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/cvs/deliantra/server/server/apply.C
Revision: 1.10
Committed: Sat Aug 26 23:36:33 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +1 -8 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 root 1.10 * "$Id: apply.C,v 1.9 2006-08-25 17:11:53 root Exp $";
4 elmex 1.1 */
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 elmex 1.7 // due to brokenness of transports disable them until a working alternative
70     // has been found... :(
71     // - elmex
72     new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73     return 1;
74    
75 elmex 1.1 /* If player is currently on a transport but not this transport, they need
76     * to exit first. Perhaps transport to transport transfers should be
77     * allowed.
78     */
79     if (pl->contr->transport && pl->contr->transport != transport) {
80     new_draw_info_format(NDI_UNIQUE, 0, pl,
81     "You must exit %s before you can board %s.",
82     query_name(pl->contr->transport),
83     query_name(transport));
84     return 1;
85     }
86    
87     /* player is currently on a transport. This must mean he
88     * wants to exit.
89     */
90     if (pl->contr->transport) {
91     object *old_transport = pl->contr->transport, *inv;
92    
93     /* Should we print a message if the player only wants to
94     * apply?
95     */
96     if (aflag & AP_APPLY) return 1;
97     new_draw_info_format(NDI_UNIQUE, 0, pl,
98     "You disembark from %s.",
99     query_name(old_transport));
100     remove_ob(pl);
101     pl->map = old_transport->map;
102     pl->x = old_transport->x;
103     pl->y = old_transport->y;
104     if (pl->contr == old_transport->contr)
105     old_transport->contr = NULL;
106    
107     pl->contr->transport = NULL;
108     insert_ob_in_map(pl, pl->map, pl, 0);
109     sum_weight(old_transport);
110    
111     /* Possible for more than one player to be using a transport.
112     * if that is the case, we don't want to reset the face, as the
113     * transport is still occupied.
114     */
115     for (inv=old_transport->inv; inv; inv=inv->below)
116     if (inv->type == PLAYER) break;
117     if (!inv) {
118     old_transport->face = old_transport->arch->clone.face;
119     old_transport->animation_id = old_transport->arch->clone.animation_id;
120     }
121     return 1;
122     }
123     else {
124     /* player is trying to board a transport */
125     int pc=0, p_limit;
126     object *inv;
127     const char *kv;
128    
129     if (aflag & AP_UNAPPLY) return 1;
130    
131     /* Can this transport hold the weight of this player? */
132     if (!transport_can_hold(transport, pl, 1)) {
133     new_draw_info_format(NDI_UNIQUE, 0, pl,
134     "The %s is unable to hold your weight!",
135     query_name(transport));
136     return 1;
137     }
138    
139     /* Does this transport have space for more players? */
140     for (inv=transport->inv; inv; inv=inv->below) {
141     if (inv->type == PLAYER) pc++;
142     }
143     kv = get_ob_key_value(transport, "passenger_limit");
144     if (!kv) p_limit=1;
145     else p_limit = atoi(kv);
146     if (pc >= p_limit) {
147     new_draw_info_format(NDI_UNIQUE, 0, pl,
148     "The %s does not have space for any more people",
149     query_name(transport));
150     return 1;
151     }
152    
153     /* Everything checks out OK - player can get on the transport */
154     pl->contr->transport = transport;
155     if (!transport->contr) transport->contr = pl->contr;
156     remove_ob(pl);
157     insert_ob_in_ob(pl, transport);
158     sum_weight(transport);
159     pl->map = transport->map;
160     pl->x = transport->x;
161     pl->y = transport->y;
162    
163     /* Might need to update face, animation info */
164     if (!pc) {
165     const char *str;
166    
167     str = get_ob_key_value(transport, "face_full");
168     if (str)
169     transport->face = &new_faces[FindFace(str,
170     transport->face->number)];
171     str = get_ob_key_value(transport, "anim_full");
172     if (str)
173     transport->animation_id = find_animation(str);
174     }
175    
176     /* Does speed of this object change based on weight? */
177     kv = get_ob_key_value(transport, "weight_speed_ratio");
178     if (kv) {
179     int wsr = atoi(kv);
180     float base_speed;
181    
182     kv = get_ob_key_value(transport, "base_speed");
183     if (kv) base_speed = atof(kv);
184     else base_speed = transport->arch->clone.speed;
185    
186     transport->speed = base_speed - (base_speed * transport->carrying *
187     wsr) / (transport->weight_limit * 100);
188    
189     /* Put some limits on min/max speeds */
190     if (transport->speed < 0.10) transport->speed = 0.10;
191     if (transport->speed > 1.0) transport->speed = 1.0;
192     }
193     } /* else if player is boarding the transport */
194    
195     return 1;
196     }
197    
198    
199    
200     /**
201     * Check if op should abort moving victim because of it's race or slaying.
202     * Returns 1 if it should abort, returns 0 if it should continue.
203     */
204     int should_director_abort(object *op, object *victim)
205     {
206     int arch_flag, name_flag, race_flag;
207     /* Get flags to determine what of arch, name, and race should be checked.
208     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209     * the next is the name flag, and the last is the race flag. Also note,
210     * if subtype is set to zero, that also goes to defaults of all affecting
211     * it. Examples:
212     * subtype 1: only arch
213     * subtype 3: arch or name
214     * subtype 5: arch or race
215     * subtype 7: all three
216     */
217     if (op->subtype)
218     {
219     arch_flag = (op->subtype & 1);
220     name_flag = (op->subtype & 2);
221     race_flag = (op->subtype & 4);
222     } else {
223     arch_flag = 1;
224     name_flag = 1;
225     race_flag = 1;
226     }
227     /* If the director has race set, only affect objects with a arch,
228     * name or race that matches.
229     */
230     if ( (op->race) &&
231     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
232     ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
233     ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
234     return 1;
235     }
236     /* If the director has slaying set, only affect objects where none
237     * of arch, name, or race match.
238     */
239     if ( (op->slaying) && (
240     ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
241     ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
242     ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
243     return 1;
244     }
245     return 0;
246     }
247    
248     /**
249     * This handles a player dropping money on an altar to identify stuff.
250     * It'll identify marked item, if none all items up to dropped money.
251     * Return value: 1 if money was destroyed, 0 if not.
252     */
253     static int apply_id_altar (object *money, object *altar, object *pl)
254     {
255     object *id, *marked;
256     int success=0;
257    
258     if (pl == NULL || pl->type != PLAYER)
259     return 0;
260    
261     /* Check for MONEY type is a special hack - it prevents 'nothing needs
262     * identifying' from being printed out more than it needs to be.
263     */
264     if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
265     return 0;
266    
267     marked = find_marked_object (pl);
268     /* if the player has a marked item, identify that if it needs to be
269     * identified. IF it doesn't, then go through the player inventory.
270     */
271     if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
272     && need_identify (marked))
273     {
274     if (operate_altar (altar, &money)) {
275     identify (marked);
276     new_draw_info_format(NDI_UNIQUE, 0, pl,
277     "You have %s.", long_desc(marked, pl));
278     if (marked->msg) {
279     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
280     new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
281     }
282     return money == NULL;
283     }
284     }
285    
286     for (id=pl->inv; id; id=id->below) {
287     if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
288     need_identify(id)) {
289     if (operate_altar(altar,&money)) {
290     identify(id);
291     new_draw_info_format(NDI_UNIQUE, 0, pl,
292     "You have %s.", long_desc(id, pl));
293     if (id->msg) {
294     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
295     new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
296     }
297     success=1;
298     /* If no more money, might as well quit now */
299     if (money == NULL || ! check_altar_sacrifice (altar,money))
300     break;
301     }
302     else {
303     LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304     break;
305     }
306     }
307     }
308     if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
309     return money == NULL;
310     }
311    
312     /**
313     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314     * matching item.
315     **/
316     static void handle_apply_yield(object* tmp)
317     {
318     const char* yield;
319    
320     yield = get_ob_key_value(tmp,"on_use_yield");
321     if (yield != NULL)
322     {
323     object* drop = get_archetype(yield);
324     if (tmp->env)
325     {
326     drop = insert_ob_in_ob(drop,tmp->env);
327     if (tmp->env->type == PLAYER)
328     esrv_send_item(tmp->env,drop);
329     }
330     else
331     {
332     drop->x = tmp->x;
333     drop->y = tmp->y;
334     insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335     }
336     }
337     }
338    
339     /**
340     * Handles applying a potion.
341     */
342 elmex 1.3 int apply_potion (object * op, object * tmp)
343 elmex 1.1 {
344 elmex 1.3 int got_one = 0, i;
345     object *force = 0, *floor = 0;
346    
347     floor = get_map_ob (op->map, op->x, op->y);
348    
349 elmex 1.5 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 elmex 1.3 {
351     if (op->type == PLAYER)
352 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
353     "Gods prevent you from using this here, it's sacred ground!"
354     );
355     CLEAR_FLAG (tmp, FLAG_APPLIED);
356     return 0;
357     }
358 elmex 1.3
359 elmex 1.4 if (op->type == PLAYER)
360     {
361     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362     identify (tmp);
363     }
364 elmex 1.3
365 elmex 1.4 handle_apply_yield (tmp);
366 elmex 1.1
367 elmex 1.4 /* Potion of restoration - only for players */
368     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
369     {
370     object *depl;
371     archetype *at;
372 elmex 1.1
373 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374     {
375     drain_stat (op);
376     fix_player (op);
377 elmex 1.3 decrease_ob (tmp);
378     return 1;
379     }
380 elmex 1.4 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
381     {
382     LOG (llevError, "Could not find archetype depletion\n");
383     return 0;
384     }
385     depl = present_arch_in_ob (at, op);
386     if (depl != NULL)
387     {
388     for (i = 0; i < NUM_STATS; i++)
389     if (get_attr_value (&depl->stats, i))
390     {
391     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392     }
393     remove_ob (depl);
394     free_object (depl);
395     fix_player (op);
396     }
397     else
398     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399 elmex 1.1
400 elmex 1.4 decrease_ob (tmp);
401     return 1;
402     }
403    
404     /* improvement potion - only for players */
405     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406     {
407    
408     for (i = 1; i < MIN (11, op->level); i++)
409 elmex 1.3 {
410 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 elmex 1.3 {
412 elmex 1.4 if (op->contr->levhp[i] != 1)
413 elmex 1.3 {
414 elmex 1.4 op->contr->levhp[i] = 1;
415     break;
416 elmex 1.3 }
417 elmex 1.4 if (op->contr->levsp[i] != 1)
418 elmex 1.3 {
419 elmex 1.4 op->contr->levsp[i] = 1;
420     break;
421     }
422     if (op->contr->levgrace[i] != 1)
423     {
424     op->contr->levgrace[i] = 1;
425     break;
426 elmex 1.3 }
427     }
428 elmex 1.4 else
429 elmex 1.3 {
430 elmex 1.4 if (op->contr->levhp[i] < 9)
431     {
432     op->contr->levhp[i] = 9;
433     break;
434     }
435     if (op->contr->levsp[i] < 6)
436 elmex 1.3 {
437 elmex 1.4 op->contr->levsp[i] = 6;
438     break;
439 elmex 1.3 }
440 elmex 1.4 if (op->contr->levgrace[i] < 3)
441 elmex 1.3 {
442 elmex 1.4 op->contr->levgrace[i] = 3;
443     break;
444 elmex 1.3 }
445     }
446     }
447 elmex 1.4 /* Just makes checking easier */
448     if (i < MIN (11, op->level))
449     got_one = 1;
450     if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 elmex 1.3 {
452 elmex 1.4 if (got_one)
453 elmex 1.3 {
454 elmex 1.4 fix_player (op);
455     new_draw_info (NDI_UNIQUE, 0, op,
456     "The Gods smile upon you and remake you");
457     new_draw_info (NDI_UNIQUE, 0, op,
458     "a little more in their image.");
459     new_draw_info (NDI_UNIQUE, 0, op,
460     "You feel a little more perfect.");
461 elmex 1.3 }
462     else
463 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
464     "The potion had no effect - you are already perfect");
465 elmex 1.3 }
466 elmex 1.4 else
467     { /* cursed potion */
468     if (got_one)
469 elmex 1.3 {
470 elmex 1.4 fix_player (op);
471     new_draw_info (NDI_UNIQUE, 0, op,
472     "The Gods are angry and punish you.");
473 elmex 1.3 }
474 elmex 1.4 else
475     new_draw_info (NDI_UNIQUE, 0, op,
476     "You are fortunate that you are so pathetic.");
477 elmex 1.3 }
478 elmex 1.4 decrease_ob (tmp);
479     return 1;
480     }
481    
482    
483     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
484     * and heroism all fit into this category. Given the spell object code,
485     * there is no limit to the number of spells that potions can be cast,
486     * but direction is problematic to try and imbue fireball potions for example.
487     */
488     if (tmp->inv)
489     {
490     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 elmex 1.3 {
492 elmex 1.4 object *fball;
493    
494     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495     /* Explodes a fireball centered at player */
496     fball = get_archetype (EXPLODING_FIREBALL);
497     fball->dam_modifier =
498     random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499     fball->stats.maxhp =
500     random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501     fball->x = op->x;
502     fball->y = op->y;
503     insert_ob_in_map (fball, op->map, NULL, 0);
504 elmex 1.3 }
505 elmex 1.4 else
506     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 elmex 1.1
508 elmex 1.4 decrease_ob (tmp);
509     /* if youre dead, no point in doing this... */
510     if (!QUERY_FLAG (op, FLAG_REMOVED))
511     fix_player (op);
512     return 1;
513     }
514    
515     /* Deal with protection potions */
516     force = NULL;
517     for (i = 0; i < NROFATTACKS; i++)
518     {
519     if (tmp->resist[i])
520     {
521     if (!force)
522     force = get_archetype (FORCE_NAME);
523     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524     force->type = POTION_EFFECT;
525     break; /* Only need to find one protection since we copy entire batch */
526 elmex 1.3 }
527 elmex 1.1 }
528 elmex 1.4 /* This is a protection potion */
529     if (force)
530 elmex 1.3 {
531 elmex 1.4 /* cursed items last longer */
532     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
533     {
534     force->stats.food *= 10;
535     for (i = 0; i < NROFATTACKS; i++)
536     if (force->resist[i] > 0)
537     force->resist[i] = -force->resist[i]; /* prot => vuln */
538     }
539     force->speed_left = -1;
540     force = insert_ob_in_ob (force, op);
541     CLEAR_FLAG (tmp, FLAG_APPLIED);
542     SET_FLAG (force, FLAG_APPLIED);
543     change_abil (op, force);
544     decrease_ob (tmp);
545     return 1;
546     }
547    
548     /* Only thing left are the stat potions */
549     if (op->type == PLAYER)
550     { /* only for players */
551     if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
552     && tmp->value != 0)
553     CLEAR_FLAG (tmp, FLAG_APPLIED);
554     else
555     SET_FLAG (tmp, FLAG_APPLIED);
556     if (!change_abil (op, tmp))
557     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
558 elmex 1.1 }
559    
560 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
561     * that were grouped with the one consumed, his
562     * stat will not be raised by them. fix_player just clears
563     * up all the stats.
