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/cvs/deliantra/server/server/apply.C
Revision: 1.12
Committed: Tue Aug 29 05:03:55 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +13 -5 lines
Log Message:
- added ready/unready/can_apply events and their passive versions
- removed support for event_*-fields in maps
- removed support for current_weapon_script
- removed timers
- removed say/shout/Tell and related commands

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 root 1.12 * "$Id: apply.C,v 1.11 2006-08-27 15:24:22 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 root 1.11
1297     if (INVOKE_OBJECT (CLOSE, op))
1298     return 1;
1299 elmex 1.1
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 root 1.11 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 elmex 1.1 goto leave;
1583    
1584     switch (trap->type) {
1585     case PLAYERMOVER:
1586     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1587     !should_director_abort(trap, victim)) {
1588     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1589    
1590     /* Is this correct? From the docs, it doesn't look like it
1591     * should be divided by trap->speed
1592     */
1593     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1594    
1595     /* Just put in some sanity check. I think there is a bug in the
1596     * above with some objects have zero speed, and thus the player
1597     * getting permanently paralyzed.
1598     */
1599     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1600     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1601     }
1602     goto leave;
1603    
1604     case SPINNER:
1605     if(victim->direction) {
1606     victim->direction=absdir(victim->direction-trap->stats.sp);
1607     update_turn_face(victim);
1608     }
1609     goto leave;
1610    
1611     case DIRECTOR:
1612     if(victim->direction && !should_director_abort(trap, victim)) {
1613     victim->direction=trap->stats.sp;
1614     update_turn_face(victim);
1615     }
1616     goto leave;
1617    
1618     case BUTTON:
1619     case PEDESTAL:
1620     update_button(trap);
1621     goto leave;
1622    
1623     case ALTAR:
1624     /* sacrifice victim on trap */
1625     apply_altar (trap, victim, originator);
1626     goto leave;
1627    
1628     case THROWN_OBJ:
1629     if (trap->inv == NULL)
1630     goto leave;
1631     /* fallthrough */
1632    
1633     case ARROW:
1634    
1635     /* bad bug: monster throw a object, make a step forwards, step on object ,
1636     * trigger this here and get hit by own missile - and will be own enemy.
1637     * Victim then is his own enemy and will start to kill herself (this is
1638     * removed) but we have not synced victim and his missile. To avoid senseless
1639     * action, we avoid hits here
1640     */
1641     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1642     hit_with_arrow (trap, victim);
1643     goto leave;
1644    
1645     case SPELL_EFFECT:
1646     apply_spell_effect(trap, victim);
1647     goto leave;
1648    
1649     case TRAPDOOR:
1650     {
1651     int max, sound_was_played;
1652     object *ab, *ab_next;
1653     if(!trap->value) {
1654     int tot;
1655     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1656     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1657     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1658    
1659     if(!(trap->value=(tot>trap->weight)?1:0))
1660     goto leave;
1661    
1662     SET_ANIMATION(trap, trap->value);
1663     update_object(trap,UP_OBJ_FACE);
1664     }
1665    
1666     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1667     /* need to set this up, since if we do transfer the object,
1668     * ab->above would be bogus
1669     */
1670     ab_next = ab->above;
1671    
1672     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1673     if ( ! sound_was_played) {
1674     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1675     sound_was_played = 1;
1676     }
1677     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1678     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1679     }
1680     }
1681     goto leave;
1682     }
1683    
1684    
1685     case CONVERTER:
1686     if (convert_item (victim, trap) < 0) {
1687     object *op;
1688    
1689     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1690    
1691     op = get_archetype("burnout");
1692     if (op != NULL) {
1693     op->x = trap->x;
1694     op->y = trap->y;
1695     insert_ob_in_map(op, trap->map, trap, 0);
1696     }
1697     }
1698     goto leave;
1699    
1700     case TRIGGER_BUTTON:
1701     case TRIGGER_PEDESTAL:
1702     case TRIGGER_ALTAR:
1703     check_trigger (trap, victim);
1704     goto leave;
1705    
1706     case DEEP_SWAMP:
1707     walk_on_deep_swamp (trap, victim);
1708     goto leave;
1709    
1710     case CHECK_INV:
1711     check_inv (victim, trap);
1712     goto leave;
1713    
1714     case HOLE:
1715     /* Hole not open? */
1716     if(trap->stats.wc > 0)
1717     goto leave;
1718    
1719     /* Is this a multipart monster and not the head? If so, return.
1720     * Processing will happen if the head runs into the pit
1721     */
1722     if (victim->head)
1723     goto leave;
1724    
1725     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1726     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1727     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1728     goto leave;
1729    
1730     case EXIT:
1731     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1732     /* Basically, don't show exits leading to random maps the
1733     * players output.
1734     */
1735     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1736     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1737     enter_exit (victim, trap);
1738     }
1739     goto leave;
1740    
1741     case ENCOUNTER:
1742     /* may be some leftovers on this */
1743     goto leave;
1744    
1745     case SHOP_MAT:
1746     apply_shop_mat (trap, victim);
1747     goto leave;
1748    
1749     /* Drop a certain amount of gold, and have one item identified */
1750     case IDENTIFY_ALTAR:
1751     apply_id_altar (victim, trap, originator);
1752     goto leave;
1753    
1754     case SIGN:
1755     if (victim->type != PLAYER && trap->stats.food > 0)
1756     goto leave; /* monsters musn't apply magic_mouths with counters */
1757    
1758     apply_sign (victim, trap, 1);
1759     goto leave;
1760    
1761     case CONTAINER:
1762     if (victim->type==PLAYER)
1763     (void) esrv_apply_container (victim, trap);
1764     else
1765     (void) apply_container (victim, trap);
1766     goto leave;
1767    
1768     case RUNE:
1769     case TRAP:
1770     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1771     spring_trap(trap, victim);
1772     }
1773     goto leave;
1774    
1775     default:
1776     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1777     "handled in move_apply()\n", trap->name, trap->arch->name,
1778     trap->type);
1779     goto leave;
1780     }
1781    
1782     leave:
1783     recursion_depth--;
1784     }
1785    
1786     /**
1787     * Handles reading a regular (ie not containing a spell) book.
1788     */
1789     static void apply_book (object *op, object *tmp)
1790     {
1791     int lev_diff;
1792     object *skill_ob;
1793    
1794     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1795     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1796     return;
1797     }
1798     if(tmp->msg==NULL) {
1799     new_draw_info_format(NDI_UNIQUE, 0, op,
1800     "You open the %s and find it empty.", tmp->name);
1801     return;
1802     }
1803    
1804     /* need a literacy skill to read stuff! */
1805     skill_ob = find_skill_by_name(op, tmp->skill);
1806     if ( ! skill_ob) {
1807     new_draw_info(NDI_UNIQUE, 0,op,
1808     "You are unable to decipher the strange symbols.");
1809     return;
1810     }
1811     lev_diff = tmp->level - (skill_ob->level + 5);
1812     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1813     if (lev_diff < 2)
1814     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1815     else if (lev_diff < 3)
1816     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1817     else if (lev_diff < 5)
1818     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1819     else if (lev_diff < 8)
1820     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1821     else if (lev_diff < 15)
1822     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1823     else
1824     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1825     return;
1826     }
1827    
1828 root 1.9 readable_message_type* msgType = get_readable_message_type(tmp);
1829     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1830     msgType->message_type, msgType->message_subtype,
1831     "You open the %s and start reading.\n%s",
1832     "%s\n%s",
1833     long_desc(tmp,op), tmp->msg);
1834 elmex 1.1
1835     /* gain xp from reading */
1836     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1837     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1838     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1839     /*exp_gain *= 2; because they just identified it too */
1840     SET_FLAG(tmp,FLAG_IDENTIFIED);
1841     /* If in a container, update how it looks */
1842     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1843     else op->contr->socket.update_look=1;
1844     }
1845     change_exp(op,exp_gain, skill_ob->skill, 0);
1846     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1847     }
1848     }
1849    
1850     /**
1851     * Handles the applying of a skill scroll, calling learn_skill straight.
1852     * op is the person learning the skill, tmp is the skill scroll object
1853     */
1854     static void apply_skillscroll (object *op, object *tmp)
1855     {
1856     switch ((int) learn_skill (op, tmp)) {
1857     case 0:
1858     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1859     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1860     return;
1861    
1862     case 1:
1863     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1864     tmp->skill);
1865     new_draw_info_format(NDI_UNIQUE, 0, op,
1866     "Type 'bind ready_skill %s",tmp->skill);
1867     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1868     decrease_ob(tmp);
1869     return;
1870    
1871     default:
1872     new_draw_info_format(NDI_UNIQUE,0,op,
1873     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1874     decrease_ob(tmp);
1875     return;
1876     }
1877     }
1878    
1879     /**
1880     * Actually makes op learn spell.
1881     * Informs player of what happens.
1882     */
1883     void do_learn_spell (object *op, object *spell, int special_prayer)
1884     {
1885     object *tmp;
1886    
1887     if (op->type != PLAYER) {
1888     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1889     return;
1890     }
1891    
1892     /* Upgrade special prayers to normal prayers */
1893     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1894     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1895     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1896     return;
1897     }
1898     return;
1899     }
1900    
1901     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1902     tmp = get_object();
1903     copy_object(spell, tmp);
1904     insert_ob_in_ob(tmp, op);
1905    
1906     if (special_prayer) {
1907     SET_FLAG(tmp, FLAG_STARTEQUIP);
1908     }
1909    
1910     new_draw_info_format (NDI_UNIQUE, 0, op,
1911     "Type 'bind cast %s", spell->name);
1912     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1913     esrv_add_spells(op->contr, tmp);
1914     }
1915    
1916     /**
1917     * Erases spell from player's inventory.
