     /* Not a bug - we'll get this if the player has cursed items
3045     * equipped.
3046     */
3047     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3048     i, body_locations[i].save_name, who->name);
3049     #endif
3050     return 1;
3051     }
3052     /* If we are just printing, we don't care about cursed status */
3053     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3054     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3055     if (aflags & AP_PRINT)
3056     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3057     else
3058     unapply_special(who, tmp, aflags);
3059     }
3060     else {
3061     /* Cursed item that we can't unequip - tell the player.
3062     * Note this could be annoying if this is just one of a few,
3063     * so it may not be critical (eg, putting on a ring and you have
3064     * one cursed ring.)
3065     */
3066     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3067     }
3068     last = tmp->below;
3069     }
3070     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071     * return in the !tmp would have kicked in.
3072     */
3073     } /* if op is using this body location */
3074     } /* for body lcoations */
3075     return 0;
3076     }
3077    
3078     /**
3079     * Checks to see if 'who' can apply object 'op'.
3080     * Returns 0 if apply can be done without anything special.
3081     * Otherwise returns a bitmask - potentially several of these may be
3082     * set, but largely depends on circumstance - in the future, processing
3083     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3084     * is set, do we really are what the other flags may be?)
3085     *
3086     * See include/define.h for detailed description of the meaning of
3087     * these return values.
3088     */
3089     int can_apply_object(object *who, object *op)
3090     {
3091     int i, retval=0;
3092     object *tmp=NULL, *ws=NULL;
3093    
3094     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095     * 2 weapons, but we don't want to let them do that. So if they are
3096     * trying to equip a weapon or shield, see if they already have one
3097     * in place and store that way.
3098     */
3099     if (op->type == WEAPON || op->type == SHIELD) {
3100     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3101     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3102     retval = CAN_APPLY_UNAPPLY;
3103     ws = tmp;
3104     }
3105     }
3106     }
3107    
3108    
3109     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3110     if (op->body_info[i]) {
3111     /* Item uses more slots than we have */
3112     if (FABS(op->body_info[i]) > who->body_info[i]) {
3113     /* Could return now for efficiently - rest of info below isn'
3114     * really needed.
3115     */
3116     retval |= CAN_APPLY_NEVER;
3117     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3118     /* in this case, equipping this would use more free spots than
3119     * we have.
3120     */
3121     object *tmp1;
3122    
3123    
3124     /* if we have an applied weapon/shield, and unapply it would free
3125     * enough slots to equip the new item, then just set this can
3126     * continue. We don't care about the logic below - if you have
3127     * shield equipped and try to equip another shield, there is only
3128     * one choice. However, the check for the number of body locations
3129     * does take into the account cases where what is being applied
3130     * may be two handed for example.
3131     */
3132     if (ws) {
3133     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3134     retval |= CAN_APPLY_UNAPPLY;
3135     continue;
3136     }
3137     }
3138    
3139     tmp1 = get_item_from_body_location(who->inv, i);
3140     if (!tmp1) {
3141     #if 0
3142     /* This is sort of an error, but happens a lot when old players
3143     * join in with more stuff equipped than they are now allowed.
3144     */
3145     LOG(llevError,"Can't find object using location %d on %s\n",
3146     i, who->name);
3147     #endif
3148     retval |= CAN_APPLY_NEVER;
3149     } else {
3150     /* need to unapply something. However, if this something
3151     * is different than we had found before, it means they need
3152     * to apply multiple objects
3153     */
3154     retval |= CAN_APPLY_UNAPPLY;
3155     if (!tmp) tmp = tmp1;
3156     else if (tmp != tmp1) {
3157     retval |= CAN_APPLY_UNAPPLY_MULT;
3158     }
3159     /* This object isn't using up all the slots, so there must
3160     * be another. If so, and it the new item doesn't need all
3161     * the slots, the player then has a choice.
3162     */
3163     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3164     (FABS(op->body_info[i]) < who->body_info[i]))
3165     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166    
3167     /* Does unequippint 'tmp1' free up enough slots for this to be
3168     * equipped? If not, there must be something else to unapply.