564     */
565     CLEAR_FLAG (tmp, FLAG_APPLIED);
566     fix_player (op);
567     decrease_ob (tmp);
568     return 1;
569 elmex 1.1 }
570    
571     /****************************************************************************
572     * Weapon improvement code follows
573     ****************************************************************************/
574    
575     /**
576     * This returns the sum of nrof of item (arch name).
577     */
578     static int check_item(object *op, const char *item)
579     {
580     int count=0;
581    
582    
583     if (item==NULL) return 0;
584     op=op->below;
585     while(op!=NULL) {
586     if (strcmp(op->arch->name,item)==0){
587     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588     /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
589     {
590     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
591     count++;
592     else
593     count += op->nrof;
594     }
595     }
596     op=op->below;
597     }
598     return count;
599     }
600    
601     /**
602     * This removes 'nrof' of what item->slaying says to remove.
603     * op is typically the player, which is only
604     * really used to determine what space to look at.
605     * Modified to only eat 'nrof' of objects.
606     */
607     static void eat_item(object *op,const char *item, uint32 nrof)
608     {
609     object *prev;
610    
611     prev = op;
612     op=op->below;
613    
614     while(op!=NULL) {
615     if (strcmp(op->arch->name,item)==0) {
616     if (op->nrof >= nrof) {
617     decrease_ob_nr(op,nrof);
618     return;
619     } else {
620     decrease_ob_nr(op,op->nrof);
621     nrof -= op->nrof;
622     }
623     op=prev;
624     }
625     prev = op;
626     op=op->below;
627     }
628     }
629    
630     /**
631     * This checks to see of the player (who) is sufficient level to use a weapon
632     * with improvs improvements (typically last_eat). We take an int here
633     * instead of the object so that the improvement code can pass along the
634     * increased value to see if the object is usuable.
635     * we return 1 (true) if the player can use the weapon.
636     */
637     static int check_weapon_power(const object *who, int improvs)
638     {
639     /* Old code is below (commented out). Basically, since weapons are the only
640     * object players really have any control to improve, it's a bit harsh to
641     * require high level in some combat skill, so we just use overall level.
642     */
643     #if 1
644     if (((who->level/5)+5) >= improvs) return 1;
645     else return 0;
646    
647     #else
648     int level=0;
649    
650     /* The skill system hands out wc and dam bonuses to fighters
651     * more generously than the old system (see fix_player). Thus
652     * we need to curtail the power of player enchanted weapons.
653     * I changed this to 1 improvement per "fighter" level/5 -b.t.
654     * Note: Nothing should break by allowing this ratio to be different or
655     * using normal level - it is just a matter of play balance.
656     */
657     if(who->type==PLAYER) {
658     object *wc_obj=NULL;
659    
660     for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662     level = wc_obj->level;
663    
664     if (!level ) {
665     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666     level = who->level;
667     }
668     }
669     else
670     level=who->level;
671    
672     return (improvs <= ((level/5)+5));
673     #endif
674     }
675    
676     /**
677     * Returns how many items of type improver->slaying there are under op.
678     * Will display a message if none found, and 1 if improver->slaying is NULL.
679     */
680     static int check_sacrifice(object *op, const object *improver)
681     {
682     int count=0;
683    
684     if (improver->slaying!=NULL) {
685     count = check_item(op,improver->slaying);
686     if (count<1) {
687     char buf[200];
688     sprintf(buf,"The gods want more %ss",improver->slaying);
689     new_draw_info(NDI_UNIQUE,0,op,buf);
690     return 0;
691     }
692     }
693     else
694     count=1;
695    
696     return count;
697     }
698    
699     /**
700     * Actually improves the weapon, and tells user.
701     */
702     int improve_weapon_stat(object *op,object *improver,object *weapon,
703     signed char *stat,int sacrifice_count,const char *statname)
704     {
705    
706     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707     *stat += sacrifice_count;
708     weapon->last_eat++;
709     new_draw_info_format(NDI_UNIQUE,0,op,
710     "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711     decrease_ob(improver);
712    
713     /* So it updates the players stats and the window */
714     fix_player(op);
715     return 1;
716     }
717    
718     /* Types of improvements, hidden in the sp field. */
719     #define IMPROVE_PREPARE 1
720     #define IMPROVE_DAMAGE 2
721     #define IMPROVE_WEIGHT 3
722     #define IMPROVE_ENCHANT 4
723     #define IMPROVE_STR 5
724     #define IMPROVE_DEX 6
725     #define IMPROVE_CON 7
726     #define IMPROVE_WIS 8
727     #define IMPROVE_CHA 9
728     #define IMPROVE_INT 10
729     #define IMPROVE_POW 11
730    
731    
732     /**
733     * This does the prepare weapon scroll.
734     * Checks for sacrifice, and so on.
735     */
736    
737     int prepare_weapon(object *op, object *improver, object *weapon)
738     {
739     int sacrifice_count,i;
740     char buf[MAX_BUF];
741    
742     if (weapon->level!=0) {
743     new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
744     return 0;
745     }
746     for (i=0; i<NROFATTACKS; i++)
747     if (weapon->resist[i]) break;
748    
749     /* If we break out, i will be less than nrofattacks, preventing
750     * improvement of items that already have protections.
751     */
752     if (i<NROFATTACKS ||
753     weapon->stats.hp || /* regeneration */
754     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755     weapon->stats.exp || /* speed */
756     weapon->stats.ac) /* AC - only taifu's I think */
757     {
758     new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
759     return 0;
760     }
761     sacrifice_count=check_sacrifice(op,improver);
762     if (sacrifice_count<=0)
763     return 0;
764     weapon->level=isqrt(sacrifice_count);
765     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766     eat_item(op, improver->slaying, sacrifice_count);
767    
768     new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
769     weapon->name,weapon->level);
770    
771     sprintf(buf,"%s's %s",op->name,weapon->name);
772     FREE_AND_COPY(weapon->name, buf);
773     FREE_AND_COPY(weapon->name_pl, buf);
774     weapon->nrof=0; /* prevents preparing n weapons in the same
775     slot at once! */
776     decrease_ob(improver);
777     weapon->last_eat=0;
778     return 1;
779     }
780    
781    
782     /**
783     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784     * This is the new improve weapon code.
785     * Returns 0 if it was not able to work for some reason.
786     *
787     * Checks if weapon was prepared, if enough potions on the floor, ...
788     *
789     * We are hiding extra information about the weapon in the level and
790     * last_eat numbers for an object. Hopefully this won't break anything ??
791     * level == max improve last_eat == current improve
792     */
793     int improve_weapon(object *op,object *improver,object *weapon)
794     {
795     int sacrifice_count, sacrifice_needed=0;
796    
797     if(improver->stats.sp==IMPROVE_PREPARE) {
798     return prepare_weapon(op, improver, weapon);
799     }
800     if (weapon->level==0) {
801     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
802     return 0;
803     }
804     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
805     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
806     return 0;
807     }
808     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
809     !check_weapon_power(op, weapon->last_eat+1)) {
810     new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
811     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
812     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
813     return 0;
814     }
815     /* This just increases damage by 5 points, no matter what. No sacrifice
816     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817     * don't put any maximum value on damage - the limit is how much the
818     * weapon can be improved.
819     */
820     if (improver->stats.sp==IMPROVE_DAMAGE) {
821     weapon->stats.dam += 5;
822     weapon->weight += 5000; /* 5 KG's */
823     new_draw_info_format(NDI_UNIQUE, 0, op,
824     "Damage has been increased by 5 to %d", weapon->stats.dam);
825     weapon->last_eat++;
826    
827     weapon->item_power++;
828     decrease_ob(improver);
829     return 1;
830     }
831     if (improver->stats.sp == IMPROVE_WEIGHT) {
832     /* Reduce weight by 20% */
833     weapon->weight = (weapon->weight * 8)/10;
834     if (weapon->weight < 1) weapon->weight = 1;
835     new_draw_info_format(NDI_UNIQUE, 0, op,
836     "Weapon weight reduced to %6.1f kg",
837     (float)weapon->weight/1000.0);
838     weapon->last_eat++;
839     weapon->item_power++;
840     decrease_ob(improver);
841     return 1;
842     }
843     if (improver->stats.sp == IMPROVE_ENCHANT) {
844     weapon->magic++;
845     weapon->last_eat++;
846     new_draw_info_format(NDI_UNIQUE, 0, op
847     ,"Weapon magic increased to %d",weapon->magic);
848     decrease_ob(improver);
849     weapon->item_power++;
850     return 1;
851     }
852    
853     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
854     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
855     weapon->stats.Wis;
856    
857     if (sacrifice_needed<1)
858     sacrifice_needed =1;
859     sacrifice_needed *=2;
860    
861     sacrifice_count = check_sacrifice(op,improver);
862     if (sacrifice_count < sacrifice_needed) {
863     new_draw_info_format(NDI_UNIQUE, 0, op,
864     "You need at least %d %s", sacrifice_needed, improver->slaying);
865     return 0;
866     }
867     eat_item(op,improver->slaying, sacrifice_needed);
868     weapon->item_power++;
869    
870     switch (improver->stats.sp) {
871     case IMPROVE_STR:
872     return improve_weapon_stat(op,improver,weapon,
873     (signed char *) &(weapon->stats.Str),
874     1, "strength");
875     case IMPROVE_DEX:
876     return improve_weapon_stat(op,improver,weapon,
877     (signed char *) &(weapon->stats.Dex),
878     1, "dexterity");
879     case IMPROVE_CON:
880     return improve_weapon_stat(op,improver,weapon,
881     (signed char *) &(weapon->stats.Con),
882     1, "constitution");
883     case IMPROVE_WIS:
884     return improve_weapon_stat(op,improver,weapon,
885     (signed char *) &(weapon->stats.Wis),
886     1, "wisdom");
887     case IMPROVE_CHA:
888     return improve_weapon_stat(op,improver,weapon,
889     (signed char *) &(weapon->stats.Cha),
890     1, "charisma");
891     case IMPROVE_INT:
892     return improve_weapon_stat(op,improver,weapon,
893     (signed char *) &(weapon->stats.Int),
894     1, "intelligence");
895     case IMPROVE_POW:
896     return improve_weapon_stat(op,improver,weapon,
897     (signed char *) &(weapon->stats.Pow),
898     1, "power");
899     default:
900     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
901     }
902     LOG(llevError,"improve_weapon: Got to end of function\n");
903     return 0;
904     }
905    
906     /**
907     * Handles the applying of improve/prepare/enchant weapon scroll.
908     * Checks a few things (not on a non-magic square, marked weapon, ...),
909     * then calls improve_weapon to do the dirty work.
910     */
911     int check_improve_weapon (object *op, object *tmp)
912     {
913     object *otmp;
914    
915     if(op->type!=PLAYER)
916     return 0;
917     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919     return 0;
920     }
921     otmp=find_marked_object(op);
922     if(!otmp) {
923     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924     return 0;
925     }
926     if (otmp->type != WEAPON && otmp->type != BOW) {
927     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
928     return 0;
929     }
930     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
931     improve_weapon(op,tmp,otmp);
932     esrv_send_item(op, otmp);
933     return 1;
934     }
935    
936     /**
937     * This code deals with the armour improvment scrolls.
938     * Change limits on improvement - let players go up to
939     * +5 no matter what level, but they are limited by item
940     * power.
941     * Try to use same improvement code as in the common/treasure.c
942     * file, so that if you make a +2 full helm, it will be just
943     * the same as one you find in a shop.
944     *
945     * deprecated comment:
946     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
947     * only 'enchantment' of armour is possible - improving
948     * the stats of a player w/ armour as well as a weapon
949     * will probably horribly unbalance the game. Magic enchanting
950     * depends on the level of the character - ie the plus
951     * value (magic) of the armour can never be increased beyond
952     * the level of the character / 10 -- rounding upish, nor may
953     * the armour value of the piece of equipment exceed either
954     * the users level or 90)
955     * Modified by MSW for partial resistance. Only support
956     * changing of physical area right now.
957     */
958     int improve_armour(object *op, object *improver, object *armour)
959     {
960     object *tmp;
961    
962     if (armour->magic >= settings.armor_max_enchant) {
963     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964     return 0;
965     }
966     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967     * etc), so take the easy way out and don't worry about it.
968     * Note - maybe add scrolls which make the random artifact versions (eg, armour
969     * of gnarg and what not?)
970     */
971     if (armour->title) {
972     new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973     return 0;
974     }
975    
976     /* Split objects if needed. Can't insert tmp until the
977     * end of this function - otherwise it will just re-merge.
978     */
979     if(armour->nrof > 1)
980     tmp = get_split_ob(armour,armour->nrof - 1);
981     else
982     tmp = NULL;
983    
984     armour->magic++;
985    
986     if ( !settings.armor_speed_linear )
987     {
988     int base = 100;
989     int pow = 0;
990     while ( pow < armour->magic )
991     {
992     base = base - ( base * settings.armor_speed_improvement ) / 100;
993     pow++;
994     }
995    
996     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
997     }
998     else
999     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
1000    
1001     if ( !settings.armor_weight_linear )
1002     {
1003     int base = 100;
1004     int pow = 0;
1005     while ( pow < armour->magic )
1006     {
1007     base = base - ( base * settings.armor_weight_reduction ) / 100;
1008     pow++;
1009     }
1010    
1011     armour->weight = ( armour->arch->clone.weight * base ) / 100;
1012     }
1013     else
1014     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1015    
1016     if ( armour->weight <= 0 )
1017     {
1018     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1019     armour->weight = 1;
1020     }
1021    
1022     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1023    
1024     if (op->type == PLAYER) {
1025     esrv_send_item(op, armour);
1026     if(QUERY_FLAG(armour, FLAG_APPLIED))
1027     fix_player(op);
1028     }
1029     decrease_ob(improver);
1030     if (tmp) {
1031     insert_ob_in_ob(tmp, op);
1032     esrv_send_item(op, tmp);
1033     }
1034     return 1;
1035     }
1036    
1037    
1038     /*
1039     * convert_item() returns 1 if anything was converted, 0 if the item was not
1040     * what the converter wants, -1 if the converter is broken.
1041     */
1042     #define CONV_FROM(xyz) xyz->slaying
1043     #define CONV_TO(xyz) xyz->other_arch
1044     #define CONV_NR(xyz) xyz->stats.sp
1045     #define CONV_NEED(xyz) xyz->stats.food
1046    
1047     /* Takes one items and makes another.
1048     * converter is the object that is doing the conversion.
1049     * item is the object that triggered the converter - if it is not
1050     * what the converter wants, this will not do anything.