1918     */
1919     void do_forget_spell (object *op, const char *spell)
1920     {
1921     object *spob;
1922    
1923     if (op->type != PLAYER) {
1924     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1925     return;
1926     }
1927     if ( (spob=check_spell_known (op, spell)) == NULL) {
1928     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1929     return;
1930     }
1931    
1932     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1933     "You lose knowledge of %s.", spell);
1934     player_unready_range_ob(op->contr, spob);
1935     esrv_remove_spell(op->contr, spob);
1936     remove_ob(spob);
1937     free_object(spob);
1938     }
1939    
1940     /**
1941     * Handles player applying a spellbook.
1942     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943     * stuff like that. Random learning failure too.
1944     */
1945     static void apply_spellbook (object *op, object *tmp)
1946     {
1947     object *skop, *spell, *spell_skill;
1948    
1949     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1950     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1951     return;
1952     }
1953    
1954     /* artifact_spellbooks have 'slaying' field point to a spell name,
1955     * instead of having their spell stored in stats.sp. These are
1956     * legacy spellbooks
1957     */
1958    
1959     if(tmp->slaying != NULL) {
1960     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1961     if (!spell) {
1962     new_draw_info_format(NDI_UNIQUE, 0, op,
1963     "The book's formula for %s is incomplete", tmp->slaying);
1964     return;
1965     }
1966     else
1967     insert_ob_in_ob(spell, tmp);
1968     free_string(tmp->slaying);
1969     tmp->slaying=NULL;
1970     }
1971    
1972     skop = find_skill_by_name(op, tmp->skill);
1973    
1974     /* need a literacy skill to learn spells. Also, having a literacy level
1975     * lower than the spell will make learning the spell more difficult */
1976     if ( !skop) {
1977     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1978     return;
1979     }
1980    
1981     spell = tmp->inv;
1982     if (!spell) {
1983     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1984     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1985     return;
1986     }
1987     if (spell->level > (skop->level+10)) {
1988     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1989     return;
1990     }
1991    
1992     new_draw_info_format(NDI_UNIQUE, 0, op,
1993     "The spellbook contains the %s level spell %s.",
1994     get_levelnumber(spell->level), spell->name);
1995    
1996     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1997     identify(tmp);
1998     if (tmp->env)
1999     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2000     else
2001     op->contr->socket.update_look=1;
2002     }
2003    
2004     /* I removed the check for special_prayer_mark here - it didn't make
2005     * a lot of sense - special prayers are not found in spellbooks, and
2006     * if the player doesn't know the spell, doesn't make a lot of sense that
2007     * they would have a special prayer mark.
2008     */
2009     if (check_spell_known (op, spell->name)) {
2010     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2011     return;
2012     }
2013    
2014     if (spell->skill) {
2015     spell_skill = find_skill_by_name(op, spell->skill);
2016     if (!spell_skill) {
2017     new_draw_info_format(NDI_UNIQUE, 0, op,
2018     "You lack the skill %s to use this spell",
2019     spell->skill);
2020     return;
2021     }
2022     if (spell_skill->level < spell->level) {
2023     new_draw_info_format(NDI_UNIQUE, 0, op,
2024     "You need to be level %d in %s to learn this spell.",
2025     spell->level, spell->skill);
2026     return;
2027     }
2028     }
2029    
2030     /* Logic as follows
2031     *
2032     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2033     *
2034     * 2- The learner's skill level in literacy adjusts the chance to learn
2035     * a spell.
2036     *
2037     * 3 -Automatically fail to learn if you read while confused
2038     *
2039     * Overall, chances are the same but a player will find having a high
2040     * literacy rate very useful! -b.t.
2041     */
2042     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2043     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2044     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2045     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2046     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2047     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2048    
2049     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2050     do_learn_spell (op, spell, 0);
2051    
2052     /* xp gain to literacy for spell learning */
2053     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2054     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2055     } else {
2056     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2057     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2058     }
2059     decrease_ob(tmp);
2060     }
2061    
2062     /**
2063     * Handles applying a spell scroll.
2064     */
2065     void apply_scroll (object *op, object *tmp, int dir)
2066     {
2067     object *skop;
2068    
2069     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2070     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2071     return;
2072     }
2073    
2074     if (!tmp->inv || tmp->inv->type != SPELL) {
2075     new_draw_info (NDI_UNIQUE, 0, op,
2076     "The scroll just doesn't make sense!");
2077     return;
2078     }
2079    
2080     if(op->type==PLAYER) {
2081     /* players need a literacy skill to read stuff! */
2082     int exp_gain=0;
2083    
2084     /* hard code literacy - tmp->skill points to where the exp
2085     * should go for anything killed by the spell.
2086     */
2087     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2088    
2089     if ( ! skop) {
2090     new_draw_info(NDI_UNIQUE, 0,op,
2091     "You are unable to decipher the strange symbols.");
2092     return;
2093     }
2094    
2095     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2096     change_exp(op,exp_gain, skop->skill, 0);
2097     }
2098    
2099     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2100     identify(tmp);
2101    
2102     new_draw_info_format(NDI_BLACK, 0, op,
2103     "The scroll of %s turns to dust.", tmp->inv->name);
2104    
2105    
2106     cast_spell(op,tmp,dir,tmp->inv, NULL);
2107     decrease_ob(tmp);
2108     }
2109    
2110     /**
2111     * Applies a treasure object - by default, chest. op
2112     * is the person doing the applying, tmp is the treasure
2113     * chest.
2114     */
2115     static void apply_treasure (object *op, object *tmp)
2116     {
2117     object *treas;
2118     tag_t tmp_tag = tmp->count, op_tag = op->count;
2119    
2120    
2121     /* Nice side effect of new treasure creation method is that the treasure
2122     * for the chest is done when the chest is created, and put into the chest
2123     * inventory. So that when the chest burns up, the items still exist. Also
2124     * prevents people fromt moving chests to more difficult maps to get better
2125     * treasure
2126     */
2127    
2128     treas = tmp->inv;
2129     if(treas==NULL) {
2130     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2131     decrease_ob(tmp);
2132     return;
2133     }
2134     while (tmp->inv) {
2135     treas = tmp->inv;
2136    
2137     remove_ob(treas);
2138     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2139     query_name(treas));
2140    
2141     treas->x=op->x;
2142     treas->y=op->y;
2143     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2144    
2145     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2146     && QUERY_FLAG (op, FLAG_ALIVE))
2147     spring_trap (treas, op);
2148     /* If either player or container was destroyed, no need to do
2149     * further processing. I think this should be enclused with
2150     * spring trap above, as I don't think there is otherwise
2151     * any way for the treasure chest or player to get killed
2152     */
2153     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2154     break;
2155     }
2156    
2157     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2158     decrease_ob (tmp);
2159    
2160     }
2161    
2162     /**
2163     * op eats food.
2164     * If player, takes care of messages and dragon special food.
2165     */
2166     static void apply_food (object *op, object *tmp)
2167     {
2168     int capacity_remaining;
2169    
2170     if(op->type!=PLAYER)
2171     op->stats.hp=op->stats.maxhp;
2172     else {
2173     /* check if this is a dragon (player), eating some flesh */
2174     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2175     ;
2176     else {
2177     /* usual case - no dragon meal: */
2178     if(op->stats.food+tmp->stats.food>999) {
2179     if(tmp->type==FOOD || tmp->type==FLESH)
2180     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2181     else
2182     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2183     }
2184    
2185     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2186     char buf[MAX_BUF];
2187    
2188     if (!is_dragon_pl(op)) {
2189     /* eating message for normal players*/
2190     if(tmp->type==DRINK)
2191     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2192     else
2193     sprintf(buf,"The %s tasted %s",tmp->name,
2194     tmp->type==FLESH?"terrible!":"good.");
2195     }
2196     else {
2197     /* eating message for dragon players*/
2198     sprintf(buf,"The %s tasted terrible!",tmp->name);
2199     }
2200    
2201     new_draw_info(NDI_UNIQUE, 0,op,buf);
2202     capacity_remaining = 999 - op->stats.food;
2203     op->stats.food+=tmp->stats.food;
2204     if(capacity_remaining < tmp->stats.food)
2205     op->stats.hp += capacity_remaining / 50;
2206     else
2207     op->stats.hp+=tmp->stats.food/50;
2208     if(op->stats.hp>op->stats.maxhp)
2209     op->stats.hp=op->stats.maxhp;
2210     if (op->stats.food > 999)
2211     op->stats.food = 999;
2212     }
2213    
2214     /* special food hack -b.t. */
2215     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2216     eat_special_food(op,tmp);
2217     }
2218     }
2219     handle_apply_yield(tmp);
2220     decrease_ob(tmp);
2221     }
2222    
2223     /**
2224     * A dragon is eating some flesh. If the flesh contains resistances,
2225     * there is a chance for the dragon's skin to get improved.