3169     */
3170     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3171     retval |= CAN_APPLY_UNAPPLY_MULT;
3172    
3173     }
3174     } /* if not enough free slots */
3175     } /* if this object uses location i */
3176     } /* for i -> num_body_locations loop */
3177    
3178     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179     * really be controlled by use of body locations. We do have
3180     * the weapon/shield checks, and the range checks for monsters,
3181     * because you can't control those just by body location - bows, shields,
3182     * and weapons all use the same slot. Similar for horn/rod/wand - they
3183     * all use the same location.
3184     */
3185     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3186     retval |= CAN_APPLY_RESTRICTION;
3187     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188     retval |= CAN_APPLY_RESTRICTION;
3189    
3190    
3191     if (who->type != PLAYER) {
3192     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194     retval |= CAN_APPLY_RESTRICTION;
3195     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196     retval |= CAN_APPLY_RESTRICTION;
3197     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3198     retval |= CAN_APPLY_RESTRICTION;
3199     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3200     retval |= CAN_APPLY_RESTRICTION;
3201     }
3202     return retval;
3203     }
3204    
3205    
3206    
3207     /**
3208     * who is the object using the object. It can be a monster.
3209     * op is the object they are using. op is an equipment type item,
3210     * eg, one which you put on and keep on for a while, and not something
3211     * like a potion or scroll.
3212     *
3213     * function returns 1 if the action could not be completed, 0 on
3214     * success. However, success is a matter of meaning - if the
3215     * user passes the 'apply' flag to an object already applied,
3216     * nothing is done, and 0 is returned.
3217     *
3218     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3219     * AP_UNAPPLY=always unapply).
3220     *
3221     * Optional flags:
3222     * AP_NO_MERGE: don't merge an unapplied object with other objects
3223     * AP_IGNORE_CURSE: unapply cursed items
3224     *
3225     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226     *
3227     * apply_special() doesn't check for unpaid items.
3228     */
3229     int apply_special (object *who, object *op, int aflags)
3230     {
3231     int basic_flag = aflags & AP_BASIC_FLAGS;
3232     object *tmp, *tmp2, *skop=NULL;
3233     int i;
3234    
3235     if(who==NULL) {
3236     LOG(llevError,"apply_special() from object without environment.\n");
3237     return 1;
3238     }
3239    
3240     if(op->env!=who)
3241     return 1; /* op is not in inventory */
3242    
3243     /* trying to unequip op */
3244     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3245     /* always apply, so no reason to unapply */
3246     if (basic_flag == AP_APPLY) return 0;
3247    
3248     if ( ! (aflags & AP_IGNORE_CURSE)
3249     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3250     new_draw_info_format(NDI_UNIQUE, 0, who,
3251     "No matter how hard you try, you just can't\nremove %s.",
3252     query_name(op));
3253     return 1;
3254     }
3255     return unapply_special(who, op, aflags);
3256     }
3257    
3258     if (basic_flag == AP_UNAPPLY) return 0;
3259    
3260     i = can_apply_object(who, op);
3261    
3262     /* Can't just apply this object. Lets see what not and what to do */
3263     if (i) {
3264     if (i & CAN_APPLY_NEVER) {
3265     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3266     return 1;
3267     } else if (i & CAN_APPLY_RESTRICTION) {
3268     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3269     return 1;
3270     }
3271     if (who->type != PLAYER) {
3272     /* Some error, so don't try to equip something more */
3273     if (unapply_for_ob(who, op, aflags)) return 1;
3274     } else {
3275     if (who->contr->unapply == unapply_never ||
3276     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3277     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3278     unapply_for_ob(who, op, AP_PRINT);
3279     return 1;
3280     }
3281     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3282     i = unapply_for_ob(who, op, aflags);
3283     if (i) return 1;
3284     }
3285     }
3286     }
3287     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3288     skop=find_skill_by_name(who, op->skill);
3289     if (!skop) {
3290     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3291     return 1;
3292     } else {
3293     /* While experience will be credited properly, we want to change the
3294     * skill so that the dam and wc get updated
3295     */
3296     change_skill(who, skop, 0);
3297     }
3298     }
3299    
3300     if (who->type == PLAYER && op->item_power &&
3301     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3302     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3303     return 1;
3304     }
3305    
3306    
3307     /* Ok. We are now at the state where we can apply the new object.