1051     */
1052     int convert_item(object *item, object *converter) {
1053     int nr=0;
1054     object *tmp;
1055     int is_in_shop;
1056     uint32 price_in;
1057    
1058     for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1059     tmp != NULL;
1060     tmp = tmp->above) {
1061     if(tmp->type == SHOP_FLOOR)
1062     break;
1063     }
1064     is_in_shop = (tmp != NULL);
1065    
1066     /* We make some assumptions - we assume if it takes money as it type,
1067     * it wants some amount. We don't make change (ie, if something costs
1068     * 3 gp and player drops a platinum, tough luck)
1069     */
1070     if (!strcmp(CONV_FROM(converter),"money")) {
1071     int cost;
1072    
1073     if(item->type!=MONEY)
1074     return 0;
1075    
1076     nr=(item->nrof*item->value)/CONV_NEED(converter);
1077     if (!nr) return 0;
1078     cost=nr*CONV_NEED(converter)/item->value;
1079     /* take into account rounding errors */
1080     if (nr*CONV_NEED(converter)%item->value) cost++;
1081     decrease_ob_nr(item, cost);
1082    
1083     price_in = cost*item->value;
1084     }
1085     else {
1086     if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1087     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1088     return 0;
1089    
1090     if(CONV_NEED(converter)) {
1091     nr=item->nrof/CONV_NEED(converter);
1092     decrease_ob_nr(item,nr*CONV_NEED(converter));
1093     price_in = nr*CONV_NEED(converter)*item->value;
1094     } else {
1095     price_in = item->value;
1096     remove_ob(item);
1097     free_object(item);
1098     }
1099     }
1100    
1101     if (converter->inv != NULL) {
1102     object *ob;
1103     int i;
1104     object *ob_to_copy;
1105    
1106     /* select random object from inventory to copy */
1107     ob_to_copy = converter->inv;
1108     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1109     if (rndm(0, i) == 0) {
1110     ob_to_copy = ob;
1111     }
1112     }
1113     item = object_create_clone(ob_to_copy);
1114     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115     unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116     } else {
1117     if (converter->other_arch == NULL) {
1118     LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119     return -1;
1120     }
1121    
1122     item = object_create_arch(converter->other_arch);
1123     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1124     }
1125    
1126     if(CONV_NR(converter))
1127     item->nrof=CONV_NR(converter);
1128     if(nr)
1129     item->nrof*=nr;
1130     if(is_in_shop)
1131     SET_FLAG(item,FLAG_UNPAID);
1132     else if(price_in < item->nrof*item->value) {
1133     LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134     converter->name, converter->map->path, converter->x, converter->y, price_in,
1135     item->nrof*item->value, item->name);
1136     /**
1137     * elmex: we are going to let the game continue, as the mapcreator
1138     * propably had something in mind when doing this
1139     */
1140     }
1141     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1142     return 1;
1143     }
1144    
1145     /**
1146     * Handle apply on containers.
1147     * By Eneq(@csd.uu.se).
1148     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149     * added the alchemical cauldron to the code -b.t.
1150     */
1151    
1152     int apply_container (object *op, object *sack)
1153     {
1154     char buf[MAX_BUF];
1155     object *tmp;
1156    
1157     if(op->type!=PLAYER)
1158     return 0; /* This might change */
1159    
1160     if (sack==NULL || sack->type != CONTAINER) {
1161     LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1162     return 0;
1163     }
1164     op->contr->last_used = NULL;
1165     op->contr->last_used_id = 0;
1166    
1167     if (sack->env!=op) {
1168     if (sack->other_arch == NULL || sack->env != NULL) {
1169     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170     return 1;
1171     }
1172     /* It's on the ground, the problems begin */
1173     if (op->container != sack) {
1174     /* it's closed OR some player has opened it */
1175     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177     tmp && tmp->container != sack; tmp=tmp->above);
1178     if (tmp) {
1179     /* some other player have opened it */
1180     new_draw_info_format(NDI_UNIQUE, 0, op,
1181     "%s is already occupied.", query_name(sack));
1182     return 1;
1183     }
1184     }
1185     }
1186     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187     if (op->container == NULL) {
1188     tmp = arch_to_object (sack->other_arch);
1189     /* not good, but insert_ob_in_ob() is too smart */
1190     CLEAR_FLAG (tmp, FLAG_REMOVED);
1191     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192     tmp->map = NULL;
1193     tmp->env = sack;
1194     if (sack->inv)
1195     sack->inv->above = tmp;
1196     tmp->below = sack->inv;
1197     tmp->above = NULL;
1198     sack->inv = tmp;
1199     sack->move_off = MOVE_ALL; /* trying force closing it */
1200     } else {
1201     sack->move_off = 0;
1202     tmp = sack->inv;
1203     if (tmp && tmp->type == CLOSE_CON) {
1204     remove_ob(tmp);
1205     free_object (tmp);
1206     }
1207     }
1208     }
1209     }
1210    
1211     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212     if (op->container) {
1213     if (op->container != sack) {
1214     tmp = op->container;
1215     apply_container (op, tmp);
1216     sprintf (buf, "You close %s and open ", query_name(tmp));
1217     op->container = sack;
1218     strcat (buf, query_name(sack));
1219     strcat (buf, ".");
1220     } else {
1221     CLEAR_FLAG (sack, FLAG_APPLIED);
1222     op->container = NULL;
1223     sprintf (buf, "You close %s.", query_name(sack));
1224     }
1225     } else {
1226     CLEAR_FLAG (sack, FLAG_APPLIED);
1227     sprintf (buf, "You open %s.", query_name(sack));
1228     SET_FLAG (sack, FLAG_APPLIED);
1229     op->container = sack;
1230     }
1231     } else { /* not applied */
1232     if (sack->slaying) { /* it's locked */
1233     tmp = find_key(op, op, sack);
1234     if (tmp) {
1235     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236     SET_FLAG (sack, FLAG_APPLIED);
1237     if (sack->env == NULL) { /* if it's on ground,open it also */
1238     new_draw_info (NDI_UNIQUE,0,op, buf);
1239     apply_container (op, sack);
1240     return 1;
1241     }
1242     } else {
1243     sprintf (buf, "You don't have the key to unlock %s.",
1244     query_name(sack));
1245     }
1246     } else {
1247     sprintf (buf, "You readied %s.", query_name(sack));
1248     SET_FLAG (sack, FLAG_APPLIED);
1249     if (sack->env == NULL) { /* if it's on ground,open it also */
1250     new_draw_info (NDI_UNIQUE, 0, op, buf);
1251     apply_container (op, sack);
1252     return 1;
1253     }
1254     }
1255     }
1256     new_draw_info (NDI_UNIQUE, 0, op, buf);
1257     if (op->contr) op->contr->socket.update_look=1;
1258     return 1;
1259     }
1260    
1261     /**
1262     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263     * the player has in their inventory, eg, sacks, luggages, etc.
1264     *
1265     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266     * This version is for client/server mode.
1267     * op is the player, sack is the container the player is opening or closing.
1268     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269     *
1270     * Reminder - there are three states for any container - closed (non applied),
1271     * applied (not open, but objects that match get tossed into it), and open
1272     * (applied flag set, and op->container points to the open container)
1273     */
1274    
1275     int esrv_apply_container (object *op, object *sack)
1276     {
1277     object *tmp=op->container;
1278     if(op->type!=PLAYER)
1279     return 0; /* This might change */
1280    
1281     if (sack==NULL || sack->type != CONTAINER) {
1282     LOG (llevError,
1283     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284     return 0;
1285     }
1286    
1287     /* If we have a currently open container, then it needs to be closed in all cases
1288     * if we are opening this one up. We then fall through if appropriate for
1289     * openening the new container.
1290     */
1291    
1292     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293     if (op->container->env != op) { /* if container is on the ground */
1294     op->container->move_off = 0;
1295     }
1296     /* Lauwenmark: Handle for plugin close event */
1297     if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298     return 1;
1299    
1300     new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301     query_name(op->container));
1302     CLEAR_FLAG(op->container, FLAG_APPLIED);
1303     op->container=NULL;
1304     esrv_update_item (UPD_FLAGS, op, tmp);
1305     if (tmp == sack) return 1;
1306     }
1307    
1308    
1309     /* If the player is trying to open it (which he must be doing if we got here),
1310     * and it is locked, check to see if player has the equipment to open it.
1311     */
1312    
1313     if (sack->slaying) { /* it's locked */
1314     tmp=find_key(op, op, sack);
1315     if (tmp) {
1316     new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317     } else {
1318     new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319     query_name(sack));
1320     return 0;
1321     }
1322     }
1323    
1324     /* By the time we get here, we have made sure any other container has been closed and
1325     * if this is a locked container, the player they key to open it.
1326     */
1327    
1328     /* There are really two cases - the sack is either on the ground, or the sack is
1329     * part of the players inventory. If on the ground, we assume that the player is
1330     * opening it, since if it was being closed, that would have been taken care of above.
1331     */
1332    
1333    
1334     if (sack->env != op) {
1335     /* Hypothetical case - the player is trying to open a sack that belong to someone
1336     * else. This normally should not happen, but a misbehaving client/player could
1337     * try to do it, so lets handle it gracefully.
1338     */
1339     if (sack->env) {
1340     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341     query_name(sack));
1342     return 0;
1343     }
1344     /* set these so when the player walks off, we can unapply the sack */
1345     sack->move_off = MOVE_ALL; /* trying force closing it */
1346    
1347     CLEAR_FLAG (sack, FLAG_APPLIED);
1348     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349     SET_FLAG (sack, FLAG_APPLIED);
1350     op->container = sack;
1351     esrv_update_item (UPD_FLAGS, op, sack);
1352     esrv_send_inventory (op, sack);
1353    
1354     } else { /* sack is in players inventory */
1355     if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356     CLEAR_FLAG (sack, FLAG_APPLIED);
1357     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358     SET_FLAG (sack, FLAG_APPLIED);
1359     op->container = sack;
1360     esrv_update_item (UPD_FLAGS, op, sack);
1361     esrv_send_inventory (op, sack);
1362     }
1363     else {
1364     CLEAR_FLAG (sack, FLAG_APPLIED);
1365     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366     SET_FLAG (sack, FLAG_APPLIED);
1367     esrv_update_item (UPD_FLAGS, op, sack);
1368     }
1369     }
1370     return 1;
1371     }
1372    
1373    
1374     /**
1375     * Handles dropping things on altar.
1376     * Returns true if sacrifice was accepted.
1377     */
1378     static int apply_altar (object *altar, object *sacrifice, object *originator)
1379     {
1380     /* Only players can make sacrifices on spell casting altars. */
1381     if (altar->inv && ( ! originator || originator->type != PLAYER))
1382     return 0;
1383    
1384     if (operate_altar (altar, &sacrifice)) {
1385     /* Simple check. Unfortunately, it means you can't cast magic bullet
1386     * with an altar. We call it a Potion - altars are stationary - it
1387     * is up to map designers to use them properly.
1388     */
1389     if (altar->inv && altar->inv->type==SPELL) {
1390     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1391     altar->inv->name);
1392     cast_spell (originator, altar, 0, altar->inv, NULL);
1393     /* If it is connected, push the button. Fixes some problems with
1394     * old maps.
1395     */
1396     /* push_button (altar);*/
1397     } else {
1398     altar->value = 1; /* works only once */
1399     push_button (altar);
1400     }
1401     return sacrifice == NULL;
1402     } else {
1403     return 0;
1404     }
1405     }
1406    
1407    
1408     /**
1409     * Handles 'movement' of shop mats.
1410     * Returns 1 if 'op' was destroyed, 0 if not.
1411     * Largely re-written to not use nearly as many gotos, plus
1412     * some of this code just looked plain out of date.
1413     * MSW 2001-08-29
1414     */
1415 elmex 1.2 int apply_shop_mat (object *shop_mat, object *op)
1416 elmex 1.1 {
1417     int rv = 0;
1418     double opinion;
1419     object *tmp, *next;
1420    
1421     SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1422    
1423     if (op->type != PLAYER) {
1424     /* Remove all the unpaid objects that may be carried here.
1425     * This could be pets or monsters that are somehow in
1426     * the shop.
1427     */
1428     for (tmp=op->inv; tmp; tmp=next) {
1429     next = tmp->below;
1430     if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1431     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432    
1433     remove_ob(tmp);
1434     if (i==-1) i=0;
1435     tmp->map = op->map;
1436     tmp->x = op->x + freearr_x[i];
1437     tmp->y = op->y + freearr_y[i];
1438     insert_ob_in_map(tmp, op->map, op, 0);
1439     }
1440     }
1441    
1442     /* Don't teleport things like spell effects */
1443     if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1444    
1445     /* unpaid objects, or non living objects, can't transfer by
1446     * shop mats. Instead, put it on a nearby space.
1447     */
1448     if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1449    
1450     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1451     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1452     if (i != -1) {
1453     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454     shop_mat);
1455     }
1456     return 0;
1457     }
1458     /* Removed code that checked for multipart objects - it appears that
1459     * the teleport function should be able to handle this just fine.
1460     */
1461     rv = teleport (shop_mat, SHOP_MAT, op);
1462     }
1463     /* immediate block below is only used for players */
1464     else if (can_pay(op)) {
1465     get_payment (op, op->inv);
1466     rv = teleport (shop_mat, SHOP_MAT, op);
1467     if (shop_mat->msg) {
1468     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469     }
1470     /* This check below is a bit simplistic - generally it should be correct,
1471     * but there is never a guarantee that the bottom space on the map is
1472     * actually the shop floor.
1473     */
1474     else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475     && tmp->type != SHOP_FLOOR) {
1476     opinion = shopkeeper_approval(op->map, op);
1477     if ( opinion > 0.9)
1478     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479     else if ( opinion > 0.75)
1480     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481     else if ( opinion > 0.5)
1482     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483     else
1484     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485     }
1486     }
1487     else {
1488     /* if we get here, a player tried to leave a shop but was not able
1489     * to afford the items he has. We try to move the player so that
1490     * they are not on the mat anymore
1491     */
1492    
1493     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494     if(i == -1) {
1495     LOG (llevError, "Internal shop-mat problem.\n");
1496     } else {
1497     remove_ob (op);
1498     op->x += freearr_x[i];
1499     op->y += freearr_y[i];
1500     rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1501     }
1502     }
1503     CLEAR_FLAG (op, FLAG_NO_APPLY);
1504     return rv;
1505     }
1506    
1507     /**
1508     * Handles applying a sign.
1509     */
1510     static void apply_sign (object *op, object *sign, int autoapply)
1511     {
1512     readable_message_type* msgType;
1513     char newbuf[HUGE_BUF];
1514     if (sign->msg == NULL) {
1515     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516     return;
1517     }
1518    
1519     if (sign->stats.food) {
1520     if (sign->last_eat >= sign->stats.food) {
1521     if (!sign->move_on)
1522     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523     return;
1524     }
1525    
1526     if (!QUERY_FLAG(op, FLAG_WIZPASS))
1527     sign->last_eat++;
1528     }
1529    
1530     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531     * No way to know for sure. The presumption is basically that if
1532     * move_on is zero, it needs to be manually applied (doesn't talk
1533     * to us).
