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/cvs/deliantra/server/server/apply.C
Revision: 1.3
Committed: Tue Aug 15 15:00:20 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.2: +215 -162 lines
Log Message:
added a safe_map flag which prevents bad effects on maps that should be
safe, like some shops and for example the trade shop in scorn.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 elmex 1.3 * "$Id: apply.C,v 1.2 2006-08-14 21:45:06 elmex 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     /* If player is currently on a transport but not this transport, they need
70     * to exit first. Perhaps transport to transport transfers should be
71     * allowed.
72     */
73     if (pl->contr->transport && pl->contr->transport != transport) {
74     new_draw_info_format(NDI_UNIQUE, 0, pl,
75     "You must exit %s before you can board %s.",
76     query_name(pl->contr->transport),
77     query_name(transport));
78     return 1;
79     }
80    
81     /* player is currently on a transport. This must mean he
82     * wants to exit.
83     */
84     if (pl->contr->transport) {
85     object *old_transport = pl->contr->transport, *inv;
86    
87     /* Should we print a message if the player only wants to
88     * apply?
89     */
90     if (aflag & AP_APPLY) return 1;
91     new_draw_info_format(NDI_UNIQUE, 0, pl,
92     "You disembark from %s.",
93     query_name(old_transport));
94     remove_ob(pl);
95     pl->map = old_transport->map;
96     pl->x = old_transport->x;
97     pl->y = old_transport->y;
98     if (pl->contr == old_transport->contr)
99     old_transport->contr = NULL;
100    
101     pl->contr->transport = NULL;
102     insert_ob_in_map(pl, pl->map, pl, 0);
103     sum_weight(old_transport);
104    
105     /* Possible for more than one player to be using a transport.
106     * if that is the case, we don't want to reset the face, as the
107     * transport is still occupied.
108     */
109     for (inv=old_transport->inv; inv; inv=inv->below)
110     if (inv->type == PLAYER) break;
111     if (!inv) {
112     old_transport->face = old_transport->arch->clone.face;
113     old_transport->animation_id = old_transport->arch->clone.animation_id;
114     }
115     return 1;
116     }
117     else {
118     /* player is trying to board a transport */
119     int pc=0, p_limit;
120     object *inv;
121     const char *kv;
122    
123     if (aflag & AP_UNAPPLY) return 1;
124    
125     /* Can this transport hold the weight of this player? */
126     if (!transport_can_hold(transport, pl, 1)) {
127     new_draw_info_format(NDI_UNIQUE, 0, pl,
128     "The %s is unable to hold your weight!",
129     query_name(transport));
130     return 1;
131     }
132    
133     /* Does this transport have space for more players? */
134     for (inv=transport->inv; inv; inv=inv->below) {
135     if (inv->type == PLAYER) pc++;
136     }
137     kv = get_ob_key_value(transport, "passenger_limit");
138     if (!kv) p_limit=1;
139     else p_limit = atoi(kv);
140     if (pc >= p_limit) {
141     new_draw_info_format(NDI_UNIQUE, 0, pl,
142     "The %s does not have space for any more people",
143     query_name(transport));
144     return 1;
145     }
146    
147     /* Everything checks out OK - player can get on the transport */
148     pl->contr->transport = transport;
149     if (!transport->contr) transport->contr = pl->contr;
150     remove_ob(pl);
151     insert_ob_in_ob(pl, transport);
152     sum_weight(transport);
153     pl->map = transport->map;
154     pl->x = transport->x;
155     pl->y = transport->y;
156    
157     /* Might need to update face, animation info */
158     if (!pc) {
159     const char *str;
160    
161     str = get_ob_key_value(transport, "face_full");
162     if (str)
163     transport->face = &new_faces[FindFace(str,
164     transport->face->number)];
165     str = get_ob_key_value(transport, "anim_full");
166     if (str)
167     transport->animation_id = find_animation(str);
168     }
169    
170     /* Does speed of this object change based on weight? */
171     kv = get_ob_key_value(transport, "weight_speed_ratio");
172     if (kv) {
173     int wsr = atoi(kv);
174     float base_speed;
175    
176     kv = get_ob_key_value(transport, "base_speed");
177     if (kv) base_speed = atof(kv);
178     else base_speed = transport->arch->clone.speed;
179    
180     transport->speed = base_speed - (base_speed * transport->carrying *
181     wsr) / (transport->weight_limit * 100);
182    
183     /* Put some limits on min/max speeds */
184     if (transport->speed < 0.10) transport->speed = 0.10;
185     if (transport->speed > 1.0) transport->speed = 1.0;
186     }
187     } /* else if player is boarding the transport */
188    
189     return 1;
190     }
191    
192    
193    
194     /**
195     * Check if op should abort moving victim because of it's race or slaying.