3308     * Note that we don't have the checks for can_use_...
3309     * below - that is already taken care of by can_apply_object.
3310     */
3311    
3312    
3313     if(op->nrof > 1)
3314     tmp = get_split_ob(op,op->nrof - 1);
3315     else
3316     tmp = NULL;
3317    
3318     switch(op->type) {
3319     case WEAPON:
3320     if (!check_weapon_power(who, op->last_eat)) {
3321     new_draw_info(NDI_UNIQUE, 0,who,
3322     "That weapon is too powerful for you to use.");
3323     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3324     if(tmp!=NULL)
3325     (void) insert_ob_in_ob(tmp,who);
3326     return 1;
3327     }
3328     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3329     /* if the weapon does not have the name as the character, can't use it. */
3330     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3332     if(tmp!=NULL)
3333     (void) insert_ob_in_ob(tmp,who);
3334     return 1;
3335     }
3336     SET_FLAG(op, FLAG_APPLIED);
3337    
3338     if (skop) change_skill(who, skop, 1);
3339     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3340     SET_FLAG(who, FLAG_READY_WEAPON);
3341    
3342     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3343    
3344     (void) change_abil (who,op);
3345     /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346     /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347     LOG(llevDebug, "Scripting Weapon wielded\n");
3348     if (who->current_weapon_script) free_string(who->current_weapon_script);
3349     who->current_weapon_script=add_string(query_name(op));
3350     }
3351     who->current_weapon = op;*/
3352     break;
3353    
3354     case ARMOUR:
3355     case HELMET:
3356     case SHIELD:
3357     case BOOTS:
3358     case GLOVES:
3359     case GIRDLE:
3360     case BRACERS:
3361     case CLOAK:
3362     case RING:
3363     case AMULET:
3364     SET_FLAG(op, FLAG_APPLIED);
3365     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3366     (void) change_abil (who,op);
3367     break;
3368     case LAMP:
3369     if (op->stats.food < 1) {
3370     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3371     " fuel!", op->name);
3372     return 1;
3373     }
3374     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3375     op->name);
3376     tmp2 = arch_to_object(op->other_arch);
3377     tmp2->stats.food = op->stats.food;
3378     SET_FLAG(tmp2, FLAG_APPLIED);
3379     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3380     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3381     insert_ob_in_ob(tmp2, who);
3382    
3383     /* Remove the old lantern */
3384     if (who->type == PLAYER)
3385     esrv_del_item(who->contr, (tag_t)op->count);
3386     remove_ob(op);
3387     free_object(op);
3388    
3389     /* insert the portion that was split off */
3390     if(tmp!=NULL) {
3391     (void) insert_ob_in_ob(tmp,who);
3392     if(who->type==PLAYER)
3393     esrv_send_item(who, tmp);
3394     }
3395     fix_player(who);
3396     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3397     if (who->type == PLAYER) {
3398     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3399     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3400     }
3401     }
3402     if(who->type==PLAYER)
3403     esrv_send_item(who, tmp2);
3404     return 0;
3405     break;
3406    
3407     /* this part is needed for skill-tools */
3408     case SKILL:
3409     case SKILL_TOOL:
3410     if (who->chosen_skill) {
3411     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412     return 1;
3413     }
3414     if (who->type == PLAYER) {
3415     who->contr->shoottype = range_skill;
3416     who->contr->ranges[range_skill] = op;
3417     if ( ! op->invisible) {