1534     */
1535     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1536     new_draw_info (NDI_UNIQUE, 0, op,
1537     "You are unable to read while blind.");
1538     return;
1539     }
1540     msgType=get_readable_message_type(sign);
1541     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543     }
1544    
1545    
1546     /**
1547     * 'victim' moves onto 'trap'
1548     * 'victim' leaves 'trap'
1549     * effect is determined by move_on/move_off of trap and move_type of victime.
1550     *
1551     * originator: Player, monster or other object that caused 'victim' to move
1552     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553     * However, some types of traps require an originator to function.
1554     */
1555     void move_apply (object *trap, object *victim, object *originator)
1556     {
1557     static int recursion_depth = 0;
1558    
1559     /* Only exits affect DMs. */
1560     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561     return;
1562    
1563     /* move_apply() is the most likely candidate for causing unwanted and
1564     * possibly unlimited recursion.
1565     */
1566     /* The following was changed because it was causing perfeclty correct
1567     * maps to fail. 1) it's not an error to recurse:
1568     * rune detonates, summoning monster. monster lands on nearby rune.
1569     * nearby rune detonates. This sort of recursion is expected and
1570     * proper. This code was causing needless crashes.
1571     */
1572     if (recursion_depth >= 500) {
1573     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1575     trap->arch->name, trap->name, victim->arch->name, victim->name);
1576     return;
1577     }
1578     recursion_depth++;
1579     if (trap->head) trap=trap->head;
1580    
1581     /* Lauwenmark: Handle for plugin trigger event */
1582     if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1583     goto leave;
1584    
1585     switch (trap->type) {
1586     case PLAYERMOVER:
1587     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588     !should_director_abort(trap, victim)) {
1589     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590    
1591     /* Is this correct? From the docs, it doesn't look like it
1592     * should be divided by trap->speed
1593     */
1594     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595    
1596     /* Just put in some sanity check. I think there is a bug in the
1597     * above with some objects have zero speed, and thus the player
1598     * getting permanently paralyzed.
1599     */
1600     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602     }
1603     goto leave;
1604    
1605     case SPINNER:
1606     if(victim->direction) {
1607     victim->direction=absdir(victim->direction-trap->stats.sp);
1608     update_turn_face(victim);
1609     }
1610     goto leave;
1611    
1612     case DIRECTOR:
1613     if(victim->direction && !should_director_abort(trap, victim)) {
1614     victim->direction=trap->stats.sp;
1615     update_turn_face(victim);
1616     }
1617     goto leave;
1618    
1619     case BUTTON:
1620     case PEDESTAL:
1621     update_button(trap);
1622     goto leave;
1623    
1624     case ALTAR:
1625     /* sacrifice victim on trap */
1626     apply_altar (trap, victim, originator);
1627     goto leave;
1628    
1629     case THROWN_OBJ:
1630     if (trap->inv == NULL)
1631     goto leave;
1632     /* fallthrough */
1633    
1634     case ARROW:
1635    
1636     /* bad bug: monster throw a object, make a step forwards, step on object ,
1637     * trigger this here and get hit by own missile - and will be own enemy.
1638     * Victim then is his own enemy and will start to kill herself (this is
1639     * removed) but we have not synced victim and his missile. To avoid senseless
1640     * action, we avoid hits here
1641     */
1642     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643     hit_with_arrow (trap, victim);
1644     goto leave;
1645    
1646     case SPELL_EFFECT:
1647     apply_spell_effect(trap, victim);
1648     goto leave;
1649    
1650     case TRAPDOOR:
1651     {
1652     int max, sound_was_played;
1653     object *ab, *ab_next;
1654     if(!trap->value) {
1655     int tot;
1656     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1657     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1658     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659    
1660     if(!(trap->value=(tot>trap->weight)?1:0))
1661     goto leave;
1662    
1663     SET_ANIMATION(trap, trap->value);
1664     update_object(trap,UP_OBJ_FACE);
1665     }
1666    
1667     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1668     /* need to set this up, since if we do transfer the object,
1669     * ab->above would be bogus
1670     */
1671     ab_next = ab->above;
1672    
1673     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1674     if ( ! sound_was_played) {
1675     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676     sound_was_played = 1;
1677     }
1678     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1679     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1680     }
1681     }
1682     goto leave;
1683     }
1684    
1685    
1686     case CONVERTER:
1687     if (convert_item (victim, trap) < 0) {
1688     object *op;
1689    
1690     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1691    
1692     op = get_archetype("burnout");
1693     if (op != NULL) {
1694     op->x = trap->x;
1695     op->y = trap->y;
1696     insert_ob_in_map(op, trap->map, trap, 0);
1697     }
1698     }
1699     goto leave;
1700    
1701     case TRIGGER_BUTTON:
1702     case TRIGGER_PEDESTAL:
1703     case TRIGGER_ALTAR:
1704     check_trigger (trap, victim);
1705     goto leave;
1706    
1707     case DEEP_SWAMP:
1708     walk_on_deep_swamp (trap, victim);
1709     goto leave;
1710    
1711     case CHECK_INV:
1712     check_inv (victim, trap);
1713     goto leave;
1714    
1715     case HOLE:
1716     /* Hole not open? */
1717     if(trap->stats.wc > 0)
1718     goto leave;
1719    
1720     /* Is this a multipart monster and not the head? If so, return.
1721     * Processing will happen if the head runs into the pit
1722     */
1723     if (victim->head)
1724     goto leave;
1725    
1726     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729     goto leave;
1730    
1731     case EXIT:
1732     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1733     /* Basically, don't show exits leading to random maps the
1734     * players output.
1735     */
1736     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1737     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738     enter_exit (victim, trap);
1739     }
1740     goto leave;
1741    
1742     case ENCOUNTER:
1743     /* may be some leftovers on this */
1744     goto leave;
1745    
1746     case SHOP_MAT:
1747     apply_shop_mat (trap, victim);
1748     goto leave;
1749    
1750     /* Drop a certain amount of gold, and have one item identified */
1751     case IDENTIFY_ALTAR:
1752     apply_id_altar (victim, trap, originator);
1753     goto leave;
1754    
1755     case SIGN:
1756     if (victim->type != PLAYER && trap->stats.food > 0)
1757     goto leave; /* monsters musn't apply magic_mouths with counters */
1758    
1759     apply_sign (victim, trap, 1);
1760     goto leave;
1761    
1762     case CONTAINER:
1763     if (victim->type==PLAYER)
1764     (void) esrv_apply_container (victim, trap);
1765     else
1766     (void) apply_container (victim, trap);
1767     goto leave;
1768    
1769     case RUNE:
1770     case TRAP:
1771     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1772     spring_trap(trap, victim);
1773     }
1774     goto leave;
1775    
1776     default:
1777     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778     "handled in move_apply()\n", trap->name, trap->arch->name,
1779     trap->type);
1780     goto leave;
1781     }
1782    
1783     leave:
1784     recursion_depth--;
1785     }
1786    
1787     /**
1788     * Handles reading a regular (ie not containing a spell) book.
1789     */
1790     static void apply_book (object *op, object *tmp)
1791     {
1792     int lev_diff;
1793     object *skill_ob;
1794    
1795     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1796     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1797     return;
1798     }
1799     if(tmp->msg==NULL) {
1800     new_draw_info_format(NDI_UNIQUE, 0, op,
1801     "You open the %s and find it empty.", tmp->name);
1802     return;
1803     }
1804    
1805     /* need a literacy skill to read stuff! */
1806     skill_ob = find_skill_by_name(op, tmp->skill);
1807     if ( ! skill_ob) {
1808     new_draw_info(NDI_UNIQUE, 0,op,
1809     "You are unable to decipher the strange symbols.");
1810     return;
1811     }
1812     lev_diff = tmp->level - (skill_ob->level + 5);
1813     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1814     if (lev_diff < 2)
1815     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816     else if (lev_diff < 3)
1817     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818     else if (lev_diff < 5)
1819     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820     else if (lev_diff < 8)
1821     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822     else if (lev_diff < 15)
1823     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824     else
1825     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826     return;
1827     }
1828    
1829 root 1.9 readable_message_type* msgType = get_readable_message_type(tmp);
1830     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1831     msgType->message_type, msgType->message_subtype,
1832     "You open the %s and start reading.\n%s",
1833     "%s\n%s",
1834     long_desc(tmp,op), tmp->msg);
1835 elmex 1.1
1836     /* gain xp from reading */
1837     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1838     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1839     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1840     /*exp_gain *= 2; because they just identified it too */
1841     SET_FLAG(tmp,FLAG_IDENTIFIED);
1842     /* If in a container, update how it looks */
1843     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1844     else op->contr->socket.update_look=1;
1845     }
1846     change_exp(op,exp_gain, skill_ob->skill, 0);
1847     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848     }
1849     }
1850    
1851     /**
1852     * Handles the applying of a skill scroll, calling learn_skill straight.
1853     * op is the person learning the skill, tmp is the skill scroll object
1854     */
1855     static void apply_skillscroll (object *op, object *tmp)
1856     {
1857     switch ((int) learn_skill (op, tmp)) {
1858     case 0:
1859     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1860     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1861     return;
1862    
1863     case 1:
1864     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1865     tmp->skill);
1866     new_draw_info_format(NDI_UNIQUE, 0, op,
1867     "Type 'bind ready_skill %s",tmp->skill);
1868     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869     decrease_ob(tmp);
1870     return;
1871    
1872     default:
1873     new_draw_info_format(NDI_UNIQUE,0,op,
1874     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1875     decrease_ob(tmp);
1876     return;
1877     }
1878     }
1879    
1880     /**
1881     * Actually makes op learn spell.
1882     * Informs player of what happens.
1883     */
1884     void do_learn_spell (object *op, object *spell, int special_prayer)
1885     {
1886     object *tmp;
1887    
1888     if (op->type != PLAYER) {
1889     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890     return;
1891     }
1892    
1893     /* Upgrade special prayers to normal prayers */
1894     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1895     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1896     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897     return;
1898     }
1899     return;
1900     }
1901    
1902     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1903     tmp = get_object();
1904     copy_object(spell, tmp);
1905     insert_ob_in_ob(tmp, op);
1906    
1907     if (special_prayer) {
1908     SET_FLAG(tmp, FLAG_STARTEQUIP);
1909     }
1910    
1911     new_draw_info_format (NDI_UNIQUE, 0, op,
1912     "Type 'bind cast %s", spell->name);
1913     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914     esrv_add_spells(op->contr, tmp);
1915     }
1916    
1917     /**
1918     * Erases spell from player's inventory.
1919     */
1920     void do_forget_spell (object *op, const char *spell)
1921     {
1922     object *spob;
1923    
1924     if (op->type != PLAYER) {
1925     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926     return;
1927     }
1928     if ( (spob=check_spell_known (op, spell)) == NULL) {
1929     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930     return;
1931     }
1932    
1933     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1934     "You lose knowledge of %s.", spell);
1935     player_unready_range_ob(op->contr, spob);
1936     esrv_remove_spell(op->contr, spob);
1937     remove_ob(spob);
1938     free_object(spob);
1939     }
1940    
1941     /**
1942     * Handles player applying a spellbook.
1943     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944     * stuff like that. Random learning failure too.
1945     */
1946     static void apply_spellbook (object *op, object *tmp)
1947     {
1948     object *skop, *spell, *spell_skill;
1949    
1950     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1951     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1952     return;
1953     }
1954    
1955     /* artifact_spellbooks have 'slaying' field point to a spell name,
1956     * instead of having their spell stored in stats.sp. These are
1957     * legacy spellbooks
1958     */
1959    
1960     if(tmp->slaying != NULL) {
1961     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1962     if (!spell) {
1963     new_draw_info_format(NDI_UNIQUE, 0, op,
1964     "The book's formula for %s is incomplete", tmp->slaying);
1965     return;
1966     }
1967     else
1968     insert_ob_in_ob(spell, tmp);
1969     free_string(tmp->slaying);
1970     tmp->slaying=NULL;
1971     }
1972    
1973     skop = find_skill_by_name(op, tmp->skill);
1974    
1975     /* need a literacy skill to learn spells. Also, having a literacy level
1976     * lower than the spell will make learning the spell more difficult */
1977     if ( !skop) {
1978     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979     return;
1980     }
1981    
1982     spell = tmp->inv;
1983     if (!spell) {
1984     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1985     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1986     return;
1987     }
1988     if (spell->level > (skop->level+10)) {
1989     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990     return;
1991     }
1992    
1993     new_draw_info_format(NDI_UNIQUE, 0, op,
1994     "The spellbook contains the %s level spell %s.",
1995     get_levelnumber(spell->level), spell->name);
1996    
1997     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1998     identify(tmp);
1999     if (tmp->env)
2000     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2001     else
2002     op->contr->socket.update_look=1;
2003     }
2004    
2005     /* I removed the check for special_prayer_mark here - it didn't make
2006     * a lot of sense - special prayers are not found in spellbooks, and
2007     * if the player doesn't know the spell, doesn't make a lot of sense that
2008     * they would have a special prayer mark.
2009     */
2010     if (check_spell_known (op, spell->name)) {
2011     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012     return;
2013     }
2014    
2015     if (spell->skill) {
2016     spell_skill = find_skill_by_name(op, spell->skill);
2017     if (!spell_skill) {
2018     new_draw_info_format(NDI_UNIQUE, 0, op,
2019     "You lack the skill %s to use this spell",
2020     spell->skill);
2021     return;
2022     }
2023     if (spell_skill->level < spell->level) {
2024     new_draw_info_format(NDI_UNIQUE, 0, op,
2025     "You need to be level %d in %s to learn this spell.",
2026     spell->level, spell->skill);
2027     return;
2028     }
2029     }
2030    
2031     /* Logic as follows
2032     *
2033     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034     *
2035     * 2- The learner's skill level in literacy adjusts the chance to learn
2036     * a spell.
2037     *
2038     * 3 -Automatically fail to learn if you read while confused
2039     *
2040     * Overall, chances are the same but a player will find having a high
2041     * literacy rate very useful! -b.t.
2042     */
2043     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2044     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2045     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2046     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2047     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2048     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2049    
2050     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2051     do_learn_spell (op, spell, 0);
2052    
2053     /* xp gain to literacy for spell learning */
2054     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2056     } else {
2057     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2058     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059     }
2060     decrease_ob(tmp);
2061     }
2062    
2063     /**
2064     * Handles applying a spell scroll.
2065     */
2066     void apply_scroll (object *op, object *tmp, int dir)
2067     {
2068     object *skop;
2069    
2070     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2071     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2072     return;
2073     }
2074    
2075     if (!tmp->inv || tmp->inv->type != SPELL) {
2076     new_draw_info (NDI_UNIQUE, 0, op,
2077     "The scroll just doesn't make sense!");
2078     return;
2079     }
2080    
2081     if(op->type==PLAYER) {
2082     /* players need a literacy skill to read stuff! */
2083     int exp_gain=0;
2084    
2085     /* hard code literacy - tmp->skill points to where the exp
2086     * should go for anything killed by the spell.