196     * Returns 1 if it should abort, returns 0 if it should continue.
197     */
198     int should_director_abort(object *op, object *victim)
199     {
200     int arch_flag, name_flag, race_flag;
201     /* Get flags to determine what of arch, name, and race should be checked.
202     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203     * the next is the name flag, and the last is the race flag. Also note,
204     * if subtype is set to zero, that also goes to defaults of all affecting
205     * it. Examples:
206     * subtype 1: only arch
207     * subtype 3: arch or name
208     * subtype 5: arch or race
209     * subtype 7: all three
210     */
211     if (op->subtype)
212     {
213     arch_flag = (op->subtype & 1);
214     name_flag = (op->subtype & 2);
215     race_flag = (op->subtype & 4);
216     } else {
217     arch_flag = 1;
218     name_flag = 1;
219     race_flag = 1;
220     }
221     /* If the director has race set, only affect objects with a arch,
222     * name or race that matches.
223     */
224     if ( (op->race) &&
225     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
226     ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
227     ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
228     return 1;
229     }
230     /* If the director has slaying set, only affect objects where none
231     * of arch, name, or race match.
232     */
233     if ( (op->slaying) && (
234     ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
235     ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
236     ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
237     return 1;
238     }
239     return 0;
240     }
241    
242     /**
243     * This handles a player dropping money on an altar to identify stuff.
244     * It'll identify marked item, if none all items up to dropped money.
245     * Return value: 1 if money was destroyed, 0 if not.
246     */
247     static int apply_id_altar (object *money, object *altar, object *pl)
248     {
249     object *id, *marked;
250     int success=0;
251    
252     if (pl == NULL || pl->type != PLAYER)
253     return 0;
254    
255     /* Check for MONEY type is a special hack - it prevents 'nothing needs
256     * identifying' from being printed out more than it needs to be.
257     */
258     if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
259     return 0;
260    
261     marked = find_marked_object (pl);
262     /* if the player has a marked item, identify that if it needs to be
263     * identified. IF it doesn't, then go through the player inventory.
264     */
265     if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
266     && need_identify (marked))
267     {
268     if (operate_altar (altar, &money)) {
269     identify (marked);
270     new_draw_info_format(NDI_UNIQUE, 0, pl,
271     "You have %s.", long_desc(marked, pl));
272     if (marked->msg) {
273     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
274     new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
275     }
276     return money == NULL;
277     }
278     }
279    
280     for (id=pl->inv; id; id=id->below) {
281     if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
282     need_identify(id)) {
283     if (operate_altar(altar,&money)) {
284     identify(id);
285     new_draw_info_format(NDI_UNIQUE, 0, pl,
286     "You have %s.", long_desc(id, pl));
287     if (id->msg) {
288     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
289     new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
290     }
291     success=1;
292     /* If no more money, might as well quit now */
293     if (money == NULL || ! check_altar_sacrifice (altar,money))
294     break;
295     }
296     else {
297     LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298     break;
299     }
300     }
301     }
302     if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
303     return money == NULL;
304     }
305    
306     /**
307     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308     * matching item.
309     **/
310     static void handle_apply_yield(object* tmp)
311     {
312     const char* yield;
313    
314     yield = get_ob_key_value(tmp,"on_use_yield");
315     if (yield != NULL)
316     {
317     object* drop = get_archetype(yield);
318     if (tmp->env)
319     {
320     drop = insert_ob_in_ob(drop,tmp->env);
321     if (tmp->env->type == PLAYER)
322     esrv_send_item(tmp->env,drop);
323     }
324     else
325     {
326     drop->x = tmp->x;
327     drop->y = tmp->y;
328     insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329     }
330     }
331     }
332    
333     /**
334     * Handles applying a potion.