3418     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3419     query_name (op));
3420     new_draw_info_format (NDI_UNIQUE, 0, who,
3421     "You can now use the skill: %s.",
3422     op->skill);
3423     } else {
3424     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3425     op->skill? op->skill:op->name);
3426     }
3427     }
3428     SET_FLAG (op, FLAG_APPLIED);
3429     (void) change_abil (who, op);
3430     who->chosen_skill = op;
3431     SET_FLAG (who, FLAG_READY_SKILL);
3432     break;
3433    
3434     case BOW:
3435     if (!check_weapon_power(who, op->last_eat)) {
3436     new_draw_info(NDI_UNIQUE, 0, who,
3437     "That item is too powerful for you to use.");
3438     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439     if(tmp != NULL)
3440     (void)insert_ob_in_ob(tmp,who);
3441     return 1;
3442     }
3443     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3444     new_draw_info(NDI_UNIQUE, 0, who,
3445     "The weapon does not recognize you as its owner.");
3446     if(tmp != NULL)
3447     (void)insert_ob_in_ob(tmp,who);
3448     return 1;
3449     }
3450     /*FALLTHROUGH*/
3451     case WAND:
3452     case ROD:
3453     case HORN:
3454     /* check for skill, alter player status */
3455     SET_FLAG(op, FLAG_APPLIED);
3456     if (skop) change_skill(who, skop, 0);
3457     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3458    
3459     if(who->type==PLAYER) {
3460     if (op->type == BOW) {
3461     (void)change_abil(who, op);
3462     new_draw_info_format (NDI_UNIQUE, 0, who,
3463     "You will now fire %s with %s.",
3464     op->race ? op->race : "nothing", query_name(op));
3465     who->contr->shoottype = range_bow;
3466     } else {
3467     who->contr->shoottype = range_misc;
3468     }
3469     } else {
3470     if (op->type == BOW)
3471     SET_FLAG (who, FLAG_READY_BOW);
3472     else
3473     SET_FLAG (who, FLAG_READY_RANGE);
3474     }
3475     break;
3476    
3477     case BUILDER:
3478     if ( who->contr->ranges[ range_builder ] )
3479     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3480     who->contr->shoottype = range_builder;
3481     who->contr->ranges[ range_builder ] = op;
3482     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3483     break;
3484    
3485     default:
3486     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3487     } /* end of switch op->type */
3488    
3489     SET_FLAG(op, FLAG_APPLIED);
3490    
3491     if(tmp!=NULL)
3492     tmp = insert_ob_in_ob(tmp,who);
3493    
3494     fix_player(who);
3495    
3496     /* We exclude spell casting objects. The fire code will set the
3497     * been applied flag when they are used - until that point,
3498     * you don't know anything about them.
3499     */
3500     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3501     op->type!=ROD)
3502     SET_FLAG(op,FLAG_BEEN_APPLIED);
3503    
3504     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3505     if (who->type == PLAYER) {
3506     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3507     SET_FLAG(op,FLAG_KNOWN_CURSED);
3508     }
3509     }
3510     if(who->type==PLAYER) {
3511     /* if multiple objects were applied, update both slots */
3512     if (tmp)
3513     esrv_send_item(who, tmp);
3514     esrv_send_item(who, op);
3515     }
3516     return 0;
3517     }
3518    
3519    
3520     int monster_apply_special (object *who, object *op, int aflags)
3521     {
3522     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3523     return 1;
3524     return apply_special (who, op, aflags);
3525     }
3526    
3527     /**
3528     * Map was just loaded, handle op's initialisation.
3529     *
3530     * Generates shop floor's item, and treasures.