2226     *
2227     * attributes:
2228     * object *op the object (dragon player) eating the flesh
2229     * object *meal the flesh item, getting chewed in dragon's mouth
2230     * return:
2231     * int 1 if eating successful, 0 if it doesn't work
2232     */
2233     int dragon_eat_flesh(object *op, object *meal) {
2234     object *skin = NULL; /* pointer to dragon skin force*/
2235     object *abil = NULL; /* pointer to dragon ability force*/
2236     object *tmp = NULL; /* tmp. object */
2237    
2238     char buf[MAX_BUF]; /* tmp. string buffer */
2239     double chance; /* improvement-chance of one resistance type */
2240     double totalchance=1; /* total chance of gaining one resistance */
2241     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2242     double mbonus=0; /* monster bonus */
2243     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2244     int winners=0; /* number of winners */
2245     int i; /* index */
2246    
2247     /* let's make sure and doublecheck the parameters */
2248     if (meal->type!=FLESH || !is_dragon_pl(op))
2249     return 0;
2250    
2251     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2252     from the player's inventory */
2253     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2254     if (tmp->type == FORCE) {
2255     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2256     skin = tmp;
2257     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2258     abil = tmp;
2259     }
2260     }
2261    
2262     /* if either skin or ability are missing, this is an old player
2263     which is not to be considered a dragon -> bail out */
2264     if (skin == NULL || abil == NULL) return 0;
2265    
2266     /* now start by filling stomache and health, according to food-value */
2267     if((999 - op->stats.food) < meal->stats.food)
2268     op->stats.hp += (999 - op->stats.food) / 50;
2269     else
2270     op->stats.hp += meal->stats.food/50;
2271     if(op->stats.hp>op->stats.maxhp)
2272     op->stats.hp=op->stats.maxhp;
2273    
2274     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2275    
2276     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2277    
2278     /* on to the interesting part: chances for adding resistance */
2279     for (i=0; i<NROFATTACKS; i++) {
2280     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2281     /* got positive resistance, now calculate improvement chance (0-100) */
2282    
2283     /* this bonus makes resistance increase easier at lower levels */
2284     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2285     if (i == abil->stats.exp)
2286     bonus += 5; /* additional bonus for resistance of ability-focus */
2287    
2288     /* monster bonus increases with level, because high-level
2289     flesh is too rare */
2290     mbonus = op->level * 20. / ((double)settings.max_level);
2291    
2292     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2293     ((double)settings.max_level)) - skin->resist[i];
2294    
2295     if (chance >= 0.)
2296     chance += 1.;
2297     else
2298     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2299    
2300     /* chance is proportional to amount of resistance (max. 50) */
2301     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2302    
2303     /* doubled chance for resistance of ability-focus */
2304     if (i == abil->stats.exp)
2305     chance = MIN(100., chance*2.);
2306    
2307     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2308     if (RANDOM()%10000 < (int)(chance*100)) {
2309     atnr_winner[winners] = i;
2310     winners++;
2311     }
2312    
2313     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2314    
2315     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2316     }
2317     }
2318    
2319     /* inverse totalchance as until now we have the failure-chance */
2320     totalchance = 100 - totalchance*100;
2321     /* print message according to totalchance */
2322     if (totalchance > 50.)
2323     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2324     else if (totalchance > 10.)
2325     sprintf(buf, "The %s tasted very good.", meal->name);
2326     else if (totalchance > 1.)
2327     sprintf(buf, "The %s tasted good.", meal->name);
2328     else if (totalchance > 0.1)
2329     sprintf(buf, "The %s tasted bland.", meal->name);
2330     else if (totalchance >= 0.01)
2331     sprintf(buf, "The %s had a boring taste.", meal->name);
2332     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2333     sprintf(buf, "The %s tasted strange.", meal->name);
2334     else
2335     sprintf(buf, "The %s had no taste.", meal->name);
2336     new_draw_info(NDI_UNIQUE, 0, op, buf);
2337    
2338     /* now choose a winner if we have any */
2339     i = -1;
2340     if (winners>0)
2341     i = atnr_winner[RANDOM()%winners];
2342    
2343     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2344     /* resistance increased! */
2345     skin->resist[i]++;
2346     fix_player(op);
2347    
2348     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2349     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2350     }
2351    
2352     /* if this flesh contains a new ability focus, we mark it
2353     into the ability_force and it will take effect on next level */
2354     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2355     && meal->last_eat != abil->last_eat) {
2356     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2357    
2358     if (meal->last_eat != abil->stats.exp) {
2359     sprintf(buf, "Your metabolism prepares to focus on %s!",
2360     change_resist_msg[meal->last_eat]);
2361     new_draw_info(NDI_UNIQUE, 0, op, buf);
2362     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2363     new_draw_info(NDI_UNIQUE, 0, op, buf);
2364     }
2365     else {
2366     sprintf(buf, "Your metabolism will continue to focus on %s.",
2367     change_resist_msg[meal->last_eat]);
2368     new_draw_info(NDI_UNIQUE, 0, op, buf);
2369     abil->last_eat = 0;
2370     }
2371     }
2372     return 1;
2373     }
2374    
2375     static void apply_savebed (object *pl)
2376     {
2377     #ifndef COZY_SERVER
2378     if(!pl->contr->name_changed||!pl->stats.exp) {
2379     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2380     return;
2381     }
2382     #endif
2383     /* Need to call terminate_all_pets() before we remove the player ob */
2384     terminate_all_pets(pl);
2385     remove_ob(pl);
2386     pl->direction=0;
2387     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2388     "%s leaves the game.",pl->name);
2389    
2390     /* update respawn position */
2391     strcpy(pl->contr->savebed_map, pl->map->path);
2392     pl->contr->bed_x = pl->x;
2393     pl->contr->bed_y = pl->y;
2394    
2395     strcpy(pl->contr->killer,"left");
2396     check_score(pl); /* Always check score */
2397     (void)save_player(pl,0);
2398     pl->map->players--;
2399     #if MAP_MAXTIMEOUT
2400     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2401     #endif
2402     play_again(pl);
2403     pl->speed = 0;
2404     update_ob_speed(pl);
2405     }
2406    
2407     /**
2408     * Handles applying an improve armor scroll.
2409     * Does some sanity checks, then calls improve_armour.
2410     */
2411     static void apply_armour_improver (object *op, object *tmp)
2412     {
2413     object *armor;
2414    
2415     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2416     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2417     return;
2418     }
2419     armor=find_marked_object(op);
2420     if ( ! armor) {
2421     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2422     return;
2423     }
2424     if (armor->type != ARMOUR
2425     && armor->type != CLOAK
2426     && armor->type != BOOTS && armor->type != GLOVES
2427     && armor->type != BRACERS && armor->type != SHIELD
2428     && armor->type != HELMET)
2429     {
2430     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2431     return;
2432     }
2433    
2434     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2435     improve_armour(op,tmp,armor);
2436     }
2437    
2438    
2439     extern void apply_poison (object *op, object *tmp)
2440     {
2441     if (op->type == PLAYER) {
2442     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2443     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2444     strcpy(op->contr->killer,"poisonous booze");
2445     }
2446     if (tmp->stats.hp > 0) {
2447     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2448     tmp->stats.hp);
2449     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2450     }
2451     op->stats.food-=op->stats.food/4;
2452     handle_apply_yield(tmp);
2453     decrease_ob(tmp);
2454     }
2455    
2456     /**
2457     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2458     * A valid 2 way exit means:
2459     * -You can come back (there is another exit at the other side)
2460     * -You are
2461     * ° the owner of the exit
2462     * ° or in the same party as the owner
2463     *
2464     * Note: a owner in a 2 way exit is saved as the owner's name
2465     * in the field exit->name cause the field exit->owner doesn't
2466     * survive in the swapping (in fact the whole exit doesn't survive).
2467     */
2468     int is_legal_2ways_exit (object* op, object *exit)
2469     {
2470     object * tmp;
2471     object * exit_owner;
2472     player * pp;
2473     mapstruct * exitmap;
2474     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2475     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2476     /* To know if an exit has a correspondant, we look at
2477     * all the exits in destination and try to find one with same path as
2478     * the current exit's position */
2479     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2480     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2482     if (exitmap)
2483     {
2484     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2485     if (!tmp) return 0;
2486     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2487     {
2488     if (tmp->type!=EXIT) continue; /*Not an exit*/
2489     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2490     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2491     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2492    
2493     /* From here we have found the exit is valid. However we do
2494     * here the check of the exit owner. It is important for the
2495     * town portals to prevent strangers from visiting your appartments
2496     */
2497     if (!exit->race) return 1; /*No owner, free for all!*/
2498     exit_owner=NULL;
2499     for (pp=first_player;pp;pp=pp->next)
2500     {
2501     if (!pp->ob) continue;
2502     if (pp->ob->name!=exit->race) continue;
2503     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2504     break;
2505     }
2506     if (!exit_owner) return 0; /* No more owner*/
2507     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2508     if ( exit_owner && /*There is a owner*/
2509     (op->contr) && /*A player tries to pass */
2510     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2511     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2512     return 0;
2513     return 1;
2514     }
2515     }
2516     return 0;
2517     }
2518    
2519    
2520     /**
2521     * Main apply handler.
2522     *
2523     * Checks for unpaid items before applying.