335     */
336 elmex 1.3 int apply_potion (object * op, object * tmp)
337 elmex 1.1 {
338 elmex 1.3 int got_one = 0, i;
339     object *force = 0, *floor = 0;
340    
341     floor = get_map_ob (op->map, op->x, op->y);
342    
343     if (!(get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP))
344     {
345     if (op->type == PLAYER)
346     {
347     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
348     identify (tmp);
349     }
350    
351     handle_apply_yield (tmp);
352    
353     /* Potion of restoration - only for players */
354     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
355     {
356     object *depl;
357     archetype *at;
358 elmex 1.1
359 elmex 1.3 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
360     {
361     drain_stat (op);
362     fix_player (op);
363     decrease_ob (tmp);
364     return 1;
365     }
366     if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
367     {
368     LOG (llevError, "Could not find archetype depletion\n");
369     return 0;
370     }
371     depl = present_arch_in_ob (at, op);
372     if (depl != NULL)
373     {
374     for (i = 0; i < NUM_STATS; i++)
375     if (get_attr_value (&depl->stats, i))
376     {
377     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
378     }
379     remove_ob (depl);
380     free_object (depl);
381     fix_player (op);
382     }
383     else
384     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
385 elmex 1.1
386 elmex 1.3 decrease_ob (tmp);
387     return 1;
388     }
389 elmex 1.1
390 elmex 1.3 /* improvement potion - only for players */
391     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
392     {
393 elmex 1.1
394 elmex 1.3 for (i = 1; i < MIN (11, op->level); i++)
395     {
396     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
397     {
398     if (op->contr->levhp[i] != 1)
399     {
400     op->contr->levhp[i] = 1;
401     break;
402     }
403     if (op->contr->levsp[i] != 1)
404     {
405     op->contr->levsp[i] = 1;
406     break;
407     }
408     if (op->contr->levgrace[i] != 1)
409     {
410     op->contr->levgrace[i] = 1;
411     break;
412     }
413     }
414     else
415     {
416     if (op->contr->levhp[i] < 9)
417     {
418     op->contr->levhp[i] = 9;
419     break;
420     }
421     if (op->contr->levsp[i] < 6)
422     {
423     op->contr->levsp[i] = 6;
424     break;
425     }
426     if (op->contr->levgrace[i] < 3)
427     {
428     op->contr->levgrace[i] = 3;
429     break;
430     }
431     }
432     }
433     /* Just makes checking easier */
434     if (i < MIN (11, op->level))
435     got_one = 1;
436     if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
437     {
438     if (got_one)
439     {
440     fix_player (op);
441     new_draw_info (NDI_UNIQUE, 0, op,
442     "The Gods smile upon you and remake you");
443     new_draw_info (NDI_UNIQUE, 0, op,
444     "a little more in their image.");
445     new_draw_info (NDI_UNIQUE, 0, op,
446     "You feel a little more perfect.");
447     }
448     else
449     new_draw_info (NDI_UNIQUE, 0, op,
450     "The potion had no effect - you are already perfect");
451     }
452     else
453     { /* cursed potion */
454     if (got_one)
455     {
456     fix_player (op);
457     new_draw_info (NDI_UNIQUE, 0, op,
458     "The Gods are angry and punish you.");
459     }
460     else
461     new_draw_info (NDI_UNIQUE, 0, op,
462     "You are fortunate that you are so pathetic.");
463     }
464     decrease_ob (tmp);
465     return 1;
466     }
467 elmex 1.1
468    
469 elmex 1.3 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
470     * and heroism all fit into this category. Given the spell object code,
471     * there is no limit to the number of spells that potions can be cast,
472     * but direction is problematic to try and imbue fireball potions for example.