2087     */
2088     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2089    
2090     if ( ! skop) {
2091     new_draw_info(NDI_UNIQUE, 0,op,
2092     "You are unable to decipher the strange symbols.");
2093     return;
2094     }
2095    
2096     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2097     change_exp(op,exp_gain, skop->skill, 0);
2098     }
2099    
2100     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2101     identify(tmp);
2102    
2103     new_draw_info_format(NDI_BLACK, 0, op,
2104     "The scroll of %s turns to dust.", tmp->inv->name);
2105    
2106    
2107     cast_spell(op,tmp,dir,tmp->inv, NULL);
2108     decrease_ob(tmp);
2109     }
2110    
2111     /**
2112     * Applies a treasure object - by default, chest. op
2113     * is the person doing the applying, tmp is the treasure
2114     * chest.
2115     */
2116     static void apply_treasure (object *op, object *tmp)
2117     {
2118     object *treas;
2119     tag_t tmp_tag = tmp->count, op_tag = op->count;
2120    
2121    
2122     /* Nice side effect of new treasure creation method is that the treasure
2123     * for the chest is done when the chest is created, and put into the chest
2124     * inventory. So that when the chest burns up, the items still exist. Also
2125     * prevents people fromt moving chests to more difficult maps to get better
2126     * treasure
2127     */
2128    
2129     treas = tmp->inv;
2130     if(treas==NULL) {
2131     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2132     decrease_ob(tmp);
2133     return;
2134     }
2135     while (tmp->inv) {
2136     treas = tmp->inv;
2137    
2138     remove_ob(treas);
2139     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140     query_name(treas));
2141    
2142     treas->x=op->x;
2143     treas->y=op->y;
2144     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2145    
2146     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2147     && QUERY_FLAG (op, FLAG_ALIVE))
2148     spring_trap (treas, op);
2149     /* If either player or container was destroyed, no need to do
2150     * further processing. I think this should be enclused with
2151     * spring trap above, as I don't think there is otherwise
2152     * any way for the treasure chest or player to get killed
2153     */
2154     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155     break;
2156     }
2157    
2158     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159     decrease_ob (tmp);
2160    
2161     }
2162    
2163     /**
2164     * op eats food.
2165     * If player, takes care of messages and dragon special food.
2166     */
2167     static void apply_food (object *op, object *tmp)
2168     {
2169     int capacity_remaining;
2170    
2171     if(op->type!=PLAYER)
2172     op->stats.hp=op->stats.maxhp;
2173     else {
2174     /* check if this is a dragon (player), eating some flesh */
2175     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2176     ;
2177     else {
2178     /* usual case - no dragon meal: */
2179     if(op->stats.food+tmp->stats.food>999) {
2180     if(tmp->type==FOOD || tmp->type==FLESH)
2181     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2182     else
2183     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2184     }
2185    
2186     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2187     char buf[MAX_BUF];
2188    
2189     if (!is_dragon_pl(op)) {
2190     /* eating message for normal players*/
2191     if(tmp->type==DRINK)
2192     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2193     else
2194     sprintf(buf,"The %s tasted %s",tmp->name,
2195     tmp->type==FLESH?"terrible!":"good.");
2196     }
2197     else {
2198     /* eating message for dragon players*/
2199     sprintf(buf,"The %s tasted terrible!",tmp->name);
2200     }
2201    
2202     new_draw_info(NDI_UNIQUE, 0,op,buf);
2203     capacity_remaining = 999 - op->stats.food;
2204     op->stats.food+=tmp->stats.food;
2205     if(capacity_remaining < tmp->stats.food)
2206     op->stats.hp += capacity_remaining / 50;
2207     else
2208     op->stats.hp+=tmp->stats.food/50;
2209     if(op->stats.hp>op->stats.maxhp)
2210     op->stats.hp=op->stats.maxhp;
2211     if (op->stats.food > 999)
2212     op->stats.food = 999;
2213     }
2214    
2215     /* special food hack -b.t. */
2216     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2217     eat_special_food(op,tmp);
2218     }
2219     }
2220     handle_apply_yield(tmp);
2221     decrease_ob(tmp);
2222     }
2223    
2224     /**
2225     * A dragon is eating some flesh. If the flesh contains resistances,
2226     * there is a chance for the dragon's skin to get improved.
2227     *
2228     * attributes:
2229     * object *op the object (dragon player) eating the flesh
2230     * object *meal the flesh item, getting chewed in dragon's mouth
2231     * return:
2232     * int 1 if eating successful, 0 if it doesn't work
2233     */
2234     int dragon_eat_flesh(object *op, object *meal) {
2235     object *skin = NULL; /* pointer to dragon skin force*/
2236     object *abil = NULL; /* pointer to dragon ability force*/
2237     object *tmp = NULL; /* tmp. object */
2238    
2239     char buf[MAX_BUF]; /* tmp. string buffer */
2240     double chance; /* improvement-chance of one resistance type */
2241     double totalchance=1; /* total chance of gaining one resistance */
2242     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2243     double mbonus=0; /* monster bonus */
2244     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245     int winners=0; /* number of winners */
2246     int i; /* index */
2247    
2248     /* let's make sure and doublecheck the parameters */
2249     if (meal->type!=FLESH || !is_dragon_pl(op))
2250     return 0;
2251    
2252     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253     from the player's inventory */
2254     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2255     if (tmp->type == FORCE) {
2256     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2257     skin = tmp;
2258     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2259     abil = tmp;
2260     }
2261     }
2262    
2263     /* if either skin or ability are missing, this is an old player
2264     which is not to be considered a dragon -> bail out */
2265     if (skin == NULL || abil == NULL) return 0;
2266    
2267     /* now start by filling stomache and health, according to food-value */
2268     if((999 - op->stats.food) < meal->stats.food)
2269     op->stats.hp += (999 - op->stats.food) / 50;
2270     else
2271     op->stats.hp += meal->stats.food/50;
2272     if(op->stats.hp>op->stats.maxhp)
2273     op->stats.hp=op->stats.maxhp;
2274    
2275     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2276    
2277     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2278    
2279     /* on to the interesting part: chances for adding resistance */
2280     for (i=0; i<NROFATTACKS; i++) {
2281     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2282     /* got positive resistance, now calculate improvement chance (0-100) */
2283    
2284     /* this bonus makes resistance increase easier at lower levels */
2285     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2286     if (i == abil->stats.exp)
2287     bonus += 5; /* additional bonus for resistance of ability-focus */
2288    
2289     /* monster bonus increases with level, because high-level
2290     flesh is too rare */
2291     mbonus = op->level * 20. / ((double)settings.max_level);
2292    
2293     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2294     ((double)settings.max_level)) - skin->resist[i];
2295    
2296     if (chance >= 0.)
2297     chance += 1.;
2298     else
2299     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2300    
2301     /* chance is proportional to amount of resistance (max. 50) */
2302     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2303    
2304     /* doubled chance for resistance of ability-focus */
2305     if (i == abil->stats.exp)
2306     chance = MIN(100., chance*2.);
2307    
2308     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309     if (RANDOM()%10000 < (int)(chance*100)) {
2310     atnr_winner[winners] = i;
2311     winners++;
2312     }
2313    
2314     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2315    
2316     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2317     }
2318     }
2319    
2320     /* inverse totalchance as until now we have the failure-chance */
2321     totalchance = 100 - totalchance*100;
2322     /* print message according to totalchance */
2323     if (totalchance > 50.)
2324     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2325     else if (totalchance > 10.)
2326     sprintf(buf, "The %s tasted very good.", meal->name);
2327     else if (totalchance > 1.)
2328     sprintf(buf, "The %s tasted good.", meal->name);
2329     else if (totalchance > 0.1)
2330     sprintf(buf, "The %s tasted bland.", meal->name);
2331     else if (totalchance >= 0.01)
2332     sprintf(buf, "The %s had a boring taste.", meal->name);
2333     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2334     sprintf(buf, "The %s tasted strange.", meal->name);
2335     else
2336     sprintf(buf, "The %s had no taste.", meal->name);
2337     new_draw_info(NDI_UNIQUE, 0, op, buf);
2338    
2339     /* now choose a winner if we have any */
2340     i = -1;
2341     if (winners>0)
2342     i = atnr_winner[RANDOM()%winners];
2343    
2344     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2345     /* resistance increased! */
2346     skin->resist[i]++;
2347     fix_player(op);
2348    
2349     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2350     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2351     }
2352    
2353     /* if this flesh contains a new ability focus, we mark it
2354     into the ability_force and it will take effect on next level */
2355     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2356     && meal->last_eat != abil->last_eat) {
2357     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358    
2359     if (meal->last_eat != abil->stats.exp) {
2360     sprintf(buf, "Your metabolism prepares to focus on %s!",
2361     change_resist_msg[meal->last_eat]);
2362     new_draw_info(NDI_UNIQUE, 0, op, buf);
2363     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2364     new_draw_info(NDI_UNIQUE, 0, op, buf);
2365     }
2366     else {
2367     sprintf(buf, "Your metabolism will continue to focus on %s.",
2368     change_resist_msg[meal->last_eat]);
2369     new_draw_info(NDI_UNIQUE, 0, op, buf);
2370     abil->last_eat = 0;
2371     }
2372     }
2373     return 1;
2374     }
2375    
2376     static void apply_savebed (object *pl)
2377     {
2378     #ifndef COZY_SERVER
2379     if(!pl->contr->name_changed||!pl->stats.exp) {
2380     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2381     return;
2382     }
2383     #endif
2384     /* Need to call terminate_all_pets() before we remove the player ob */
2385     terminate_all_pets(pl);
2386     remove_ob(pl);
2387     pl->direction=0;
2388     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389     "%s leaves the game.",pl->name);
2390    
2391     /* update respawn position */
2392     strcpy(pl->contr->savebed_map, pl->map->path);
2393     pl->contr->bed_x = pl->x;
2394     pl->contr->bed_y = pl->y;
2395    
2396     strcpy(pl->contr->killer,"left");
2397     check_score(pl); /* Always check score */
2398     (void)save_player(pl,0);
2399     pl->map->players--;
2400     #if MAP_MAXTIMEOUT
2401     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402     #endif
2403     play_again(pl);
2404     pl->speed = 0;
2405     update_ob_speed(pl);
2406     }
2407    
2408     /**
2409     * Handles applying an improve armor scroll.
2410     * Does some sanity checks, then calls improve_armour.
2411     */
2412     static void apply_armour_improver (object *op, object *tmp)
2413     {
2414     object *armor;
2415    
2416     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2417     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2418     return;
2419     }
2420     armor=find_marked_object(op);
2421     if ( ! armor) {
2422     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423     return;
2424     }
2425     if (armor->type != ARMOUR
2426     && armor->type != CLOAK
2427     && armor->type != BOOTS && armor->type != GLOVES
2428     && armor->type != BRACERS && armor->type != SHIELD
2429     && armor->type != HELMET)
2430     {
2431     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2432     return;
2433     }
2434    
2435     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2436     improve_armour(op,tmp,armor);
2437     }
2438    
2439    
2440     extern void apply_poison (object *op, object *tmp)
2441     {
2442     if (op->type == PLAYER) {
2443     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2444     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2445     strcpy(op->contr->killer,"poisonous booze");
2446     }
2447     if (tmp->stats.hp > 0) {
2448     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2449     tmp->stats.hp);
2450     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2451     }
2452     op->stats.food-=op->stats.food/4;
2453     handle_apply_yield(tmp);
2454     decrease_ob(tmp);
2455     }
2456    
2457     /**
2458     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459     * A valid 2 way exit means:
2460     * -You can come back (there is another exit at the other side)
2461     * -You are
2462     * ° the owner of the exit
2463     * ° or in the same party as the owner
2464     *
2465     * Note: a owner in a 2 way exit is saved as the owner's name
2466     * in the field exit->name cause the field exit->owner doesn't
2467     * survive in the swapping (in fact the whole exit doesn't survive).
2468     */
2469     int is_legal_2ways_exit (object* op, object *exit)
2470     {
2471     object * tmp;
2472     object * exit_owner;
2473     player * pp;
2474     mapstruct * exitmap;
2475     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2476     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2477     /* To know if an exit has a correspondant, we look at
2478     * all the exits in destination and try to find one with same path as
2479     * the current exit's position */
2480     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2481     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483     if (exitmap)
2484     {
2485     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2486     if (!tmp) return 0;
2487     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2488     {
2489     if (tmp->type!=EXIT) continue; /*Not an exit*/
2490     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2491     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2492     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2493    
2494     /* From here we have found the exit is valid. However we do
2495     * here the check of the exit owner. It is important for the
2496     * town portals to prevent strangers from visiting your appartments
2497     */
2498     if (!exit->race) return 1; /*No owner, free for all!*/
2499     exit_owner=NULL;
2500     for (pp=first_player;pp;pp=pp->next)
2501     {
2502     if (!pp->ob) continue;
2503     if (pp->ob->name!=exit->race) continue;
2504     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2505     break;
2506     }
2507     if (!exit_owner) return 0; /* No more owner*/
2508     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2509     if ( exit_owner && /*There is a owner*/
2510     (op->contr) && /*A player tries to pass */
2511     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2512     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2513     return 0;
2514     return 1;
2515     }
2516     }
2517     return 0;
2518     }
2519    
2520    
2521     /**
2522     * Main apply handler.
2523     *
2524     * Checks for unpaid items before applying.
2525     *
2526     * Return value:
2527     * 0: player or monster can't apply objects of that type
2528     * 1: has been applied, or there was an error applying the object
2529     * 2: objects of that type can't be applied if not in inventory
2530     *
2531     * op is the object that is causing object to be applied, tmp is the object
2532     * being applied.