3531     */
3532     int auto_apply (object *op) {
3533     object *tmp = NULL, *tmp2;
3534     int i;
3535    
3536     switch(op->type) {
3537     case SHOP_FLOOR:
3538     if (!HAS_RANDOM_ITEMS(op)) return 0;
3539     do {
3540     i=10; /* let's give it 10 tries */
3541     while((tmp=generate_treasure(op->randomitems,
3542     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3543     if(tmp==NULL)
3544     return 0;
3545     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3546     free_object(tmp);
3547     tmp = NULL;
3548     }
3549     } while(!tmp);
3550     tmp->x=op->x;
3551     tmp->y=op->y;
3552     SET_FLAG(tmp,FLAG_UNPAID);
3553     insert_ob_in_map(tmp,op->map,NULL,0);
3554     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3555     identify(tmp);
3556     break;
3557    
3558     case TREASURE:
3559     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3560     return 0;
3561     while ((op->stats.hp--)>0)
3562     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3563     op->stats.exp ? (int)op->stats.exp :
3564     op->map == NULL ? 14: op->map->difficulty,0);
3565    
3566     /* If we generated an object and put it in this object inventory,
3567     * move it to the parent object as the current object is about
3568     * to disappear. An example of this item is the random_* stuff
3569     * that is put inside other objects.
3570     */
3571     for (tmp=op->inv; tmp; tmp=tmp2) {
3572     tmp2 = tmp->below;
3573     remove_ob(tmp);
3574     if (op->env) insert_ob_in_ob(tmp, op->env);
3575     else free_object(tmp);
3576     }
3577     remove_ob(op);
3578     free_object(op);
3579     break;
3580     }
3581     return tmp ? 1 : 0;
3582     }
3583    
3584     /**
3585     * fix_auto_apply goes through the entire map (only the first time
3586     * when an original map is loaded) and performs special actions for
3587     * certain objects (most initialization of chests and creation of
3588     * treasures and stuff). Calls auto_apply if appropriate.
3589     */
3590    
3591     void fix_auto_apply(mapstruct *m) {
3592     object *tmp,*above=NULL;
3593     int x,y;
3594    
3595     if(m==NULL) return;
3596    
3597     for(x=0;x<MAP_WIDTH(m);x++)
3598     for(y=0;y<MAP_HEIGHT(m);y++)
3599     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3600     above=tmp->above;
3601    
3602     if (tmp->inv) {
3603     object *invtmp, *invnext;
3604    
3605     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3606     invnext = invtmp->below;
3607    
3608     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3609     auto_apply(invtmp);
3610     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3611     while ((invtmp->stats.hp--)>0)
3612     create_treasure(invtmp->randomitems, invtmp, 0,
3613     m->difficulty,0);
3614     invtmp->randomitems = NULL;
3615     }
3616     else if (invtmp && invtmp->arch &&
3617     invtmp->type!=TREASURE &&
3618     invtmp->type != SPELL &&
3619     invtmp->type != CLASS &&
3620     HAS_RANDOM_ITEMS(invtmp)) {
3621     create_treasure(invtmp->randomitems, invtmp, 0,
3622     m->difficulty,0);
3623     /* Need to clear this so that we never try to create
3624     * treasure again for this object
3625     */
3626     invtmp->randomitems = NULL;
3627     }
3628     }
3629     /* This is really temporary - the code at the bottom will
3630     * also set randomitems to null. The problem is there are bunches
3631     * of maps/players already out there with items that have spells
3632     * which haven't had the randomitems set to null yet.
3633     * MSW 2004-05-13
3634     *
3635     * And if it's a spellbook, it's better to set randomitems to NULL too,
3636     * else you get two spells in the book ^_-
3637     * Ryo 2004-08-16
3638     */
3639     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3640     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3641     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642     tmp->randomitems = NULL;
3643    
3644     }
3645    
3646     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3647     auto_apply(tmp);
3648     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3649     while ((tmp->stats.hp--)>0)
3650     create_treasure(tmp->randomitems, tmp, 0,
3651     m->difficulty,0);
3652     tmp->randomitems = NULL;
3653     }
3654     else if(tmp->type==TIMED_GATE) {
3655     object *head = tmp->head != NULL ? tmp->head : tmp;
3656     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3657     tmp->speed = 0;
3658     update_ob_speed(tmp);
3659     }
3660     }
3661     /* This function can be called everytime a map is loaded, even when
3662     * swapping back in. As such, we don't want to create the treasure
3663     * over and ove again, so after we generate the treasure, blank out
3664     * randomitems so if it is swapped in again, it won't make anything.