473     */
474     if (tmp->inv)
475     {
476     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
477     {
478     object *fball;
479 elmex 1.1
480 elmex 1.3 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
481     /* Explodes a fireball centered at player */
482     fball = get_archetype (EXPLODING_FIREBALL);
483     fball->dam_modifier =
484     random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
485     fball->stats.maxhp =
486     random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
487     fball->x = op->x;
488     fball->y = op->y;
489     insert_ob_in_map (fball, op->map, NULL, 0);
490     }
491     else
492     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
493 elmex 1.1
494 elmex 1.3 decrease_ob (tmp);
495     /* if youre dead, no point in doing this... */
496     if (!QUERY_FLAG (op, FLAG_REMOVED))
497     fix_player (op);
498     return 1;
499     }
500 elmex 1.1
501 elmex 1.3 /* Deal with protection potions */
502     force = NULL;
503     for (i = 0; i < NROFATTACKS; i++)
504     {
505     if (tmp->resist[i])
506     {
507     if (!force)
508     force = get_archetype (FORCE_NAME);
509     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
510     force->type = POTION_EFFECT;
511     break; /* Only need to find one protection since we copy entire batch */
512     }
513     }
514     /* This is a protection potion */
515     if (force)
516     {
517     /* cursed items last longer */
518     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
519     {
520     force->stats.food *= 10;
521     for (i = 0; i < NROFATTACKS; i++)
522     if (force->resist[i] > 0)
523     force->resist[i] = -force->resist[i]; /* prot => vuln */
524     }
525     force->speed_left = -1;
526     force = insert_ob_in_ob (force, op);
527     CLEAR_FLAG (tmp, FLAG_APPLIED);
528     SET_FLAG (force, FLAG_APPLIED);
529     change_abil (op, force);
530     decrease_ob (tmp);
531     return 1;
532     }
533 elmex 1.1
534 elmex 1.3 /* Only thing left are the stat potions */
535     if (op->type == PLAYER)
536     { /* only for players */
537     if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
538     && tmp->value != 0)
539     CLEAR_FLAG (tmp, FLAG_APPLIED);
540     else
541     SET_FLAG (tmp, FLAG_APPLIED);
542     if (!change_abil (op, tmp))
543     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
544     }
545 elmex 1.1 }
546 elmex 1.3 else
547     {
548     if (op->type == PLAYER)
549     new_draw_info (NDI_UNIQUE, 0, op,
550     "Gods prevent you from using the potion on this sacred ground"
551     );
552     return 0;
553 elmex 1.1 }
554    
555 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
556     * that were grouped with the one consumed, his
557     * stat will not be raised by them. fix_player just clears
558     * up all the stats.
559     */
560     CLEAR_FLAG (tmp, FLAG_APPLIED);
561     fix_player (op);
562     decrease_ob (tmp);
563     return 1;
564 elmex 1.1 }
565    
566     /****************************************************************************
567     * Weapon improvement code follows
568     ****************************************************************************/
569    
570     /**
571     * This returns the sum of nrof of item (arch name).
572     */
573     static int check_item(object *op, const char *item)
574     {
575     int count=0;
576    
577    
578     if (item==NULL) return 0;
579     op=op->below;
580     while(op!=NULL) {
581     if (strcmp(op->arch->name,item)==0){
582     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
583     /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
584     {
585     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
586     count++;
587     else
588     count += op->nrof;
589     }
590     }
591     op=op->below;
592     }
593     return count;
594     }
595    
596     /**
597     * This removes 'nrof' of what item->slaying says to remove.
598     * op is typically the player, which is only
599     * really used to determine what space to look at.
600     * Modified to only eat 'nrof' of objects.
601     */
602     static void eat_item(object *op,const char *item, uint32 nrof)
603     {
604     object *prev;
605    
606     prev = op;
607     op=op->below;
608    
609     while(op!=NULL) {
610     if (strcmp(op->arch->name,item)==0) {
611     if (op->nrof >= nrof) {
612     decrease_ob_nr(op,nrof);
613     return;
614     } else {
615     decrease_ob_nr(op,op->nrof);
616     nrof -= op->nrof;
617     }
618     op=prev;
619     }
620     prev = op;
621     op=op->below;
622     }
623     }
624    
625     /**
626     * This checks to see of the player (who) is sufficient level to use a weapon
627     * with improvs improvements (typically last_eat). We take an int here
628     * instead of the object so that the improvement code can pass along the
629     * increased value to see if the object is usuable.
630     * we return 1 (true) if the player can use the weapon.
631     */
632     static int check_weapon_power(const object *who, int improvs)
633     {
634     /* Old code is below (commented out). Basically, since weapons are the only
635     * object players really have any control to improve, it's a bit harsh to
636     * require high level in some combat skill, so we just use overall level.
637     */
638     #if 1
639     if (((who->level/5)+5) >= improvs) return 1;
640     else return 0;
641    
642     #else
643     int level=0;
644    
645     /* The skill system hands out wc and dam bonuses to fighters
646     * more generously than the old system (see fix_player). Thus
647     * we need to curtail the power of player enchanted weapons.