2533     *
2534     * aflag is special (always apply/unapply) flags. Nothing is done with
2535     * them in this function - they are passed to apply_special
2536     */
2537    
2538     int manual_apply (object *op, object *tmp, int aflag)
2539     {
2540     if (tmp->head) tmp=tmp->head;
2541    
2542     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2543     if (op->type == PLAYER) {
2544     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2545     return 1;
2546     } else {
2547     return 0; /* monsters just skip unpaid items */
2548     }
2549     }
2550    
2551    
2552     /* Lauwenmark: Handle for plugin apply event */
2553 root 1.8 //TODO: remove
2554 elmex 1.1 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2555     return 1;
2556    
2557 root 1.8 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2558     return 1;
2559    
2560 elmex 1.1 switch (tmp->type) {
2561    
2562     case TRANSPORT:
2563     return apply_transport(op, tmp, aflag);
2564    
2565     case CF_HANDLE:
2566     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568     tmp->value=tmp->value?0:1;
2569     SET_ANIMATION(tmp, tmp->value);
2570     update_object(tmp,UP_OBJ_FACE);
2571     push_button(tmp);
2572     return 1;
2573    
2574     case TRIGGER:
2575     if (check_trigger (tmp, op)) {
2576     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578     } else {
2579     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580     }
2581     return 1;
2582    
2583     case EXIT:
2584     if (op->type != PLAYER)
2585     return 0;
2586     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2587     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2588     query_name(tmp));
2589     } else {
2590     /* Don't display messages for random maps. */
2591     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2592     strncmp(EXIT_PATH(tmp), "/random/", 8))
2593     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2594     enter_exit(op,tmp);
2595     }
2596     return 1;
2597    
2598     case SIGN:
2599     apply_sign (op, tmp, 0);
2600     return 1;
2601    
2602     case BOOK:
2603     if (op->type == PLAYER) {
2604     apply_book (op, tmp);
2605     return 1;
2606     } else {
2607     return 0;
2608     }
2609    
2610     case SKILLSCROLL:
2611     if (op->type == PLAYER) {
2612     apply_skillscroll (op, tmp);
2613     return 1;
2614     }
2615     return 0;
2616    
2617     case SPELLBOOK:
2618     if (op->type == PLAYER) {
2619     apply_spellbook (op, tmp);
2620     return 1;
2621     }
2622     return 0;
2623    
2624     case SCROLL:
2625     apply_scroll (op, tmp, 0);
2626     return 1;
2627    
2628     case POTION:
2629     (void) apply_potion(op, tmp);
2630     return 1;
2631    
2632     /* Eneq(@csd.uu.se): Handle apply on containers. */
2633     case CLOSE_CON:
2634     if (op->type==PLAYER)
2635     (void) esrv_apply_container (op, tmp->env);
2636     else
2637     (void) apply_container (op, tmp->env);
2638     return 1;
2639    
2640     case CONTAINER:
2641     if (op->type==PLAYER)
2642     (void) esrv_apply_container (op, tmp);
2643     else
2644     (void) apply_container (op, tmp);
2645     return 1;
2646    
2647     case TREASURE:
2648     if (op->type == PLAYER) {
2649     apply_treasure (op, tmp);
2650     return 1;
2651     } else {
2652     return 0;
2653     }
2654    
2655     case WEAPON:
2656     case ARMOUR:
2657     case BOOTS:
2658     case GLOVES:
2659     case AMULET:
2660     case GIRDLE:
2661     case BRACERS:
2662     case SHIELD:
2663     case HELMET:
2664     case RING:
2665     case CLOAK:
2666     case WAND:
2667     case ROD:
2668     case HORN:
2669     case SKILL:
2670     case BOW:
2671     case LAMP:
2672     case BUILDER:
2673     case SKILL_TOOL:
2674     if (tmp->env != op)
2675     return 2; /* not in inventory */
2676     (void) apply_special (op, tmp, aflag);
2677     return 1;
2678    
2679     case DRINK:
2680     case FOOD:
2681     case FLESH:
2682     apply_food (op, tmp);
2683     return 1;
2684    
2685     case POISON:
2686     apply_poison (op, tmp);
2687     return 1;
2688    
2689     case SAVEBED:
2690     if (op->type == PLAYER) {
2691     apply_savebed (op);
2692     return 1;
2693     } else {
2694     return 0;
2695     }
2696    
2697     case ARMOUR_IMPROVER:
2698     if (op->type == PLAYER) {
2699     apply_armour_improver (op, tmp);
2700     return 1;
2701     } else {
2702     return 0;
2703     }
2704    
2705     case WEAPON_IMPROVER:
2706     (void) check_improve_weapon(op, tmp);
2707     return 1;
2708    
2709     case CLOCK:
2710     if (op->type == PLAYER) {
2711     char buf[MAX_BUF];
2712     timeofday_t tod;
2713    
2714     get_tod(&tod);
2715     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718     ((tod.hour >= 14) ? "pm" : "am"));
2719     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720     new_draw_info(NDI_UNIQUE, 0,op, buf);
2721     return 1;
2722     } else {
2723     return 0;
2724     }
2725    
2726     case MENU:
2727     if (op->type == PLAYER) {
2728     shop_listing (op);
2729     return 1;
2730     } else {
2731     return 0;
2732     }
2733    
2734     case POWER_CRYSTAL:
2735     apply_power_crystal(op,tmp); /* see egoitem.c */
2736     return 1;
2737    
2738     case LIGHTER: /* for lighting torches/lanterns/etc */
2739     if (op->type == PLAYER) {
2740     apply_lighter(op,tmp);
2741     return 1;
2742     } else {
2743     return 0;
2744     }
2745    
2746     case ITEM_TRANSFORMER:
2747     apply_item_transformer( op, tmp );
2748     return 1;
2749    
2750     default:
2751     return 0;
2752     }
2753     }
2754    
2755    
2756     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2757     * messages as needed by player_apply_below(). But there can still be
2758     * "but you are floating high above the ground" messages.
2759     *
2760     * Same return value as apply() function.
2761     */
2762     int player_apply (object *pl, object *op, int aflag, int quiet)
2763     {
2764     int tmp;
2765    
2766     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2767     /* player is flying and applying object not in inventory */
2768     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2769     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2770     "above the ground!");
2771     return 0;
2772     }
2773     }
2774    
2775     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776     * applied.
2777     */
2778     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779     {
2780     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2781     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2782     "of smoke!");
2783     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784     remove_ob (op);
2785     free_object (op);
2786     return 1;
2787     }
2788    
2789     pl->contr->last_used = op;
2790     pl->contr->last_used_id = op->count;
2791    
2792     tmp = manual_apply (pl, op, aflag);
2793     if ( ! quiet) {
2794     if (tmp == 0)
2795     new_draw_info_format (NDI_UNIQUE, 0, pl,
2796     "I don't know how to apply the %s.",
2797     query_name (op));
2798     else if (tmp == 2)
2799     new_draw_info_format (NDI_UNIQUE, 0, pl,
2800     "You must get it first!\n");
2801     }
2802     return tmp;
2803     }
2804    
2805     /**
2806     * player_apply_below attempts to apply the object 'below' the player.
2807     * If the player has an open container, we use that for below, otherwise
2808     * we use the ground.
2809     */
2810    
2811     void player_apply_below (object *pl)
2812     {
2813     object *tmp, *next;
2814     int floors;
2815    
2816     if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2817     apply_transport(pl, pl->contr->transport, 0);
2818     return;
2819     }
2820    
2821     /* If using a container, set the starting item to be the top
2822     * item in the container. Otherwise, use the map.
2823     */
2824     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825    
2826     /* This is perhaps more complicated. However, I want to make sure that
2827     * we don't use a corrupt pointer for the next object, so we get the
2828     * next object in the stack before applying. This is can only be a
2829     * problem if player_apply() has a bug in that it uses the object but does
2830     * not return a proper value.
2831     */
2832     for (floors = 0; tmp!=NULL; tmp=next) {
2833     next = tmp->below;
2834     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835     floors++;
2836     else if (floors > 0)
2837     return; /* process only floor objects after first floor object */
2838    
2839     /* If it is visible, player can apply it. If it is applied by
2840     * person moving on it, also activate. Added code to make it
2841     * so that at least one of players movement types be that which
2842     * the item needs.
2843     */
2844     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2845     if (player_apply (pl, tmp, 0, 1) == 1)
2846     return;
2847     }
2848     if (floors >= 2)
2849     return; /* process at most two floor objects */
2850     }
2851     }
2852    
2853     /**
2854     * Unapplies specified item.
2855     * No check done on cursed/damned.
2856     * Break this out of apply_special - this is just done
2857     * to keep the size of apply_special to a more managable size.
2858     */
2859     static int unapply_special (object *who, object *op, int aflags)
2860     {
2861     object *tmp2;
2862    
2863     CLEAR_FLAG(op, FLAG_APPLIED);
2864     switch(op->type) {
2865     case WEAPON:
2866     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2867    
2868     (void) change_abil (who,op);
2869     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871     /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872     who->current_weapon_script = NULL;
2873     who->current_weapon = NULL;
2874     clear_skill(who);
2875     break;
2876    
2877     case SKILL: /* allows objects to impart skills */
2878     case SKILL_TOOL:
2879     if (op != who->chosen_skill) {
2880     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2881     }
2882     if (who->type==PLAYER) {
2883     if (who->contr->shoottype == range_skill)
2884     who->contr->shoottype = range_none;
2885     if ( ! op->invisible) {
2886     new_draw_info_format (NDI_UNIQUE, 0, who,
2887     "You stop using the %s.", query_name(op));
2888     } else {
2889     new_draw_info_format (NDI_UNIQUE, 0, who,
2890     "You can no longer use the skill: %s.",
2891     op->skill);
2892     }
2893     }
2894     (void) change_abil (who, op);
2895     who->chosen_skill = NULL;
2896     CLEAR_FLAG (who, FLAG_READY_SKILL);
2897     break;
2898    
2899     case ARMOUR:
2900     case HELMET:
2901     case SHIELD:
2902     case RING:
2903     case BOOTS:
2904     case GLOVES:
2905     case AMULET:
2906     case GIRDLE:
2907     case BRACERS:
2908     case CLOAK:
2909     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910     (void) change_abil (who,op);
2911     break;
2912     case LAMP:
2913     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914     op->name);
2915     tmp2 = arch_to_object(op->other_arch);
2916     tmp2->x = op->x;
2917     tmp2->y = op->y;
2918     tmp2->map = op->map;
2919     tmp2->below = op->below;
2920     tmp2->above = op->above;
2921     tmp2->stats.food = op->stats.food;
2922     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925     if (who->type == PLAYER)
2926     esrv_del_item(who->contr, (tag_t)op->count);
2927     remove_ob(op);
2928     free_object(op);
2929     insert_ob_in_ob(tmp2, who);
2930     fix_player(who);
2931     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932     if (who->type == PLAYER) {
2933     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935     }
2936     }
2937     if(who->type==PLAYER)
2938     esrv_send_item(who, tmp2);
2939     return 1; /* otherwise, an attempt to drop causes problems */
2940     break;
2941     case BOW:
2942     case WAND:
2943     case ROD:
2944     case HORN:
2945     clear_skill(who);
2946     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947     if(who->type==PLAYER) {
2948     who->contr->shoottype = range_none;
2949     } else {
2950     if (op->type == BOW)
2951     CLEAR_FLAG (who, FLAG_READY_BOW);
2952     else
2953     CLEAR_FLAG(who, FLAG_READY_RANGE);
2954     }
2955     break;
2956    
2957     case BUILDER:
2958     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2959     who->contr->shoottype = range_none;
2960     who->contr->ranges[ range_builder ] = NULL;
2961     break;
2962    
2963     default:
2964     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2965     break;
2966     }
2967    
2968     fix_player(who);
2969    
2970     if ( ! (aflags & AP_NO_MERGE)) {
2971     object *tmp;
2972    
2973     tag_t del_tag = op->count;
2974     tmp = merge_ob (op, NULL);
2975     if (who->type == PLAYER) {
2976     if (tmp) { /* it was merged */
2977     esrv_del_item (who->contr, del_tag);
2978     op = tmp;
2979     }
2980     esrv_send_item (who, op);
2981     }
2982     }
2983     return 0;
2984     }
2985    
2986     /**
2987     * Returns the object that is using location 'loc'.
2988     * Note that 'start' is the first object to start examing - we
2989     * then go through the below of this. In this way, you can do
2990     * something like:
2991     * tmp = get_item_from_body_location(who->inv, 1);
2992     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2993     * to find the second object that may use this location, etc.
2994     * Returns NULL if no match is found.
2995     * loc is the index into the array we are looking for a match.
2996     * don't return invisible objects unless they are skill objects
2997     * invisible other objects that use
2998     * up body locations can be used as restrictions.
2999     */
3000     object *get_item_from_body_location(object *start, int loc)
3001     {
3002     object *tmp;
3003    
3004     if (!start) return NULL;
3005    
3006     for (tmp=start; tmp; tmp=tmp->below)
3007     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3008     (!tmp->invisible || tmp->type==SKILL)) return tmp;
3009    
3010     return NULL;
3011     }
3012    
3013    
3014    
3015     /**
3016     * 'op' wants to apply an object, but can't because of other equipment.
3017     * This should only be called when it is known
3018     * that there are objects to unapply. This makes pretty heavy
3019     * use of get_item_from_body_location. It makes no intelligent choice
3020     * on objects - rather, the first that is matched is used.
3021     * Returns 0 on success, returns 1 if there is some problem.
3022     * if aflags is AP_PRINT, we instead print out waht to unapply
3023     * instead of doing it. This is a lot less code than having
3024     * another function that does just that.
3025     */
3026     int unapply_for_ob(object *who, object *op, int aflags)
3027     {
3028     int i;
3029     object *tmp=NULL, *last;
3030    
3031     /* If we are applying a shield or weapon, unapply any equipped shield
3032     * or weapons first - only allowed to use one weapon/shield at a time.
3033     */
3034     if (op->type == WEAPON || op->type == SHIELD) {
3035     for (tmp=who->inv; tmp; tmp=tmp->below) {
3036     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3037     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3038     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3039     if (aflags & AP_PRINT)
3040     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3041     else
3042     unapply_special(who, tmp, aflags);
3043     }
3044     else {
3045     /* In this case, we want to try and remove a cursed item.
3046     * While we know it won't work, we want unapply_special to
3047     * at least generate the message.
3048     */
3049     new_draw_info_format(NDI_UNIQUE, 0, who,
3050     "No matter how hard you try, you just can't\nremove %s.",
3051     query_name(tmp));
3052     return 1;
3053     }
3054    
3055     }
3056     }
3057     }
3058    
3059     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3060     /* this used up a slot that we need to free */
3061     if (op->body_info[i]) {
3062     last = who->inv;
3063    
3064     /* We do a while loop - may need to remove several items in order
3065     * to free up enough slots.
3066     */
3067     while ((who->body_used[i] + op->body_info[i]) < 0) {
3068     tmp = get_item_from_body_location(last, i);
3069     if (!tmp) {
3070     #if 0
3071     /* Not a bug - we'll get this if the player has cursed items
3072     * equipped.
3073     */
3074     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3075     i, body_locations[i].save_name, who->name);
3076     #endif
3077     return 1;
3078     }
3079     /* If we are just printing, we don't care about cursed status */
3080     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3081     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3082     if (aflags & AP_PRINT)
3083     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3084     else
3085     unapply_special(who, tmp, aflags);
3086     }
3087     else {
3088     /* Cursed item that we can't unequip - tell the player.
3089     * Note this could be annoying if this is just one of a few,
3090     * so it may not be critical (eg, putting on a ring and you have
3091     * one cursed ring.)
3092     */
3093     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3094     }
3095     last = tmp->below;
3096     }
3097     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098     * return in the !tmp would have kicked in.