3665     * This is a problem for the above objects, because they have counters
3666     * which say how many times to make the treasure.
3667     */
3668     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3669     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3670     HAS_RANDOM_ITEMS(tmp)) {
3671     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3672     m->difficulty,0);
3673     tmp->randomitems = NULL;
3674     }
3675     }
3676    
3677     for(x=0;x<MAP_WIDTH(m);x++)
3678     for(y=0;y<MAP_HEIGHT(m);y++)
3679     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3680     if (tmp->above &&
3681     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682     check_trigger (tmp, tmp->above);
3683     }
3684    
3685     /**
3686     * Handles player eating food that temporarily changes status (resistances, stats).
3687     * This used to call cast_change_attr(), but
3688     * that doesn't work with the new spell code. Since we know what
3689     * the food changes, just grab a force and use that instead.
3690     */
3691    
3692     void eat_special_food(object *who, object *food) {
3693     object *force;
3694     int i, did_one=0;
3695     sint8 k;
3696    
3697     force = get_archetype(FORCE_NAME);
3698    
3699     for (i=0; i < NUM_STATS; i++) {
3700     k = get_attr_value(&food->stats, i);
3701     if (k) {
3702     set_attr_value(&force->stats, i, k);
3703     did_one = 1;
3704     }
3705     }
3706    
3707     /* check if we can protect the eater */
3708     for (i=0; i<NROFATTACKS; i++) {
3709     if (food->resist[i]>0) {
3710     force->resist[i] = food->resist[i] / 2;
3711     did_one = 1;
3712     }
3713     }
3714     if (did_one) {
3715     force->speed = 0.1;
3716     update_ob_speed(force);
3717     /* bigger morsel of food = longer effect time */
3718     force->stats.food = food->stats.food / 5;
3719     SET_FLAG(force, FLAG_IS_USED_UP);
3720     SET_FLAG(force, FLAG_APPLIED);
3721     change_abil(who, force);
3722     insert_ob_in_ob(force, who);
3723     } else {
3724     free_object(force);
3725     }
3726    
3727     /* check for hp, sp change */
3728     if(food->stats.hp!=0) {
3729     if(QUERY_FLAG(food, FLAG_CURSED)) {
3730     strcpy(who->contr->killer,food->name);
3731     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3732     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3733     } else {
3734     if(food->stats.hp>0)
3735     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3736     else
3737     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3738     who->stats.hp += food->stats.hp;
3739     }
3740     }
3741     if(food->stats.sp!=0) {
3742     if(QUERY_FLAG(food, FLAG_CURSED)) {
3743     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3744     who->stats.sp -= food->stats.sp;
3745     if(who->stats.sp<0) who->stats.sp=0;
3746     } else {
3747     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3748     who->stats.sp += food->stats.sp;
3749     /* place limit on max sp from food? */
3750     }
3751     }
3752     fix_player(who);
3753     }
3754    
3755    
3756     /**
3757     * Designed primarily to light torches/lanterns/etc.
3758     * Also burns up burnable material too. First object in the inventory is
3759     * the selected object to "burn". -b.t.
3760     */
3761    
3762     void apply_lighter(object *who, object *lighter) {
3763     object *item;
3764     int is_player_env=0;
3765     uint32 nrof;
3766     tag_t count;
3767     char item_name[MAX_BUF];
3768    
3769     item=find_marked_object(who);
3770     if(item) {
3771     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3772     /* Split multiple lighters if they're being used up. Otherwise *
3773     * one charge from each would be used up. --DAMN */
3774     if(lighter->nrof > 1) {
3775     object *oneLighter = get_object();
3776     copy_object(lighter, oneLighter);
3777     lighter->nrof -= 1;
3778     oneLighter->nrof = 1;
3779     oneLighter->stats.food--;
3780     esrv_send_item(who, lighter);
3781     oneLighter=insert_ob_in_ob(oneLighter, who);
3782     esrv_send_item(who, oneLighter);
3783     } else {
3784     lighter->stats.food--;
3785     }
3786    
3787     } else if(lighter->last_eat) { /* no charges left in lighter */
3788     new_draw_info_format(NDI_UNIQUE, 0,who,
3789     "You attempt to light the %s with a used up %s.",
3790     item->name, lighter->name);
3791     return;
3792     }
3793     /* Perhaps we should split what we are trying to light on fire?