648     * I changed this to 1 improvement per "fighter" level/5 -b.t.
649     * Note: Nothing should break by allowing this ratio to be different or
650     * using normal level - it is just a matter of play balance.
651     */
652     if(who->type==PLAYER) {
653     object *wc_obj=NULL;
654    
655     for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
656     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
657     level = wc_obj->level;
658    
659     if (!level ) {
660     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
661     level = who->level;
662     }
663     }
664     else
665     level=who->level;
666    
667     return (improvs <= ((level/5)+5));
668     #endif
669     }
670    
671     /**
672     * Returns how many items of type improver->slaying there are under op.
673     * Will display a message if none found, and 1 if improver->slaying is NULL.
674     */
675     static int check_sacrifice(object *op, const object *improver)
676     {
677     int count=0;
678    
679     if (improver->slaying!=NULL) {
680     count = check_item(op,improver->slaying);
681     if (count<1) {
682     char buf[200];
683     sprintf(buf,"The gods want more %ss",improver->slaying);
684     new_draw_info(NDI_UNIQUE,0,op,buf);
685     return 0;
686     }
687     }
688     else
689     count=1;
690    
691     return count;
692     }
693    
694     /**
695     * Actually improves the weapon, and tells user.
696     */
697     int improve_weapon_stat(object *op,object *improver,object *weapon,
698     signed char *stat,int sacrifice_count,const char *statname)
699     {
700    
701     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
702     *stat += sacrifice_count;
703     weapon->last_eat++;
704     new_draw_info_format(NDI_UNIQUE,0,op,
705     "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
706     decrease_ob(improver);
707    
708     /* So it updates the players stats and the window */
709     fix_player(op);
710     return 1;
711     }
712    
713     /* Types of improvements, hidden in the sp field. */
714     #define IMPROVE_PREPARE 1
715     #define IMPROVE_DAMAGE 2
716     #define IMPROVE_WEIGHT 3
717     #define IMPROVE_ENCHANT 4
718     #define IMPROVE_STR 5
719     #define IMPROVE_DEX 6
720     #define IMPROVE_CON 7
721     #define IMPROVE_WIS 8
722     #define IMPROVE_CHA 9
723     #define IMPROVE_INT 10
724     #define IMPROVE_POW 11
725    
726    
727     /**
728     * This does the prepare weapon scroll.
729     * Checks for sacrifice, and so on.
730     */
731    
732     int prepare_weapon(object *op, object *improver, object *weapon)
733     {
734     int sacrifice_count,i;
735     char buf[MAX_BUF];
736    
737     if (weapon->level!=0) {
738     new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
739     return 0;
740     }
741     for (i=0; i<NROFATTACKS; i++)
742     if (weapon->resist[i]) break;
743    
744     /* If we break out, i will be less than nrofattacks, preventing
745     * improvement of items that already have protections.
746     */
747     if (i<NROFATTACKS ||
748     weapon->stats.hp || /* regeneration */
749     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
750     weapon->stats.exp || /* speed */
751     weapon->stats.ac) /* AC - only taifu's I think */
752     {
753     new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
754     return 0;
755     }
756     sacrifice_count=check_sacrifice(op,improver);
757     if (sacrifice_count<=0)
758     return 0;
759     weapon->level=isqrt(sacrifice_count);
760     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
761     eat_item(op, improver->slaying, sacrifice_count);
762    
763     new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
764     weapon->name,weapon->level);
765    
766     sprintf(buf,"%s's %s",op->name,weapon->name);
767     FREE_AND_COPY(weapon->name, buf);
768     FREE_AND_COPY(weapon->name_pl, buf);
769     weapon->nrof=0; /* prevents preparing n weapons in the same
770     slot at once! */
771     decrease_ob(improver);
772     weapon->last_eat=0;
773     return 1;
774     }
775    
776    
777     /**
778     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
779     * This is the new improve weapon code.
780     * Returns 0 if it was not able to work for some reason.
781     *
782     * Checks if weapon was prepared, if enough potions on the floor, ...
783     *
784     * We are hiding extra information about the weapon in the level and
785     * last_eat numbers for an object. Hopefully this won't break anything ??