3099     */
3100     } /* if op is using this body location */
3101     } /* for body lcoations */
3102     return 0;
3103     }
3104    
3105     /**
3106     * Checks to see if 'who' can apply object 'op'.
3107     * Returns 0 if apply can be done without anything special.
3108     * Otherwise returns a bitmask - potentially several of these may be
3109     * set, but largely depends on circumstance - in the future, processing
3110     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111     * is set, do we really are what the other flags may be?)
3112     *
3113     * See include/define.h for detailed description of the meaning of
3114     * these return values.
3115     */
3116     int can_apply_object(object *who, object *op)
3117     {
3118     int i, retval=0;
3119     object *tmp=NULL, *ws=NULL;
3120    
3121     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3122     * 2 weapons, but we don't want to let them do that. So if they are
3123     * trying to equip a weapon or shield, see if they already have one
3124     * in place and store that way.
3125     */
3126     if (op->type == WEAPON || op->type == SHIELD) {
3127     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129     retval = CAN_APPLY_UNAPPLY;
3130     ws = tmp;
3131     }
3132     }
3133     }
3134    
3135    
3136     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3137     if (op->body_info[i]) {
3138     /* Item uses more slots than we have */
3139     if (FABS(op->body_info[i]) > who->body_info[i]) {
3140     /* Could return now for efficiently - rest of info below isn'
3141     * really needed.
3142     */
3143     retval |= CAN_APPLY_NEVER;
3144     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3145     /* in this case, equipping this would use more free spots than
3146     * we have.
3147     */
3148     object *tmp1;
3149    
3150    
3151     /* if we have an applied weapon/shield, and unapply it would free
3152     * enough slots to equip the new item, then just set this can
3153     * continue. We don't care about the logic below - if you have
3154     * shield equipped and try to equip another shield, there is only
3155     * one choice. However, the check for the number of body locations
3156     * does take into the account cases where what is being applied
3157     * may be two handed for example.
3158     */
3159     if (ws) {
3160     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3161     retval |= CAN_APPLY_UNAPPLY;
3162     continue;
3163     }
3164     }
3165    
3166     tmp1 = get_item_from_body_location(who->inv, i);
3167     if (!tmp1) {
3168     #if 0
3169     /* This is sort of an error, but happens a lot when old players
3170     * join in with more stuff equipped than they are now allowed.
3171     */
3172     LOG(llevError,"Can't find object using location %d on %s\n",
3173     i, who->name);
3174     #endif
3175     retval |= CAN_APPLY_NEVER;
3176     } else {
3177     /* need to unapply something. However, if this something
3178     * is different than we had found before, it means they need
3179     * to apply multiple objects
3180     */
3181     retval |= CAN_APPLY_UNAPPLY;
3182     if (!tmp) tmp = tmp1;
3183     else if (tmp != tmp1) {
3184     retval |= CAN_APPLY_UNAPPLY_MULT;
3185     }
3186     /* This object isn't using up all the slots, so there must
3187     * be another. If so, and it the new item doesn't need all
3188     * the slots, the player then has a choice.
3189     */
3190     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3191     (FABS(op->body_info[i]) < who->body_info[i]))
3192     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193    
3194     /* Does unequippint 'tmp1' free up enough slots for this to be
3195     * equipped? If not, there must be something else to unapply.
3196     */
3197     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3198     retval |= CAN_APPLY_UNAPPLY_MULT;
3199    
3200     }
3201     } /* if not enough free slots */
3202     } /* if this object uses location i */
3203     } /* for i -> num_body_locations loop */
3204    
3205     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206     * really be controlled by use of body locations. We do have
3207     * the weapon/shield checks, and the range checks for monsters,
3208     * because you can't control those just by body location - bows, shields,
3209     * and weapons all use the same slot. Similar for horn/rod/wand - they
3210     * all use the same location.
3211     */
3212     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3213     retval |= CAN_APPLY_RESTRICTION;
3214     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215     retval |= CAN_APPLY_RESTRICTION;
3216    
3217    
3218     if (who->type != PLAYER) {
3219     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221     retval |= CAN_APPLY_RESTRICTION;
3222     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223     retval |= CAN_APPLY_RESTRICTION;
3224     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3225     retval |= CAN_APPLY_RESTRICTION;
3226     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3227     retval |= CAN_APPLY_RESTRICTION;
3228     }
3229     return retval;
3230     }
3231    
3232    
3233    
3234     /**
3235     * who is the object using the object. It can be a monster.
3236     * op is the object they are using. op is an equipment type item,
3237     * eg, one which you put on and keep on for a while, and not something
3238     * like a potion or scroll.
3239     *
3240     * function returns 1 if the action could not be completed, 0 on
3241     * success. However, success is a matter of meaning - if the
3242     * user passes the 'apply' flag to an object already applied,
3243     * nothing is done, and 0 is returned.
3244     *
3245     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3246     * AP_UNAPPLY=always unapply).
3247     *
3248     * Optional flags:
3249     * AP_NO_MERGE: don't merge an unapplied object with other objects
3250     * AP_IGNORE_CURSE: unapply cursed items
3251     *
3252     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253     *
3254     * apply_special() doesn't check for unpaid items.
3255     */
3256     int apply_special (object *who, object *op, int aflags)
3257     {
3258     int basic_flag = aflags & AP_BASIC_FLAGS;
3259     object *tmp, *tmp2, *skop=NULL;
3260     int i;
3261    
3262     if(who==NULL) {
3263     LOG(llevError,"apply_special() from object without environment.\n");
3264     return 1;
3265     }
3266    
3267     if(op->env!=who)
3268     return 1; /* op is not in inventory */
3269    
3270     /* trying to unequip op */
3271     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3272     /* always apply, so no reason to unapply */
3273     if (basic_flag == AP_APPLY) return 0;
3274    
3275     if ( ! (aflags & AP_IGNORE_CURSE)
3276     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3277     new_draw_info_format(NDI_UNIQUE, 0, who,
3278     "No matter how hard you try, you just can't\nremove %s.",
3279     query_name(op));
3280     return 1;
3281     }
3282     return unapply_special(who, op, aflags);
3283     }
3284    
3285     if (basic_flag == AP_UNAPPLY) return 0;
3286    
3287     i = can_apply_object(who, op);
3288    
3289     /* Can't just apply this object. Lets see what not and what to do */
3290     if (i) {
3291     if (i & CAN_APPLY_NEVER) {
3292     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3293     return 1;
3294     } else if (i & CAN_APPLY_RESTRICTION) {
3295     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3296     return 1;
3297     }
3298     if (who->type != PLAYER) {
3299     /* Some error, so don't try to equip something more */
3300     if (unapply_for_ob(who, op, aflags)) return 1;
3301     } else {
3302     if (who->contr->unapply == unapply_never ||
3303     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3304     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3305     unapply_for_ob(who, op, AP_PRINT);
3306     return 1;
3307     }
3308     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3309     i = unapply_for_ob(who, op, aflags);
3310     if (i) return 1;
3311     }
3312     }
3313     }
3314     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3315     skop=find_skill_by_name(who, op->skill);
3316     if (!skop) {
3317     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3318     return 1;
3319     } else {
3320     /* While experience will be credited properly, we want to change the
3321     * skill so that the dam and wc get updated
3322     */
3323     change_skill(who, skop, 0);
3324     }
3325     }
3326    
3327     if (who->type == PLAYER && op->item_power &&
3328     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3329     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330     return 1;
3331     }
3332    
3333    
3334     /* Ok. We are now at the state where we can apply the new object.
3335     * Note that we don't have the checks for can_use_...
3336     * below - that is already taken care of by can_apply_object.
3337     */
3338    
3339    
3340     if(op->nrof > 1)
3341     tmp = get_split_ob(op,op->nrof - 1);
3342     else
3343     tmp = NULL;
3344    
3345     switch(op->type) {
3346     case WEAPON:
3347     if (!check_weapon_power(who, op->last_eat)) {
3348     new_draw_info(NDI_UNIQUE, 0,who,
3349     "That weapon is too powerful for you to use.");
3350     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351     if(tmp!=NULL)
3352     (void) insert_ob_in_ob(tmp,who);
3353     return 1;
3354     }
3355     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3356     /* if the weapon does not have the name as the character, can't use it. */
3357     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3358     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3359     if(tmp!=NULL)
3360     (void) insert_ob_in_ob(tmp,who);
3361     return 1;
3362     }
3363     SET_FLAG(op, FLAG_APPLIED);
3364    
3365     if (skop) change_skill(who, skop, 1);
3366     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3367     SET_FLAG(who, FLAG_READY_WEAPON);
3368    
3369     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3370    
3371     (void) change_abil (who,op);
3372     break;
3373    
3374     case ARMOUR:
3375     case HELMET:
3376     case SHIELD:
3377     case BOOTS:
3378     case GLOVES:
3379     case GIRDLE:
3380     case BRACERS:
3381     case CLOAK:
3382     case RING:
3383     case AMULET:
3384     SET_FLAG(op, FLAG_APPLIED);
3385     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3386     (void) change_abil (who,op);
3387     break;
3388     case LAMP:
3389     if (op->stats.food < 1) {
3390     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3391     " fuel!", op->name);
3392     return 1;
3393     }
3394     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3395     op->name);
3396     tmp2 = arch_to_object(op->other_arch);
3397     tmp2->stats.food = op->stats.food;
3398     SET_FLAG(tmp2, FLAG_APPLIED);
3399     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3400     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3401     insert_ob_in_ob(tmp2, who);
3402    
3403     /* Remove the old lantern */
3404     if (who->type == PLAYER)
3405     esrv_del_item(who->contr, (tag_t)op->count);
3406     remove_ob(op);
3407     free_object(op);
3408    
3409     /* insert the portion that was split off */
3410     if(tmp!=NULL) {
3411     (void) insert_ob_in_ob(tmp,who);
3412     if(who->type==PLAYER)
3413     esrv_send_item(who, tmp);
3414     }
3415     fix_player(who);
3416     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3417     if (who->type == PLAYER) {
3418     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3419     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3420     }
3421     }
3422     if(who->type==PLAYER)
3423     esrv_send_item(who, tmp2);
3424     return 0;
3425     break;
3426    
3427     /* this part is needed for skill-tools */
3428     case SKILL:
3429     case SKILL_TOOL:
3430     if (who->chosen_skill) {
3431     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3432     return 1;
3433     }
3434     if (who->type == PLAYER) {
3435     who->contr->shoottype = range_skill;
3436     who->contr->ranges[range_skill] = op;
3437     if ( ! op->invisible) {
3438     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3439     query_name (op));
3440     new_draw_info_format (NDI_UNIQUE, 0, who,
3441     "You can now use the skill: %s.",
3442     op->skill);
3443     } else {
3444     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3445     op->skill? op->skill:op->name);
3446     }
3447     }
3448     SET_FLAG (op, FLAG_APPLIED);
3449     (void) change_abil (who, op);
3450     who->chosen_skill = op;
3451     SET_FLAG (who, FLAG_READY_SKILL);
3452     break;
3453    
3454     case BOW:
3455     if (!check_weapon_power(who, op->last_eat)) {
3456     new_draw_info(NDI_UNIQUE, 0, who,
3457     "That item is too powerful for you to use.");
3458     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3459     if(tmp != NULL)
3460     (void)insert_ob_in_ob(tmp,who);
3461     return 1;
3462     }
3463     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3464     new_draw_info(NDI_UNIQUE, 0, who,
3465     "The weapon does not recognize you as its owner.");
3466     if(tmp != NULL)
3467     (void)insert_ob_in_ob(tmp,who);
3468     return 1;
3469     }
3470     /*FALLTHROUGH*/
3471     case WAND:
3472     case ROD:
3473     case HORN:
3474     /* check for skill, alter player status */
3475     SET_FLAG(op, FLAG_APPLIED);
3476     if (skop) change_skill(who, skop, 0);
3477     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3478    
3479     if(who->type==PLAYER) {
3480     if (op->type == BOW) {
3481     (void)change_abil(who, op);
3482     new_draw_info_format (NDI_UNIQUE, 0, who,
3483     "You will now fire %s with %s.",
3484     op->race ? op->race : "nothing", query_name(op));
3485     who->contr->shoottype = range_bow;
3486     } else {
3487     who->contr->shoottype = range_misc;
3488     }
3489     } else {
3490     if (op->type == BOW)
3491     SET_FLAG (who, FLAG_READY_BOW);
3492     else
3493     SET_FLAG (who, FLAG_READY_RANGE);
3494     }
3495     break;
3496    
3497     case BUILDER:
3498     if ( who->contr->ranges[ range_builder ] )
3499     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3500     who->contr->shoottype = range_builder;
3501     who->contr->ranges[ range_builder ] = op;
3502     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3503     break;
3504    
3505     default:
3506     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3507     } /* end of switch op->type */
3508    
3509     SET_FLAG(op, FLAG_APPLIED);
3510    
3511     if(tmp!=NULL)
3512     tmp = insert_ob_in_ob(tmp,who);
3513    
3514     fix_player(who);
3515    
3516     /* We exclude spell casting objects. The fire code will set the
3517     * been applied flag when they are used - until that point,
3518     * you don't know anything about them.
3519     */
3520     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3521     op->type!=ROD)
3522     SET_FLAG(op,FLAG_BEEN_APPLIED);
3523    
3524     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3525     if (who->type == PLAYER) {
3526     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3527     SET_FLAG(op,FLAG_KNOWN_CURSED);
3528     }
3529     }
3530     if(who->type==PLAYER) {
3531     /* if multiple objects were applied, update both slots */
3532     if (tmp)
3533     esrv_send_item(who, tmp);
3534     esrv_send_item(who, op);
3535     }
3536     return 0;
3537     }
3538    
3539    
3540     int monster_apply_special (object *who, object *op, int aflags)
3541     {
3542     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3543     return 1;
3544     return apply_special (who, op, aflags);
3545     }
3546    
3547     /**
3548     * Map was just loaded, handle op's initialisation.
3549     *
3550     * Generates shop floor's item, and treasures.
3551     */
3552     int auto_apply (object *op) {
3553     object *tmp = NULL, *tmp2;
3554     int i;
3555    
3556     switch(op->type) {
3557     case SHOP_FLOOR:
3558     if (!HAS_RANDOM_ITEMS(op)) return 0;
3559     do {
3560     i=10; /* let's give it 10 tries */
3561     while((tmp=generate_treasure(op->randomitems,
3562     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3563     if(tmp==NULL)
3564     return 0;
3565     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3566     free_object(tmp);
3567     tmp = NULL;
3568     }
3569     } while(!tmp);
3570     tmp->x=op->x;
3571     tmp->y=op->y;
3572     SET_FLAG(tmp,FLAG_UNPAID);
3573     insert_ob_in_map(tmp,op->map,NULL,0);
3574     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3575     identify(tmp);
3576     break;
3577    
3578     case TREASURE:
3579     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3580     return 0;
3581     while ((op->stats.hp--)>0)
3582     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3583     op->stats.exp ? (int)op->stats.exp :
3584     op->map == NULL ? 14: op->map->difficulty,0);
3585    
3586     /* If we generated an object and put it in this object inventory,
3587     * move it to the parent object as the current object is about
3588     * to disappear. An example of this item is the random_* stuff
3589     * that is put inside other objects.