2524     *
2525     * Return value:
2526     * 0: player or monster can't apply objects of that type
2527     * 1: has been applied, or there was an error applying the object
2528     * 2: objects of that type can't be applied if not in inventory
2529     *
2530     * op is the object that is causing object to be applied, tmp is the object
2531     * being applied.
2532     *
2533     * aflag is special (always apply/unapply) flags. Nothing is done with
2534     * them in this function - they are passed to apply_special
2535     */
2536    
2537     int manual_apply (object *op, object *tmp, int aflag)
2538     {
2539     if (tmp->head) tmp=tmp->head;
2540    
2541     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2542     if (op->type == PLAYER) {
2543     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2544     return 1;
2545     } else {
2546     return 0; /* monsters just skip unpaid items */
2547     }
2548     }
2549    
2550 root 1.8 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2551 root 1.11 return RESULT_INT (0);
2552 root 1.8
2553 elmex 1.1 switch (tmp->type) {
2554    
2555     case TRANSPORT:
2556     return apply_transport(op, tmp, aflag);
2557    
2558     case CF_HANDLE:
2559     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2560     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2561     tmp->value=tmp->value?0:1;
2562     SET_ANIMATION(tmp, tmp->value);
2563     update_object(tmp,UP_OBJ_FACE);
2564     push_button(tmp);
2565     return 1;
2566    
2567     case TRIGGER:
2568     if (check_trigger (tmp, op)) {
2569     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2570     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2571     } else {
2572     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2573     }
2574     return 1;
2575    
2576     case EXIT:
2577     if (op->type != PLAYER)
2578     return 0;
2579     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2580     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2581     query_name(tmp));
2582     } else {
2583     /* Don't display messages for random maps. */
2584     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2585     strncmp(EXIT_PATH(tmp), "/random/", 8))
2586     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2587     enter_exit(op,tmp);
2588     }
2589     return 1;
2590    
2591     case SIGN:
2592     apply_sign (op, tmp, 0);
2593     return 1;
2594    
2595     case BOOK:
2596     if (op->type == PLAYER) {
2597     apply_book (op, tmp);
2598     return 1;
2599     } else {
2600     return 0;
2601     }
2602    
2603     case SKILLSCROLL:
2604     if (op->type == PLAYER) {
2605     apply_skillscroll (op, tmp);
2606     return 1;
2607     }
2608     return 0;
2609    
2610     case SPELLBOOK:
2611     if (op->type == PLAYER) {
2612     apply_spellbook (op, tmp);
2613     return 1;
2614     }
2615     return 0;
2616    
2617     case SCROLL:
2618     apply_scroll (op, tmp, 0);
2619     return 1;
2620    
2621     case POTION:
2622     (void) apply_potion(op, tmp);
2623     return 1;
2624    
2625     /* Eneq(@csd.uu.se): Handle apply on containers. */
2626     case CLOSE_CON:
2627     if (op->type==PLAYER)
2628     (void) esrv_apply_container (op, tmp->env);
2629     else
2630     (void) apply_container (op, tmp->env);
2631     return 1;
2632    
2633     case CONTAINER:
2634     if (op->type==PLAYER)
2635     (void) esrv_apply_container (op, tmp);
2636     else
2637     (void) apply_container (op, tmp);
2638     return 1;
2639    
2640     case TREASURE:
2641     if (op->type == PLAYER) {
2642     apply_treasure (op, tmp);
2643     return 1;
2644     } else {
2645     return 0;
2646     }
2647    
2648     case WEAPON:
2649     case ARMOUR:
2650     case BOOTS:
2651     case GLOVES:
2652     case AMULET:
2653     case GIRDLE:
2654     case BRACERS:
2655     case SHIELD:
2656     case HELMET:
2657     case RING:
2658     case CLOAK:
2659     case WAND:
2660     case ROD:
2661     case HORN:
2662     case SKILL:
2663     case BOW:
2664     case LAMP:
2665     case BUILDER:
2666     case SKILL_TOOL:
2667     if (tmp->env != op)
2668     return 2; /* not in inventory */
2669     (void) apply_special (op, tmp, aflag);
2670     return 1;
2671    
2672     case DRINK:
2673     case FOOD:
2674     case FLESH:
2675     apply_food (op, tmp);
2676     return 1;
2677    
2678     case POISON:
2679     apply_poison (op, tmp);
2680     return 1;
2681    
2682     case SAVEBED:
2683     if (op->type == PLAYER) {
2684     apply_savebed (op);
2685     return 1;
2686     } else {
2687     return 0;
2688     }
2689    
2690     case ARMOUR_IMPROVER:
2691     if (op->type == PLAYER) {
2692     apply_armour_improver (op, tmp);
2693     return 1;
2694     } else {
2695     return 0;
2696     }
2697    
2698     case WEAPON_IMPROVER:
2699     (void) check_improve_weapon(op, tmp);
2700     return 1;
2701    
2702     case CLOCK:
2703     if (op->type == PLAYER) {
2704     char buf[MAX_BUF];
2705     timeofday_t tod;
2706    
2707     get_tod(&tod);
2708     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2709     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2710     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2711     ((tod.hour >= 14) ? "pm" : "am"));
2712     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2713     new_draw_info(NDI_UNIQUE, 0,op, buf);
2714     return 1;
2715     } else {
2716     return 0;
2717     }
2718    
2719     case MENU:
2720     if (op->type == PLAYER) {
2721     shop_listing (op);
2722     return 1;
2723     } else {
2724     return 0;
2725     }
2726    
2727     case POWER_CRYSTAL:
2728     apply_power_crystal(op,tmp); /* see egoitem.c */
2729     return 1;
2730    
2731     case LIGHTER: /* for lighting torches/lanterns/etc */
2732     if (op->type == PLAYER) {
2733     apply_lighter(op,tmp);
2734     return 1;
2735     } else {
2736     return 0;
2737     }
2738    
2739     case ITEM_TRANSFORMER:
2740     apply_item_transformer( op, tmp );
2741     return 1;
2742    
2743     default:
2744     return 0;
2745     }
2746     }
2747    
2748    
2749     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2750     * messages as needed by player_apply_below(). But there can still be
2751     * "but you are floating high above the ground" messages.
2752     *
2753     * Same return value as apply() function.
2754     */
2755     int player_apply (object *pl, object *op, int aflag, int quiet)
2756     {
2757     int tmp;
2758    
2759     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2760     /* player is flying and applying object not in inventory */
2761     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2762     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2763     "above the ground!");
2764     return 0;
2765     }
2766     }
2767    
2768     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2769     * applied.
2770     */
2771     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2772     {
2773     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2774     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2775     "of smoke!");
2776     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2777     remove_ob (op);
2778     free_object (op);
2779     return 1;
2780     }
2781    
2782     pl->contr->last_used = op;
2783     pl->contr->last_used_id = op->count;
2784    
2785     tmp = manual_apply (pl, op, aflag);
2786     if ( ! quiet) {
2787     if (tmp == 0)
2788     new_draw_info_format (NDI_UNIQUE, 0, pl,
2789     "I don't know how to apply the %s.",
2790     query_name (op));
2791     else if (tmp == 2)
2792     new_draw_info_format (NDI_UNIQUE, 0, pl,
2793     "You must get it first!\n");
2794     }
2795     return tmp;
2796     }
2797    
2798     /**
2799     * player_apply_below attempts to apply the object 'below' the player.
2800     * If the player has an open container, we use that for below, otherwise
2801     * we use the ground.
2802     */
2803    
2804     void player_apply_below (object *pl)
2805     {
2806     object *tmp, *next;
2807     int floors;
2808    
2809     if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2810     apply_transport(pl, pl->contr->transport, 0);
2811     return;
2812     }
2813    
2814     /* If using a container, set the starting item to be the top
2815     * item in the container. Otherwise, use the map.
2816     */
2817     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2818    
2819     /* This is perhaps more complicated. However, I want to make sure that
2820     * we don't use a corrupt pointer for the next object, so we get the
2821     * next object in the stack before applying. This is can only be a
2822     * problem if player_apply() has a bug in that it uses the object but does
2823     * not return a proper value.
2824     */
2825     for (floors = 0; tmp!=NULL; tmp=next) {
2826     next = tmp->below;
2827     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2828     floors++;
2829     else if (floors > 0)
2830     return; /* process only floor objects after first floor object */
2831    
2832     /* If it is visible, player can apply it. If it is applied by
2833     * person moving on it, also activate. Added code to make it
2834     * so that at least one of players movement types be that which
2835     * the item needs.
2836     */
2837     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2838     if (player_apply (pl, tmp, 0, 1) == 1)
2839     return;
2840     }
2841     if (floors >= 2)
2842     return; /* process at most two floor objects */
2843     }
2844     }
2845    
2846     /**
2847     * Unapplies specified item.
2848     * No check done on cursed/damned.
2849     * Break this out of apply_special - this is just done
2850     * to keep the size of apply_special to a more managable size.