786     * level == max improve last_eat == current improve
787     */
788     int improve_weapon(object *op,object *improver,object *weapon)
789     {
790     int sacrifice_count, sacrifice_needed=0;
791    
792     if(improver->stats.sp==IMPROVE_PREPARE) {
793     return prepare_weapon(op, improver, weapon);
794     }
795     if (weapon->level==0) {
796     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
797     return 0;
798     }
799     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
800     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
801     return 0;
802     }
803     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
804     !check_weapon_power(op, weapon->last_eat+1)) {
805     new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
806     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
807     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
808     return 0;
809     }
810     /* This just increases damage by 5 points, no matter what. No sacrifice
811     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
812     * don't put any maximum value on damage - the limit is how much the
813     * weapon can be improved.
814     */
815     if (improver->stats.sp==IMPROVE_DAMAGE) {
816     weapon->stats.dam += 5;
817     weapon->weight += 5000; /* 5 KG's */
818     new_draw_info_format(NDI_UNIQUE, 0, op,
819     "Damage has been increased by 5 to %d", weapon->stats.dam);
820     weapon->last_eat++;
821    
822     weapon->item_power++;
823     decrease_ob(improver);
824     return 1;
825     }
826     if (improver->stats.sp == IMPROVE_WEIGHT) {
827     /* Reduce weight by 20% */
828     weapon->weight = (weapon->weight * 8)/10;
829     if (weapon->weight < 1) weapon->weight = 1;
830     new_draw_info_format(NDI_UNIQUE, 0, op,
831     "Weapon weight reduced to %6.1f kg",
832     (float)weapon->weight/1000.0);
833     weapon->last_eat++;
834     weapon->item_power++;
835     decrease_ob(improver);
836     return 1;
837     }
838     if (improver->stats.sp == IMPROVE_ENCHANT) {
839     weapon->magic++;
840     weapon->last_eat++;
841     new_draw_info_format(NDI_UNIQUE, 0, op
842     ,"Weapon magic increased to %d",weapon->magic);
843     decrease_ob(improver);
844     weapon->item_power++;
845     return 1;
846     }
847    
848     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
849     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
850     weapon->stats.Wis;
851    
852     if (sacrifice_needed<1)
853     sacrifice_needed =1;
854     sacrifice_needed *=2;
855    
856     sacrifice_count = check_sacrifice(op,improver);
857     if (sacrifice_count < sacrifice_needed) {
858     new_draw_info_format(NDI_UNIQUE, 0, op,
859     "You need at least %d %s", sacrifice_needed, improver->slaying);
860     return 0;
861     }
862     eat_item(op,improver->slaying, sacrifice_needed);
863     weapon->item_power++;
864    
865     switch (improver->stats.sp) {
866     case IMPROVE_STR:
867     return improve_weapon_stat(op,improver,weapon,
868     (signed char *) &(weapon->stats.Str),
869     1, "strength");
870     case IMPROVE_DEX:
871     return improve_weapon_stat(op,improver,weapon,
872     (signed char *) &(weapon->stats.Dex),
873     1, "dexterity");
874     case IMPROVE_CON:
875     return improve_weapon_stat(op,improver,weapon,
876     (signed char *) &(weapon->stats.Con),
877     1, "constitution");
878     case IMPROVE_WIS:
879     return improve_weapon_stat(op,improver,weapon,
880     (signed char *) &(weapon->stats.Wis),
881     1, "wisdom");
882     case IMPROVE_CHA:
883     return improve_weapon_stat(op,improver,weapon,
884     (signed char *) &(weapon->stats.Cha),
885     1, "charisma");
886     case IMPROVE_INT:
887     return improve_weapon_stat(op,improver,weapon,
888     (signed char *) &(weapon->stats.Int),
889     1, "intelligence");
890     case IMPROVE_POW:
891     return improve_weapon_stat(op,improver,weapon,
892     (signed char *) &(weapon->stats.Pow),
893     1, "power");
894     default:
895     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
896     }
897     LOG(llevError,"improve_weapon: Got to end of function\n");
898     return 0;
899     }
900    
901     /**
902     * Handles the applying of improve/prepare/enchant weapon scroll.
903     * Checks a few things (not on a non-magic square, marked weapon, ...),
904     * then calls improve_weapon to do the dirty work.