3794     * I can't see many times when you would want to light multiple
3795     * objects at once.
3796     */
3797     nrof=item->nrof;
3798     count=item->count;
3799     /* If the item is destroyed, we don't have a valid pointer to the
3800     * name object, so make a copy so the message we print out makes
3801     * some sense.
3802     */
3803     strcpy(item_name, item->name);
3804     if (who == is_player_inv(item)) is_player_env=1;
3805    
3806     save_throw_object(item,AT_FIRE,who);
3807     /* Change to check count and not freed, since the object pointer
3808     * may have gotten recycled
3809     */
3810     if ((nrof != item->nrof ) || (count != item->count)) {
3811     new_draw_info_format(NDI_UNIQUE, 0,who,
3812     "You light the %s with the %s.",item_name,lighter->name);
3813     /* Need to update the player so that the players glow radius
3814     * gets changed.
3815     */
3816     if (is_player_env) fix_player(who);
3817     } else {
3818     new_draw_info_format(NDI_UNIQUE, 0,who,
3819     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3820     }
3821    
3822     } else /* nothing to light */
3823     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3824    
3825     }
3826    
3827     /**
3828     * op made some mistake with a scroll, this takes care of punishment.
3829     * scroll_failure()- hacked directly from spell_failure
3830     */
3831     void scroll_failure(object *op, int failure, int power)
3832     {
3833     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3834    
3835     if(failure<= -1&&failure > -15) {/* wonder */
3836     object *tmp;
3837    
3838     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3839     tmp=get_archetype(SPELL_WONDER);
3840     cast_wonder(op, op, 0, tmp);
3841     free_object(tmp);
3842     } else if (failure <= -15&&failure > -35) {/* drain mana */
3843     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3844     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3845     if(op->stats.sp<0) op->stats.sp = 0;
3846     } else if (settings.spell_failure_effects == TRUE) {
3847     if (failure <= -35&&failure > -60) { /* confusion */
3848     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3849     confuse_player(op,op,power);
3850     } else if (failure <= -60&&failure> -70) {/* paralysis */
3851     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3852     "you!");
3853     paralyze_player(op,op,power);
3854     } else if (failure <= -70&&failure> -80) {/* blind */
3855     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3856     blind_player(op,op,power);
3857     } else if (failure <= -80) {/* blast the immediate area */
3858     object *tmp;
3859     tmp=get_archetype(LOOSE_MANA);
3860     cast_magic_storm(op,tmp, power);
3861     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3862     free_object(tmp);
3863     }
3864     }
3865     }
3866    
3867     void apply_changes_to_player(object *pl, object *change) {
3868     int excess_stat=0; /* if the stat goes over the maximum
3869     for the race, put the excess stat some
3870     where else. */
3871    
3872     switch (change->type) {
3873     case CLASS: {
3874     living *stats = &(pl->contr->orig_stats);
3875     living *ns = &(change->stats);
3876     object *walk;
3877     int flag_change_face=1;
3878    
3879     /* the following code assigns stats up to the stat max
3880     * for the race, and if the stat max is exceeded,
3881     * tries to randomly reassign the excess stat
3882     */
3883     int i,j;
3884     for(i=0;i<NUM_STATS;i++) {
3885     sint8 stat=get_attr_value(stats,i);
3886     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3887     stat += get_attr_value(ns,i);
3888     if(stat > 20 + race_bonus) {
3889     excess_stat++;
3890     stat = 20+race_bonus;
3891     }
3892     set_attr_value(stats,i,stat);
3893     }
3894    
3895     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3896     int i = rndm(0, 6);
3897     int stat=get_attr_value(stats,i);
3898     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3899     if(i==CHA) continue; /* exclude cha from this */
3900     if( stat < 20 + race_bonus) {
3901     change_attr_value(stats,i,1);
3902     excess_stat--;
3903     }
3904     }
3905    
3906     /* insert the randomitems from the change's treasurelist into
3907     * the player ref: player.c
3908     */
3909     if(change->randomitems!=NULL)
3910     give_initial_items(pl,change->randomitems);
3911    
3912    
3913     /* set up the face, for some races. */
3914    
3915     /* first, look for the force object banning
3916     * changing the face. Certain races never change face with class.