2851     */
2852     static int unapply_special (object *who, object *op, int aflags)
2853     {
2854 root 1.12 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2855     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2856     return RESULT_INT (0);
2857    
2858 elmex 1.1 object *tmp2;
2859    
2860     CLEAR_FLAG(op, FLAG_APPLIED);
2861     switch(op->type) {
2862     case WEAPON:
2863     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2864    
2865     (void) change_abil (who,op);
2866     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2867     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2868     clear_skill(who);
2869     break;
2870    
2871     case SKILL: /* allows objects to impart skills */
2872     case SKILL_TOOL:
2873     if (op != who->chosen_skill) {
2874     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875     }
2876     if (who->type==PLAYER) {
2877     if (who->contr->shoottype == range_skill)
2878     who->contr->shoottype = range_none;
2879     if ( ! op->invisible) {
2880     new_draw_info_format (NDI_UNIQUE, 0, who,
2881     "You stop using the %s.", query_name(op));
2882     } else {
2883     new_draw_info_format (NDI_UNIQUE, 0, who,
2884     "You can no longer use the skill: %s.",
2885     op->skill);
2886     }
2887     }
2888     (void) change_abil (who, op);
2889     who->chosen_skill = NULL;
2890     CLEAR_FLAG (who, FLAG_READY_SKILL);
2891     break;
2892    
2893     case ARMOUR:
2894     case HELMET:
2895     case SHIELD:
2896     case RING:
2897     case BOOTS:
2898     case GLOVES:
2899     case AMULET:
2900     case GIRDLE:
2901     case BRACERS:
2902     case CLOAK:
2903     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2904     (void) change_abil (who,op);
2905     break;
2906     case LAMP:
2907     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2908     op->name);
2909     tmp2 = arch_to_object(op->other_arch);
2910     tmp2->x = op->x;
2911     tmp2->y = op->y;
2912     tmp2->map = op->map;
2913     tmp2->below = op->below;
2914     tmp2->above = op->above;
2915     tmp2->stats.food = op->stats.food;
2916     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2917     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2918     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2919     if (who->type == PLAYER)
2920     esrv_del_item(who->contr, (tag_t)op->count);
2921     remove_ob(op);
2922     free_object(op);
2923     insert_ob_in_ob(tmp2, who);
2924     fix_player(who);
2925     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2926     if (who->type == PLAYER) {
2927     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2928     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2929     }
2930     }
2931     if(who->type==PLAYER)
2932     esrv_send_item(who, tmp2);
2933     return 1; /* otherwise, an attempt to drop causes problems */
2934     break;
2935     case BOW:
2936     case WAND:
2937     case ROD:
2938     case HORN:
2939     clear_skill(who);
2940     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2941     if(who->type==PLAYER) {
2942     who->contr->shoottype = range_none;
2943     } else {
2944     if (op->type == BOW)
2945     CLEAR_FLAG (who, FLAG_READY_BOW);
2946     else
2947     CLEAR_FLAG(who, FLAG_READY_RANGE);
2948     }
2949     break;
2950    
2951     case BUILDER:
2952     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2953     who->contr->shoottype = range_none;
2954     who->contr->ranges[ range_builder ] = NULL;
2955     break;
2956    
2957     default:
2958     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2959     break;
2960     }
2961    
2962     fix_player(who);
2963    
2964     if ( ! (aflags & AP_NO_MERGE)) {
2965     object *tmp;
2966    
2967     tag_t del_tag = op->count;
2968     tmp = merge_ob (op, NULL);
2969     if (who->type == PLAYER) {
2970     if (tmp) { /* it was merged */
2971     esrv_del_item (who->contr, del_tag);
2972     op = tmp;
2973     }
2974     esrv_send_item (who, op);
2975     }
2976     }
2977     return 0;
2978     }
2979    
2980     /**
2981     * Returns the object that is using location 'loc'.
2982     * Note that 'start' is the first object to start examing - we
2983     * then go through the below of this. In this way, you can do
2984     * something like:
2985     * tmp = get_item_from_body_location(who->inv, 1);
2986     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2987     * to find the second object that may use this location, etc.
2988     * Returns NULL if no match is found.
2989     * loc is the index into the array we are looking for a match.
2990     * don't return invisible objects unless they are skill objects
2991     * invisible other objects that use
2992     * up body locations can be used as restrictions.
2993     */
2994     object *get_item_from_body_location(object *start, int loc)
2995     {
2996     object *tmp;
2997    
2998     if (!start) return NULL;
2999    
3000     for (tmp=start; tmp; tmp=tmp->below)
3001     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3002     (!tmp->invisible || tmp->type==SKILL)) return tmp;
3003    
3004     return NULL;
3005     }
3006    
3007    
3008    
3009     /**
3010     * 'op' wants to apply an object, but can't because of other equipment.
3011     * This should only be called when it is known
3012     * that there are objects to unapply. This makes pretty heavy
3013     * use of get_item_from_body_location. It makes no intelligent choice
3014     * on objects - rather, the first that is matched is used.
3015     * Returns 0 on success, returns 1 if there is some problem.
3016     * if aflags is AP_PRINT, we instead print out waht to unapply
3017     * instead of doing it. This is a lot less code than having
3018     * another function that does just that.
3019     */
3020     int unapply_for_ob(object *who, object *op, int aflags)
3021     {
3022     int i;
3023     object *tmp=NULL, *last;
3024    
3025     /* If we are applying a shield or weapon, unapply any equipped shield
3026     * or weapons first - only allowed to use one weapon/shield at a time.
3027     */
3028     if (op->type == WEAPON || op->type == SHIELD) {
3029     for (tmp=who->inv; tmp; tmp=tmp->below) {
3030     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3031     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3032     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3033     if (aflags & AP_PRINT)
3034     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3035     else
3036     unapply_special(who, tmp, aflags);
3037     }
3038     else {
3039     /* In this case, we want to try and remove a cursed item.
3040     * While we know it won't work, we want unapply_special to
3041     * at least generate the message.
3042     */
3043     new_draw_info_format(NDI_UNIQUE, 0, who,
3044     "No matter how hard you try, you just can't\nremove %s.",
3045     query_name(tmp));
3046     return 1;
3047     }
3048    
3049     }
3050     }
3051     }
3052    
3053     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3054     /* this used up a slot that we need to free */
3055     if (op->body_info[i]) {
3056     last = who->inv;
3057    
3058     /* We do a while loop - may need to remove several items in order
3059     * to free up enough slots.
3060     */
3061     while ((who->body_used[i] + op->body_info[i]) < 0) {
3062     tmp = get_item_from_body_location(last, i);
3063     if (!tmp) {
3064     #if 0
3065     /* Not a bug - we'll get this if the player has cursed items
3066     * equipped.
3067     */
3068     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3069     i, body_locations[i].save_name, who->name);
3070     #endif
3071     return 1;
3072     }
3073     /* If we are just printing, we don't care about cursed status */
3074     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3075     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3076     if (aflags & AP_PRINT)
3077     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3078     else
3079     unapply_special(who, tmp, aflags);
3080     }
3081     else {
3082     /* Cursed item that we can't unequip - tell the player.
3083     * Note this could be annoying if this is just one of a few,
3084     * so it may not be critical (eg, putting on a ring and you have
3085     * one cursed ring.)
3086     */
3087     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3088     }
3089     last = tmp->below;
3090     }
3091     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3092     * return in the !tmp would have kicked in.
3093     */
3094     } /* if op is using this body location */
3095     } /* for body lcoations */
3096     return 0;
3097     }
3098    
3099     /**
3100     * Checks to see if 'who' can apply object 'op'.
3101     * Returns 0 if apply can be done without anything special.
3102     * Otherwise returns a bitmask - potentially several of these may be
3103     * set, but largely depends on circumstance - in the future, processing
3104     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3105     * is set, do we really are what the other flags may be?)
3106     *
3107     * See include/define.h for detailed description of the meaning of
3108     * these return values.
3109     */
3110     int can_apply_object(object *who, object *op)
3111     {
3112 root 1.12 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
3113     || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3114     return RESULT_INT (0);
3115    
3116 elmex 1.1 int i, retval=0;
3117     object *tmp=NULL, *ws=NULL;
3118    
3119     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3120     * 2 weapons, but we don't want to let them do that. So if they are
3121     * trying to equip a weapon or shield, see if they already have one
3122     * in place and store that way.
3123     */
3124     if (op->type == WEAPON || op->type == SHIELD) {
3125     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3126     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3127     retval = CAN_APPLY_UNAPPLY;
3128     ws = tmp;
3129     }
3130     }
3131     }
3132    
3133    
3134     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3135     if (op->body_info[i]) {
3136     /* Item uses more slots than we have */
3137     if (FABS(op->body_info[i]) > who->body_info[i]) {
3138     /* Could return now for efficiently - rest of info below isn'
3139     * really needed.
3140     */
3141     retval |= CAN_APPLY_NEVER;
3142     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3143     /* in this case, equipping this would use more free spots than
3144     * we have.
3145     */
3146     object *tmp1;
3147    
3148    
3149     /* if we have an applied weapon/shield, and unapply it would free
3150     * enough slots to equip the new item, then just set this can
3151     * continue. We don't care about the logic below - if you have
3152     * shield equipped and try to equip another shield, there is only
3153     * one choice. However, the check for the number of body locations
3154     * does take into the account cases where what is being applied
3155     * may be two handed for example.
3156     */
3157     if (ws) {
3158     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3159     retval |= CAN_APPLY_UNAPPLY;
3160     continue;
3161     }
3162     }
3163    
3164     tmp1 = get_item_from_body_location(who->inv, i);
3165     if (!tmp1) {
3166     #if 0
3167     /* This is sort of an error, but happens a lot when old players
3168     * join in with more stuff equipped than they are now allowed.