3590     */
3591     for (tmp=op->inv; tmp; tmp=tmp2) {
3592     tmp2 = tmp->below;
3593     remove_ob(tmp);
3594     if (op->env) insert_ob_in_ob(tmp, op->env);
3595     else free_object(tmp);
3596     }
3597     remove_ob(op);
3598     free_object(op);
3599     break;
3600     }
3601     return tmp ? 1 : 0;
3602     }
3603    
3604     /**
3605     * fix_auto_apply goes through the entire map (only the first time
3606     * when an original map is loaded) and performs special actions for
3607     * certain objects (most initialization of chests and creation of
3608     * treasures and stuff). Calls auto_apply if appropriate.
3609     */
3610    
3611     void fix_auto_apply(mapstruct *m) {
3612     object *tmp,*above=NULL;
3613     int x,y;
3614    
3615     if(m==NULL) return;
3616    
3617     for(x=0;x<MAP_WIDTH(m);x++)
3618     for(y=0;y<MAP_HEIGHT(m);y++)
3619     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3620     above=tmp->above;
3621    
3622     if (tmp->inv) {
3623     object *invtmp, *invnext;
3624    
3625     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3626     invnext = invtmp->below;
3627    
3628     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3629     auto_apply(invtmp);
3630     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3631     while ((invtmp->stats.hp--)>0)
3632     create_treasure(invtmp->randomitems, invtmp, 0,
3633     m->difficulty,0);
3634     invtmp->randomitems = NULL;
3635     }
3636     else if (invtmp && invtmp->arch &&
3637     invtmp->type!=TREASURE &&
3638     invtmp->type != SPELL &&
3639     invtmp->type != CLASS &&
3640     HAS_RANDOM_ITEMS(invtmp)) {
3641     create_treasure(invtmp->randomitems, invtmp, 0,
3642     m->difficulty,0);
3643     /* Need to clear this so that we never try to create
3644     * treasure again for this object
3645     */
3646     invtmp->randomitems = NULL;
3647     }
3648     }
3649     /* This is really temporary - the code at the bottom will
3650     * also set randomitems to null. The problem is there are bunches
3651     * of maps/players already out there with items that have spells
3652     * which haven't had the randomitems set to null yet.
3653     * MSW 2004-05-13
3654     *
3655     * And if it's a spellbook, it's better to set randomitems to NULL too,
3656     * else you get two spells in the book ^_-
3657     * Ryo 2004-08-16
3658     */
3659     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3660     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3661     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3662     tmp->randomitems = NULL;
3663    
3664     }
3665    
3666     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3667     auto_apply(tmp);
3668     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3669     while ((tmp->stats.hp--)>0)
3670     create_treasure(tmp->randomitems, tmp, 0,
3671     m->difficulty,0);
3672     tmp->randomitems = NULL;
3673     }
3674     else if(tmp->type==TIMED_GATE) {
3675     object *head = tmp->head != NULL ? tmp->head : tmp;
3676     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3677     tmp->speed = 0;
3678     update_ob_speed(tmp);
3679     }
3680     }
3681     /* This function can be called everytime a map is loaded, even when
3682     * swapping back in. As such, we don't want to create the treasure
3683     * over and ove again, so after we generate the treasure, blank out
3684     * randomitems so if it is swapped in again, it won't make anything.
3685     * This is a problem for the above objects, because they have counters
3686     * which say how many times to make the treasure.
3687     */
3688     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3689     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3690     HAS_RANDOM_ITEMS(tmp)) {
3691     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3692     m->difficulty,0);
3693     tmp->randomitems = NULL;
3694     }
3695     }
3696    
3697     for(x=0;x<MAP_WIDTH(m);x++)
3698     for(y=0;y<MAP_HEIGHT(m);y++)
3699     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3700     if (tmp->above &&
3701     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3702     check_trigger (tmp, tmp->above);
3703     }
3704    
3705     /**
3706     * Handles player eating food that temporarily changes status (resistances, stats).
3707     * This used to call cast_change_attr(), but
3708     * that doesn't work with the new spell code. Since we know what
3709     * the food changes, just grab a force and use that instead.
3710     */
3711    
3712     void eat_special_food(object *who, object *food) {
3713     object *force;
3714     int i, did_one=0;
3715     sint8 k;
3716    
3717     force = get_archetype(FORCE_NAME);
3718    
3719     for (i=0; i < NUM_STATS; i++) {
3720     k = get_attr_value(&food->stats, i);
3721     if (k) {
3722     set_attr_value(&force->stats, i, k);
3723     did_one = 1;
3724     }
3725     }
3726    
3727     /* check if we can protect the eater */
3728     for (i=0; i<NROFATTACKS; i++) {
3729     if (food->resist[i]>0) {
3730     force->resist[i] = food->resist[i] / 2;
3731     did_one = 1;
3732     }
3733     }
3734     if (did_one) {
3735     force->speed = 0.1;
3736     update_ob_speed(force);
3737     /* bigger morsel of food = longer effect time */
3738     force->stats.food = food->stats.food / 5;
3739     SET_FLAG(force, FLAG_IS_USED_UP);
3740     SET_FLAG(force, FLAG_APPLIED);
3741     change_abil(who, force);
3742     insert_ob_in_ob(force, who);
3743     } else {
3744     free_object(force);
3745     }
3746    
3747     /* check for hp, sp change */
3748     if(food->stats.hp!=0) {
3749     if(QUERY_FLAG(food, FLAG_CURSED)) {
3750     strcpy(who->contr->killer,food->name);
3751     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3752     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3753     } else {
3754     if(food->stats.hp>0)
3755     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3756     else
3757     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3758     who->stats.hp += food->stats.hp;
3759     }
3760     }
3761     if(food->stats.sp!=0) {
3762     if(QUERY_FLAG(food, FLAG_CURSED)) {
3763     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3764     who->stats.sp -= food->stats.sp;
3765     if(who->stats.sp<0) who->stats.sp=0;
3766     } else {
3767     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3768     who->stats.sp += food->stats.sp;
3769     /* place limit on max sp from food? */
3770     }
3771     }
3772     fix_player(who);
3773     }
3774    
3775    
3776     /**
3777     * Designed primarily to light torches/lanterns/etc.
3778     * Also burns up burnable material too. First object in the inventory is
3779     * the selected object to "burn". -b.t.
3780     */
3781    
3782     void apply_lighter(object *who, object *lighter) {
3783     object *item;
3784     int is_player_env=0;
3785     uint32 nrof;
3786     tag_t count;
3787     char item_name[MAX_BUF];
3788    
3789     item=find_marked_object(who);
3790     if(item) {
3791     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3792     /* Split multiple lighters if they're being used up. Otherwise *
3793     * one charge from each would be used up. --DAMN */
3794     if(lighter->nrof > 1) {
3795     object *oneLighter = get_object();
3796     copy_object(lighter, oneLighter);
3797     lighter->nrof -= 1;
3798     oneLighter->nrof = 1;
3799     oneLighter->stats.food--;
3800     esrv_send_item(who, lighter);
3801     oneLighter=insert_ob_in_ob(oneLighter, who);
3802     esrv_send_item(who, oneLighter);
3803     } else {
3804     lighter->stats.food--;
3805     }
3806    
3807     } else if(lighter->last_eat) { /* no charges left in lighter */
3808     new_draw_info_format(NDI_UNIQUE, 0,who,
3809     "You attempt to light the %s with a used up %s.",
3810     item->name, lighter->name);
3811     return;
3812     }
3813     /* Perhaps we should split what we are trying to light on fire?
3814     * I can't see many times when you would want to light multiple
3815     * objects at once.
3816     */
3817     nrof=item->nrof;
3818     count=item->count;
3819     /* If the item is destroyed, we don't have a valid pointer to the
3820     * name object, so make a copy so the message we print out makes
3821     * some sense.
3822     */
3823     strcpy(item_name, item->name);
3824     if (who == is_player_inv(item)) is_player_env=1;
3825    
3826     save_throw_object(item,AT_FIRE,who);
3827     /* Change to check count and not freed, since the object pointer
3828     * may have gotten recycled
3829     */
3830     if ((nrof != item->nrof ) || (count != item->count)) {
3831     new_draw_info_format(NDI_UNIQUE, 0,who,
3832     "You light the %s with the %s.",item_name,lighter->name);
3833     /* Need to update the player so that the players glow radius
3834     * gets changed.
3835     */
3836     if (is_player_env) fix_player(who);
3837     } else {
3838     new_draw_info_format(NDI_UNIQUE, 0,who,
3839     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3840     }
3841    
3842     } else /* nothing to light */
3843     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3844    
3845     }
3846    
3847     /**
3848     * op made some mistake with a scroll, this takes care of punishment.
3849     * scroll_failure()- hacked directly from spell_failure
3850     */
3851     void scroll_failure(object *op, int failure, int power)
3852     {
3853     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3854    
3855     if(failure<= -1&&failure > -15) {/* wonder */
3856     object *tmp;
3857    
3858     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3859     tmp=get_archetype(SPELL_WONDER);
3860     cast_wonder(op, op, 0, tmp);
3861     free_object(tmp);
3862     } else if (failure <= -15&&failure > -35) {/* drain mana */
3863     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3864     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3865     if(op->stats.sp<0) op->stats.sp = 0;
3866     } else if (settings.spell_failure_effects == TRUE) {
3867     if (failure <= -35&&failure > -60) { /* confusion */
3868     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3869     confuse_player(op,op,power);
3870     } else if (failure <= -60&&failure> -70) {/* paralysis */
3871     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3872     "you!");
3873     paralyze_player(op,op,power);
3874     } else if (failure <= -70&&failure> -80) {/* blind */
3875     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3876     blind_player(op,op,power);
3877     } else if (failure <= -80) {/* blast the immediate area */
3878     object *tmp;
3879     tmp=get_archetype(LOOSE_MANA);
3880     cast_magic_storm(op,tmp, power);
3881     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3882     free_object(tmp);
3883     }
3884     }
3885     }
3886    
3887     void apply_changes_to_player(object *pl, object *change) {
3888     int excess_stat=0; /* if the stat goes over the maximum
3889     for the race, put the excess stat some
3890     where else. */
3891    
3892     switch (change->type) {
3893     case CLASS: {
3894     living *stats = &(pl->contr->orig_stats);
3895     living *ns = &(change->stats);
3896     object *walk;
3897     int flag_change_face=1;
3898    
3899     /* the following code assigns stats up to the stat max
3900     * for the race, and if the stat max is exceeded,
3901     * tries to randomly reassign the excess stat
3902     */
3903     int i,j;
3904     for(i=0;i<NUM_STATS;i++) {
3905     sint8 stat=get_attr_value(stats,i);
3906     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3907     stat += get_attr_value(ns,i);
3908     if(stat > 20 + race_bonus) {
3909     excess_stat++;
3910     stat = 20+race_bonus;
3911     }
3912     set_attr_value(stats,i,stat);
3913     }
3914    
3915     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3916     int i = rndm(0, 6);
3917     int stat=get_attr_value(stats,i);
3918     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3919     if(i==CHA) continue; /* exclude cha from this */
3920     if( stat < 20 + race_bonus) {
3921     change_attr_value(stats,i,1);
3922     excess_stat--;
3923     }
3924     }
3925    
3926     /* insert the randomitems from the change's treasurelist into
3927     * the player ref: player.c
3928     */
3929     if(change->randomitems!=NULL)
3930     give_initial_items(pl,change->randomitems);
3931    
3932    
3933     /* set up the face, for some races. */
3934    
3935     /* first, look for the force object banning
3936     * changing the face. Certain races never change face with class.
3937     */
3938     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3939     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3940    
3941     if(flag_change_face) {
3942     pl->animation_id = GET_ANIM_ID(change);
3943     pl->face = change->face;
3944    
3945     if(QUERY_FLAG(change,FLAG_ANIMATE))
3946     SET_FLAG(pl,FLAG_ANIMATE);
3947     else
3948     CLEAR_FLAG(pl,FLAG_ANIMATE);
3949     }
3950    
3951     /* check the special case of can't use weapons */
3952     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3953     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3954    
3955     break;
3956     }
3957     }
3958     }
3959    
3960     /**
3961     * This handles items of type 'transformer'.
3962     * Basically those items, used with a marked item, transform both items into something
3963     * else.
3964     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3965     * Change information is contained in the 'slaying' field of the marked item.
3966     * The format is as follow: transformer:[number ]yield[;transformer:...].
3967     * This way an item can be transformed in many things, and/or many objects.
3968     * The 'slaying' field for transformer is used as verb for the action.
3969     */
3970     void apply_item_transformer( object* pl, object* transformer )
3971     {
3972     object* marked;
3973     object* new_item;
3974     char* find;
3975     char* separator;
3976     int yield;
3977     char got[ MAX_BUF ];
3978     int len;
3979    
3980     if ( !pl || !transformer )
3981     return;
3982     marked = find_marked_object( pl );
3983     if ( !marked )
3984     {
3985     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3986     return;
3987     }
3988     if ( !marked->slaying )
3989     {
3990     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3991     return;
3992     }
3993     /* check whether they are compatible or not */
3994     find = strstr( marked->slaying, transformer->arch->name );
3995     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3996     {
3997     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3998     return;
3999     }
4000     find += strlen( transformer->arch->name ) + 1;
4001     /* Item can be used, now find how many and what it yields */
4002     if ( isdigit( *( find ) ) )
4003     {
4004     yield = atoi( find );
4005     if ( yield < 1 )
4006     {
4007     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4008     yield = 1;
4009     }
4010     }
4011     else
4012     yield = 1;
4013    
4014     while ( isdigit( *find ) )
4015     find++;
4016     while ( *find == ' ' )
4017     find++;
4018     memset( got, 0, MAX_BUF );
4019     if ( (separator = strchr( find, ';' ))!=NULL)
4020     {
4021     len = separator - find;
4022     }
4023     else
4024     {
4025     len = strlen(find);
4026     }
4027     if ( len > MAX_BUF-1)
4028     len = MAX_BUF-1;
4029     strcpy( got, find );
4030     got[len] = '\0';
4031    
4032     /* Now create new item, remove used ones when required. */
4033     new_item = get_archetype( got );
4034     if ( !new_item )
4035     {
4036     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4037     return;
4038     }
4039     new_item->nrof = yield;
4040     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4041     insert_ob_in_ob( new_item, pl );
4042     esrv_send_inventory( pl, pl );
4043     /* Eat up one item */
4044     decrease_ob_nr( marked, 1 );
4045     /* Eat one transformer if needed */
4046     if ( transformer->stats.food )
4047     if ( --transformer->stats.food == 0 )
4048     decrease_ob_nr( transformer, 1 );
4049     }