3917     */
3918     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3919     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3920    
3921     if(flag_change_face) {
3922     pl->animation_id = GET_ANIM_ID(change);
3923     pl->face = change->face;
3924    
3925     if(QUERY_FLAG(change,FLAG_ANIMATE))
3926     SET_FLAG(pl,FLAG_ANIMATE);
3927     else
3928     CLEAR_FLAG(pl,FLAG_ANIMATE);
3929     }
3930    
3931     /* check the special case of can't use weapons */
3932     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3933     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3934    
3935     break;
3936     }
3937     }
3938     }
3939    
3940     /**
3941     * This handles items of type 'transformer'.
3942     * Basically those items, used with a marked item, transform both items into something
3943     * else.
3944     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3945     * Change information is contained in the 'slaying' field of the marked item.
3946     * The format is as follow: transformer:[number ]yield[;transformer:...].
3947     * This way an item can be transformed in many things, and/or many objects.
3948     * The 'slaying' field for transformer is used as verb for the action.
3949     */
3950     void apply_item_transformer( object* pl, object* transformer )
3951     {
3952     object* marked;
3953     object* new_item;
3954     char* find;
3955     char* separator;
3956     int yield;
3957     char got[ MAX_BUF ];
3958     int len;
3959    
3960     if ( !pl || !transformer )
3961     return;
3962     marked = find_marked_object( pl );
3963     if ( !marked )
3964     {
3965     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3966     return;
3967     }
3968     if ( !marked->slaying )
3969     {
3970     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3971     return;
3972     }
3973     /* check whether they are compatible or not */
3974     find = strstr( marked->slaying, transformer->arch->name );
3975     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3976     {
3977     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3978     return;
3979     }
3980     find += strlen( transformer->arch->name ) + 1;
3981     /* Item can be used, now find how many and what it yields */
3982     if ( isdigit( *( find ) ) )
3983     {
3984     yield = atoi( find );
3985     if ( yield < 1 )
3986     {
3987     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3988     yield = 1;
3989     }
3990     }
3991     else
3992     yield = 1;
3993    
3994     while ( isdigit( *find ) )
3995     find++;
3996     while ( *find == ' ' )
3997     find++;
3998     memset( got, 0, MAX_BUF );
3999     if ( (separator = strchr( find, ';' ))!=NULL)
4000     {
4001     len = separator - find;
4002     }
4003     else
4004     {
4005     len = strlen(find);
4006     }
4007     if ( len > MAX_BUF-1)
4008     len = MAX_BUF-1;
4009     strcpy( got, find );
4010     got[len] = '\0';
4011    
4012     /* Now create new item, remove used ones when required. */
4013     new_item = get_archetype( got );
4014     if ( !new_item )
4015     {
4016     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4017     return;
4018     }
4019     new_item->nrof = yield;
4020     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4021     insert_ob_in_ob( new_item, pl );
4022     esrv_send_inventory( pl, pl );
4023     /* Eat up one item */
4024     decrease_ob_nr( marked, 1 );
4025     /* Eat one transformer if needed */
4026     if ( transformer->stats.food )
4027     if ( --transformer->stats.food == 0 )
4028     decrease_ob_nr( transformer, 1 );
4029     }