3169     */
3170     LOG(llevError,"Can't find object using location %d on %s\n",
3171     i, who->name);
3172     #endif
3173     retval |= CAN_APPLY_NEVER;
3174     } else {
3175     /* need to unapply something. However, if this something
3176     * is different than we had found before, it means they need
3177     * to apply multiple objects
3178     */
3179     retval |= CAN_APPLY_UNAPPLY;
3180     if (!tmp) tmp = tmp1;
3181     else if (tmp != tmp1) {
3182     retval |= CAN_APPLY_UNAPPLY_MULT;
3183     }
3184     /* This object isn't using up all the slots, so there must
3185     * be another. If so, and it the new item doesn't need all
3186     * the slots, the player then has a choice.
3187     */
3188     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3189     (FABS(op->body_info[i]) < who->body_info[i]))
3190     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3191    
3192     /* Does unequippint 'tmp1' free up enough slots for this to be
3193     * equipped? If not, there must be something else to unapply.
3194     */
3195     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3196     retval |= CAN_APPLY_UNAPPLY_MULT;
3197    
3198     }
3199     } /* if not enough free slots */
3200     } /* if this object uses location i */
3201     } /* for i -> num_body_locations loop */
3202    
3203     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3204     * really be controlled by use of body locations. We do have
3205     * the weapon/shield checks, and the range checks for monsters,
3206     * because you can't control those just by body location - bows, shields,
3207     * and weapons all use the same slot. Similar for horn/rod/wand - they
3208     * all use the same location.
3209     */
3210     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3211     retval |= CAN_APPLY_RESTRICTION;
3212     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3213     retval |= CAN_APPLY_RESTRICTION;
3214    
3215    
3216     if (who->type != PLAYER) {
3217     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3218     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3219     retval |= CAN_APPLY_RESTRICTION;
3220     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3221     retval |= CAN_APPLY_RESTRICTION;
3222     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3223     retval |= CAN_APPLY_RESTRICTION;
3224     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3225     retval |= CAN_APPLY_RESTRICTION;
3226     }
3227     return retval;
3228     }
3229    
3230    
3231    
3232     /**
3233     * who is the object using the object. It can be a monster.
3234     * op is the object they are using. op is an equipment type item,
3235     * eg, one which you put on and keep on for a while, and not something
3236     * like a potion or scroll.
3237     *
3238     * function returns 1 if the action could not be completed, 0 on
3239     * success. However, success is a matter of meaning - if the
3240     * user passes the 'apply' flag to an object already applied,
3241     * nothing is done, and 0 is returned.
3242     *
3243     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3244     * AP_UNAPPLY=always unapply).
3245     *
3246     * Optional flags:
3247     * AP_NO_MERGE: don't merge an unapplied object with other objects
3248     * AP_IGNORE_CURSE: unapply cursed items
3249     *
3250     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3251     *
3252     * apply_special() doesn't check for unpaid items.
3253     */
3254     int apply_special (object *who, object *op, int aflags)
3255     {
3256     int basic_flag = aflags & AP_BASIC_FLAGS;
3257     object *tmp, *tmp2, *skop=NULL;
3258     int i;
3259    
3260     if(who==NULL) {
3261     LOG(llevError,"apply_special() from object without environment.\n");
3262     return 1;
3263     }
3264    
3265     if(op->env!=who)
3266     return 1; /* op is not in inventory */
3267    
3268     /* trying to unequip op */
3269     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3270     /* always apply, so no reason to unapply */
3271     if (basic_flag == AP_APPLY) return 0;
3272    
3273     if ( ! (aflags & AP_IGNORE_CURSE)
3274     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3275     new_draw_info_format(NDI_UNIQUE, 0, who,
3276     "No matter how hard you try, you just can't\nremove %s.",
3277     query_name(op));
3278     return 1;
3279     }
3280     return unapply_special(who, op, aflags);
3281     }
3282    
3283     if (basic_flag == AP_UNAPPLY) return 0;
3284    
3285     i = can_apply_object(who, op);
3286    
3287     /* Can't just apply this object. Lets see what not and what to do */
3288     if (i) {
3289     if (i & CAN_APPLY_NEVER) {
3290     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3291     return 1;
3292     } else if (i & CAN_APPLY_RESTRICTION) {
3293     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3294     return 1;
3295     }
3296     if (who->type != PLAYER) {
3297     /* Some error, so don't try to equip something more */
3298     if (unapply_for_ob(who, op, aflags)) return 1;
3299     } else {
3300     if (who->contr->unapply == unapply_never ||
3301     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3302     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3303     unapply_for_ob(who, op, AP_PRINT);
3304     return 1;
3305     }
3306     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3307     i = unapply_for_ob(who, op, aflags);
3308     if (i) return 1;
3309     }
3310     }
3311     }
3312     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3313     skop=find_skill_by_name(who, op->skill);
3314     if (!skop) {
3315     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3316     return 1;
3317     } else {
3318     /* While experience will be credited properly, we want to change the
3319     * skill so that the dam and wc get updated
3320     */
3321     change_skill(who, skop, 0);
3322     }
3323     }
3324    
3325     if (who->type == PLAYER && op->item_power &&
3326     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3327     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3328     return 1;
3329     }
3330    
3331    
3332     /* Ok. We are now at the state where we can apply the new object.
3333     * Note that we don't have the checks for can_use_...
3334     * below - that is already taken care of by can_apply_object.
3335     */
3336    
3337    
3338     if(op->nrof > 1)
3339     tmp = get_split_ob(op,op->nrof - 1);
3340     else
3341     tmp = NULL;
3342    
3343 root 1.12 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3344     || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3345     return RESULT_INT (0);
3346    
3347 elmex 1.1 switch(op->type) {
3348     case WEAPON:
3349     if (!check_weapon_power(who, op->last_eat)) {
3350     new_draw_info(NDI_UNIQUE, 0,who,
3351     "That weapon is too powerful for you to use.");
3352     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353     if(tmp!=NULL)
3354     (void) insert_ob_in_ob(tmp,who);
3355     return 1;
3356     }
3357     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3358     /* if the weapon does not have the name as the character, can't use it. */
3359     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3360     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3361     if(tmp!=NULL)
3362     (void) insert_ob_in_ob(tmp,who);
3363     return 1;
3364     }
3365     SET_FLAG(op, FLAG_APPLIED);
3366    
3367     if (skop) change_skill(who, skop, 1);
3368     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3369     SET_FLAG(who, FLAG_READY_WEAPON);
3370    
3371     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3372    
3373     (void) change_abil (who,op);
3374     break;
3375    
3376     case ARMOUR:
3377     case HELMET:
3378     case SHIELD:
3379     case BOOTS:
3380     case GLOVES:
3381     case GIRDLE:
3382     case BRACERS:
3383     case CLOAK:
3384     case RING:
3385     case AMULET:
3386     SET_FLAG(op, FLAG_APPLIED);
3387     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3388     (void) change_abil (who,op);
3389     break;
3390     case LAMP:
3391     if (op->stats.food < 1) {
3392     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3393     " fuel!", op->name);
3394     return 1;
3395     }
3396     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3397     op->name);
3398     tmp2 = arch_to_object(op->other_arch);
3399     tmp2->stats.food = op->stats.food;
3400     SET_FLAG(tmp2, FLAG_APPLIED);
3401     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3402     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3403     insert_ob_in_ob(tmp2, who);
3404    
3405     /* Remove the old lantern */
3406     if (who->type == PLAYER)
3407     esrv_del_item(who->contr, (tag_t)op->count);
3408     remove_ob(op);
3409     free_object(op);
3410    
3411     /* insert the portion that was split off */
3412     if(tmp!=NULL) {
3413     (void) insert_ob_in_ob(tmp,who);
3414     if(who->type==PLAYER)
3415     esrv_send_item(who, tmp);
3416     }
3417     fix_player(who);
3418     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3419     if (who->type == PLAYER) {
3420     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3421     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3422     }
3423     }
3424     if(who->type==PLAYER)
3425     esrv_send_item(who, tmp2);
3426     return 0;
3427     break;
3428    
3429     /* this part is needed for skill-tools */
3430     case SKILL:
3431     case SKILL_TOOL:
3432     if (who->chosen_skill) {
3433     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3434     return 1;
3435     }
3436     if (who->type == PLAYER) {
3437     who->contr->shoottype = range_skill;
3438     who->contr->ranges[range_skill] = op;
3439     if ( ! op->invisible) {
3440     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3441     query_name (op));
3442     new_draw_info_format (NDI_UNIQUE, 0, who,
3443     "You can now use the skill: %s.",
3444     op->skill);
3445     } else {
3446     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3447     op->skill? op->skill:op->name);
3448     }
3449     }
3450     SET_FLAG (op, FLAG_APPLIED);
3451     (void) change_abil (who, op);
3452     who->chosen_skill = op;
3453     SET_FLAG (who, FLAG_READY_SKILL);
3454     break;
3455    
3456     case BOW:
3457     if (!check_weapon_power(who, op->last_eat)) {
3458     new_draw_info(NDI_UNIQUE, 0, who,
3459     "That item is too powerful for you to use.");
3460     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3461     if(tmp != NULL)
3462     (void)insert_ob_in_ob(tmp,who);
3463     return 1;
3464     }
3465     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3466     new_draw_info(NDI_UNIQUE, 0, who,
3467     "The weapon does not recognize you as its owner.");
3468     if(tmp != NULL)
3469     (void)insert_ob_in_ob(tmp,who);
3470     return 1;
3471     }
3472     /*FALLTHROUGH*/
3473     case WAND:
3474     case ROD:
3475     case HORN:
3476     /* check for skill, alter player status */
3477     SET_FLAG(op, FLAG_APPLIED);
3478     if (skop) change_skill(who, skop, 0);
3479     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3480    
3481     if(who->type==PLAYER) {
3482     if (op->type == BOW) {
3483     (void)change_abil(who, op);
3484     new_draw_info_format (NDI_UNIQUE, 0, who,
3485     "You will now fire %s with %s.",
3486     op->race ? op->race : "nothing", query_name(op));
3487     who->contr->shoottype = range_bow;
3488     } else {
3489     who->contr->shoottype = range_misc;
3490     }
3491     } else {
3492     if (op->type == BOW)
3493     SET_FLAG (who, FLAG_READY_BOW);
3494     else
3495     SET_FLAG (who, FLAG_READY_RANGE);
3496     }
3497     break;
3498    
3499     case BUILDER:
3500     if ( who->contr->ranges[ range_builder ] )
3501     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3502     who->contr->shoottype = range_builder;
3503     who->contr->ranges[ range_builder ] = op;
3504     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3505     break;
3506    
3507     default:
3508     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3509     } /* end of switch op->type */
3510    
3511     SET_FLAG(op, FLAG_APPLIED);
3512    
3513     if(tmp!=NULL)
3514     tmp = insert_ob_in_ob(tmp,who);
3515    
3516     fix_player(who);
3517    
3518     /* We exclude spell casting objects. The fire code will set the
3519     * been applied flag when they are used - until that point,
3520     * you don't know anything about them.
3521     */
3522     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3523     op->type!=ROD)
3524     SET_FLAG(op,FLAG_BEEN_APPLIED);
3525    
3526     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3527     if (who->type == PLAYER) {
3528     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3529     SET_FLAG(op,FLAG_KNOWN_CURSED);
3530     }
3531     }
3532     if(who->type==PLAYER) {
3533     /* if multiple objects were applied, update both slots */
3534     if (tmp)
3535     esrv_send_item(who, tmp);
3536     esrv_send_item(who, op);
3537     }
3538     return 0;
3539     }
3540    
3541    
3542     int monster_apply_special (object *who, object *op, int aflags)
3543     {
3544     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3545     return 1;
3546     return apply_special (who, op, aflags);
3547     }
3548    
3549     /**
3550     * Map was just loaded, handle op's initialisation.
3551     *
3552     * Generates shop floor's item, and treasures.
3553     */
3554     int auto_apply (object *op) {
3555     object *tmp = NULL, *tmp2;
3556     int i;
3557    
3558     switch(op->type) {
3559     case SHOP_FLOOR:
3560     if (!HAS_RANDOM_ITEMS(op)) return 0;
3561     do {
3562     i=10; /* let's give it 10 tries */
3563     while((tmp=generate_treasure(op->randomitems,
3564     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3565     if(tmp==NULL)
3566     return 0;
3567     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3568     free_object(tmp);
3569     tmp = NULL;
3570     }
3571     } while(!tmp);
3572     tmp->x=op->x;
3573     tmp->y=op->y;
3574     SET_FLAG(tmp,FLAG_UNPAID);
3575     insert_ob_in_map(tmp,op->map,NULL,0);
3576     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3577     identify(tmp);
3578     break;
3579    
3580     case TREASURE:
3581     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3582     return 0;
3583     while ((op->stats.hp--)>0)
3584     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3585     op->stats.exp ? (int)op->stats.exp :
3586     op->map == NULL ? 14: op->map->difficulty,0);
3587    
3588     /* If we generated an object and put it in this object inventory,
3589     * move it to the parent object as the current object is about
3590     * to disappear. An example of this item is the random_* stuff
3591     * that is put inside other objects.
3592     */
3593     for (tmp=op->inv; tmp; tmp=tmp2) {
3594     tmp2 = tmp->below;
3595     remove_ob(tmp);
3596     if (op->env) insert_ob_in_ob(tmp, op->env);
3597     else free_object(tmp);
3598     }
3599     remove_ob(op);
3600     free_object(op);
3601     break;
3602     }
3603     return tmp ? 1 : 0;
3604     }
3605    
3606     /**
3607     * fix_auto_apply goes through the entire map (only the first time
3608     * when an original map is loaded) and performs special actions for
3609     * certain objects (most initialization of chests and creation of
3610     * treasures and stuff). Calls auto_apply if appropriate.
3611     */
3612    
3613     void fix_auto_apply(mapstruct *m) {
3614     object *tmp,*above=NULL;
3615     int x,y;
3616    
3617     if(m==NULL) return;
3618    
3619     for(x=0;x<MAP_WIDTH(m);x++)
3620     for(y=0;y<MAP_HEIGHT(m);y++)
3621     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3622     above=tmp->above;
3623    
3624     if (tmp->inv) {
3625     object *invtmp, *invnext;
3626    
3627     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3628     invnext = invtmp->below;
3629    
3630     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3631     auto_apply(invtmp);
3632     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3633     while ((invtmp->stats.hp--)>0)
3634     create_treasure(invtmp->randomitems, invtmp, 0,
3635     m->difficulty,0);
3636     invtmp->randomitems = NULL;
3637     }
3638     else if (invtmp && invtmp->arch &&
3639     invtmp->type!=TREASURE &&
3640     invtmp->type != SPELL &&
3641     invtmp->type != CLASS &&
3642     HAS_RANDOM_ITEMS(invtmp)) {
3643     create_treasure(invtmp->randomitems, invtmp, 0,
3644     m->difficulty,0);
3645     /* Need to clear this so that we never try to create
3646     * treasure again for this object
3647     */
3648     invtmp->randomitems = NULL;
3649     }
3650     }
3651     /* This is really temporary - the code at the bottom will
3652     * also set randomitems to null. The problem is there are bunches
3653     * of maps/players already out there with items that have spells
3654     * which haven't had the randomitems set to null yet.
3655     * MSW 2004-05-13
3656     *
3657     * And if it's a spellbook, it's better to set randomitems to NULL too,
3658     * else you get two spells in the book ^_-
3659     * Ryo 2004-08-16
3660     */
3661     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3662     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3663     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3664     tmp->randomitems = NULL;
3665    
3666     }
3667    
3668     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3669     auto_apply(tmp);
3670     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3671     while ((tmp->stats.hp--)>0)
3672     create_treasure(tmp->randomitems, tmp, 0,
3673     m->difficulty,0);
3674     tmp->randomitems = NULL;
3675     }
3676     else if(tmp->type==TIMED_GATE) {
3677     object *head = tmp->head != NULL ? tmp->head : tmp;
3678     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3679     tmp->speed = 0;
3680     update_ob_speed(tmp);
3681     }
3682     }
3683     /* This function can be called everytime a map is loaded, even when
3684     * swapping back in. As such, we don't want to create the treasure
3685     * over and ove again, so after we generate the treasure, blank out
3686     * randomitems so if it is swapped in again, it won't make anything.
3687     * This is a problem for the above objects, because they have counters
3688     * which say how many times to make the treasure.
3689     */
3690     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3691     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3692     HAS_RANDOM_ITEMS(tmp)) {
3693     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3694     m->difficulty,0);
3695     tmp->randomitems = NULL;
3696     }
3697     }
3698    
3699     for(x=0;x<MAP_WIDTH(m);x++)
3700     for(y=0;y<MAP_HEIGHT(m);y++)
3701     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3702     if (tmp->above &&
3703     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3704     check_trigger (tmp, tmp->above);
3705     }
3706    
3707     /**
3708     * Handles player eating food that temporarily changes status (resistances, stats).
3709     * This used to call cast_change_attr(), but
3710     * that doesn't work with the new spell code. Since we know what
3711     * the food changes, just grab a force and use that instead.
3712     */
3713    
3714     void eat_special_food(object *who, object *food) {
3715     object *force;
3716     int i, did_one=0;
3717     sint8 k;
3718    
3719     force = get_archetype(FORCE_NAME);
3720    
3721     for (i=0; i < NUM_STATS; i++) {
3722     k = get_attr_value(&food->stats, i);
3723     if (k) {
3724     set_attr_value(&force->stats, i, k);
3725     did_one = 1;
3726     }
3727     }
3728    
3729     /* check if we can protect the eater */
3730     for (i=0; i<NROFATTACKS; i++) {
3731     if (food->resist[i]>0) {
3732     force->resist[i] = food->resist[i] / 2;
3733     did_one = 1;
3734     }
3735     }
3736     if (did_one) {
3737     force->speed = 0.1;
3738     update_ob_speed(force);
3739     /* bigger morsel of food = longer effect time */
3740     force->stats.food = food->stats.food / 5;
3741     SET_FLAG(force, FLAG_IS_USED_UP);
3742     SET_FLAG(force, FLAG_APPLIED);
3743     change_abil(who, force);
3744     insert_ob_in_ob(force, who);
3745     } else {
3746     free_object(force);
3747     }
3748    
3749     /* check for hp, sp change */
3750     if(food->stats.hp!=0) {
3751     if(QUERY_FLAG(food, FLAG_CURSED)) {
3752     strcpy(who->contr->killer,food->name);
3753     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3754     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3755     } else {
3756     if(food->stats.hp>0)
3757     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3758     else
3759     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3760     who->stats.hp += food->stats.hp;
3761     }
3762     }
3763     if(food->stats.sp!=0) {
3764     if(QUERY_FLAG(food, FLAG_CURSED)) {
3765     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3766     who->stats.sp -= food->stats.sp;
3767     if(who->stats.sp<0) who->stats.sp=0;
3768     } else {
3769     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3770     who->stats.sp += food->stats.sp;
3771     /* place limit on max sp from food? */
3772     }
3773     }
3774     fix_player(who);
3775     }
3776    
3777    
3778     /**
3779     * Designed primarily to light torches/lanterns/etc.
3780     * Also burns up burnable material too. First object in the inventory is
3781     * the selected object to "burn". -b.t.
3782     */
3783    
3784     void apply_lighter(object *who, object *lighter) {
3785     object *item;
3786     int is_player_env=0;
3787     uint32 nrof;
3788     tag_t count;
3789     char item_name[MAX_BUF];
3790    
3791     item=find_marked_object(who);
3792     if(item) {
3793     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3794     /* Split multiple lighters if they're being used up. Otherwise *
3795     * one charge from each would be used up. --DAMN */
3796     if(lighter->nrof > 1) {
3797     object *oneLighter = get_object();
3798     copy_object(lighter, oneLighter);
3799     lighter->nrof -= 1;
3800     oneLighter->nrof = 1;
3801     oneLighter->stats.food--;
3802     esrv_send_item(who, lighter);
3803     oneLighter=insert_ob_in_ob(oneLighter, who);
3804     esrv_send_item(who, oneLighter);
3805     } else {
3806     lighter->stats.food--;
3807     }
3808    
3809     } else if(lighter->last_eat) { /* no charges left in lighter */
3810     new_draw_info_format(NDI_UNIQUE, 0,who,
3811     "You attempt to light the %s with a used up %s.",
3812     item->name, lighter->name);
3813     return;
3814     }
3815     /* Perhaps we should split what we are trying to light on fire?
3816     * I can't see many times when you would want to light multiple
3817     * objects at once.
3818     */
3819     nrof=item->nrof;
3820     count=item->count;
3821     /* If the item is destroyed, we don't have a valid pointer to the
3822     * name object, so make a copy so the message we print out makes
3823     * some sense.
3824     */
3825     strcpy(item_name, item->name);
3826     if (who == is_player_inv(item)) is_player_env=1;
3827    
3828     save_throw_object(item,AT_FIRE,who);
3829     /* Change to check count and not freed, since the object pointer
3830     * may have gotten recycled
3831     */
3832     if ((nrof != item->nrof ) || (count != item->count)) {
3833     new_draw_info_format(NDI_UNIQUE, 0,who,
3834     "You light the %s with the %s.",item_name,lighter->name);
3835     /* Need to update the player so that the players glow radius
3836     * gets changed.
3837     */
3838     if (is_player_env) fix_player(who);
3839     } else {
3840     new_draw_info_format(NDI_UNIQUE, 0,who,
3841     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3842     }
3843    
3844     } else /* nothing to light */
3845     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3846    
3847     }
3848    
3849     /**
3850     * op made some mistake with a scroll, this takes care of punishment.
3851     * scroll_failure()- hacked directly from spell_failure
3852     */
3853     void scroll_failure(object *op, int failure, int power)
3854     {
3855     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3856    
3857     if(failure<= -1&&failure > -15) {/* wonder */
3858     object *tmp;
3859    
3860     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3861     tmp=get_archetype(SPELL_WONDER);
3862     cast_wonder(op, op, 0, tmp);
3863     free_object(tmp);
3864     } else if (failure <= -15&&failure > -35) {/* drain mana */
3865     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3866     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3867     if(op->stats.sp<0) op->stats.sp = 0;
3868     } else if (settings.spell_failure_effects == TRUE) {
3869     if (failure <= -35&&failure > -60) { /* confusion */
3870     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3871     confuse_player(op,op,power);
3872     } else if (failure <= -60&&failure> -70) {/* paralysis */
3873     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3874     "you!");
3875     paralyze_player(op,op,power);
3876     } else if (failure <= -70&&failure> -80) {/* blind */
3877     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3878     blind_player(op,op,power);
3879     } else if (failure <= -80) {/* blast the immediate area */
3880     object *tmp;
3881     tmp=get_archetype(LOOSE_MANA);
3882     cast_magic_storm(op,tmp, power);
3883     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3884     free_object(tmp);
3885     }
3886     }
3887     }
3888    
3889     void apply_changes_to_player(object *pl, object *change) {
3890     int excess_stat=0; /* if the stat goes over the maximum
3891     for the race, put the excess stat some
3892     where else. */
3893    
3894     switch (change->type) {
3895     case CLASS: {
3896     living *stats = &(pl->contr->orig_stats);
3897     living *ns = &(change->stats);
3898     object *walk;
3899     int flag_change_face=1;
3900    
3901     /* the following code assigns stats up to the stat max
3902     * for the race, and if the stat max is exceeded,
3903     * tries to randomly reassign the excess stat
3904     */
3905     int i,j;
3906     for(i=0;i<NUM_STATS;i++) {
3907     sint8 stat=get_attr_value(stats,i);
3908     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3909     stat += get_attr_value(ns,i);
3910     if(stat > 20 + race_bonus) {
3911     excess_stat++;
3912     stat = 20+race_bonus;
3913     }
3914     set_attr_value(stats,i,stat);
3915     }
3916    
3917     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3918     int i = rndm(0, 6);
3919     int stat=get_attr_value(stats,i);
3920     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3921     if(i==CHA) continue; /* exclude cha from this */
3922     if( stat < 20 + race_bonus) {
3923     change_attr_value(stats,i,1);
3924     excess_stat--;
3925     }
3926     }
3927    
3928     /* insert the randomitems from the change's treasurelist into
3929     * the player ref: player.c
3930     */
3931     if(change->randomitems!=NULL)
3932     give_initial_items(pl,change->randomitems);
3933    
3934    
3935     /* set up the face, for some races. */
3936    
3937     /* first, look for the force object banning
3938     * changing the face. Certain races never change face with class.
3939     */
3940     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3941     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3942    
3943     if(flag_change_face) {
3944     pl->animation_id = GET_ANIM_ID(change);
3945     pl->face = change->face;
3946    
3947     if(QUERY_FLAG(change,FLAG_ANIMATE))
3948     SET_FLAG(pl,FLAG_ANIMATE);
3949     else
3950     CLEAR_FLAG(pl,FLAG_ANIMATE);
3951     }
3952    
3953     /* check the special case of can't use weapons */
3954     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3955     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3956    
3957     break;
3958     }
3959     }
3960     }
3961    
3962     /**
3963     * This handles items of type 'transformer'.
3964     * Basically those items, used with a marked item, transform both items into something
3965     * else.
3966     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3967     * Change information is contained in the 'slaying' field of the marked item.
3968     * The format is as follow: transformer:[number ]yield[;transformer:...].
3969     * This way an item can be transformed in many things, and/or many objects.
3970     * The 'slaying' field for transformer is used as verb for the action.
3971     */
3972     void apply_item_transformer( object* pl, object* transformer )
3973     {
3974     object* marked;
3975     object* new_item;
3976     char* find;
3977     char* separator;
3978     int yield;
3979     char got[ MAX_BUF ];
3980     int len;
3981    
3982     if ( !pl || !transformer )
3983     return;
3984     marked = find_marked_object( pl );
3985     if ( !marked )
3986     {
3987     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3988     return;
3989     }
3990     if ( !marked->slaying )
3991     {
3992     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3993     return;
3994     }
3995     /* check whether they are compatible or not */
3996     find = strstr( marked->slaying, transformer->arch->name );
3997     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3998     {
3999     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4000     return;
4001     }
4002     find += strlen( transformer->arch->name ) + 1;
4003     /* Item can be used, now find how many and what it yields */
4004     if ( isdigit( *( find ) ) )
4005     {
4006     yield = atoi( find );
4007     if ( yield < 1 )
4008     {
4009     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4010     yield = 1;
4011     }
4012     }
4013     else
4014     yield = 1;
4015    
4016     while ( isdigit( *find ) )
4017     find++;
4018     while ( *find == ' ' )
4019     find++;
4020     memset( got, 0, MAX_BUF );
4021     if ( (separator = strchr( find, ';' ))!=NULL)
4022     {
4023     len = separator - find;
4024     }
4025     else
4026     {
4027     len = strlen(find);
4028     }
4029     if ( len > MAX_BUF-1)
4030     len = MAX_BUF-1;
4031     strcpy( got, find );
4032     got[len] = '\0';
4033    
4034     /* Now create new item, remove used ones when required. */
4035     new_item = get_archetype( got );
4036     if ( !new_item )
4037     {
4038     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4039     return;
4040     }
4041     new_item->nrof = yield;
4042     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4043     insert_ob_in_ob( new_item, pl );
4044     esrv_send_inventory( pl, pl );
4045     /* Eat up one item */
4046     decrease_ob_nr( marked, 1 );
4047     /* Eat one transformer if needed */
4048     if ( transformer->stats.food )
4049     if ( --transformer->stats.food == 0 )
4050     decrease_ob_nr( transformer, 1 );
4051     }