905     */
906     int check_improve_weapon (object *op, object *tmp)
907     {
908     object *otmp;
909    
910     if(op->type!=PLAYER)
911     return 0;
912     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
913     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
914     return 0;
915     }
916     otmp=find_marked_object(op);
917     if(!otmp) {
918     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
919     return 0;
920     }
921     if (otmp->type != WEAPON && otmp->type != BOW) {
922     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
923     return 0;
924     }
925     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
926     improve_weapon(op,tmp,otmp);
927     esrv_send_item(op, otmp);
928     return 1;
929     }
930    
931     /**
932     * This code deals with the armour improvment scrolls.
933     * Change limits on improvement - let players go up to
934     * +5 no matter what level, but they are limited by item
935     * power.
936     * Try to use same improvement code as in the common/treasure.c
937     * file, so that if you make a +2 full helm, it will be just
938     * the same as one you find in a shop.
939     *
940     * deprecated comment:
941     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
942     * only 'enchantment' of armour is possible - improving
943     * the stats of a player w/ armour as well as a weapon
944     * will probably horribly unbalance the game. Magic enchanting
945     * depends on the level of the character - ie the plus
946     * value (magic) of the armour can never be increased beyond
947     * the level of the character / 10 -- rounding upish, nor may
948     * the armour value of the piece of equipment exceed either
949     * the users level or 90)
950     * Modified by MSW for partial resistance. Only support
951     * changing of physical area right now.
952     */
953     int improve_armour(object *op, object *improver, object *armour)
954     {
955     object *tmp;
956    
957     if (armour->magic >= settings.armor_max_enchant) {
958     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
959     return 0;
960     }
961     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
962     * etc), so take the easy way out and don't worry about it.
963     * Note - maybe add scrolls which make the random artifact versions (eg, armour
964     * of gnarg and what not?)
965     */
966     if (armour->title) {
967     new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
968     return 0;
969     }
970    
971     /* Split objects if needed. Can't insert tmp until the
972     * end of this function - otherwise it will just re-merge.
973     */
974     if(armour->nrof > 1)
975     tmp = get_split_ob(armour,armour->nrof - 1);
976     else
977     tmp = NULL;
978    
979     armour->magic++;
980    
981     if ( !settings.armor_speed_linear )
982     {
983     int base = 100;
984     int pow = 0;
985     while ( pow < armour->magic )
986     {
987     base = base - ( base * settings.armor_speed_improvement ) / 100;
988     pow++;
989     }
990    
991     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
992     }
993     else
994     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
995    
996     if ( !settings.armor_weight_linear )
997     {
998     int base = 100;
999     int pow = 0;
1000     while ( pow < armour->magic )
1001     {
1002     base = base - ( base * settings.armor_weight_reduction ) / 100;
1003     pow++;
1004     }
1005    
1006     armour->weight = ( armour->arch->clone.weight * base ) / 100;
1007     }
1008     else
1009     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1010    
1011     if ( armour->weight <= 0 )
1012     {
1013     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1014     armour->weight = 1;
1015     }
1016    
1017     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1018    
1019     if (op->type == PLAYER) {
1020     esrv_send_item(op, armour);
1021     if(QUERY_FLAG(armour, FLAG_APPLIED))
1022     fix_player(op);
1023     }
1024     decrease_ob(improver);
1025     if (tmp) {
1026     insert_ob_in_ob(tmp, op);
1027     esrv_send_item(op, tmp);
1028     }
1029     return 1;
1030     }
1031    
1032    
1033     /*
1034     * convert_item() returns 1 if anything was converted, 0 if the item was not
1035     * what the converter wants, -1 if the converter is broken.
1036     */
1037     #define CONV_FROM(xyz) xyz->slaying
1038     #define CONV_TO(xyz) xyz->other_arch
1039     #define CONV_NR(xyz) xyz->stats.sp
1040     #define CONV_NEED(xyz) xyz->stats.food
1041    
1042     /* Takes one items and makes another.
1043     * converter is the object that is doing the conversion.
1044     * item is the object that triggered the converter - if it is not
1045     * what the converter wants, this will not do anything.
1046     */
1047     int convert_item(object *item, object *converter) {
1048     int nr=0;
1049     object *tmp;
1050     int is_in_shop;
1051     uint32 price_in;
1052    
1053     for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1054     tmp != NULL;
1055     tmp = tmp->above) {
1056     if(tmp->type == SHOP_FLOOR)
1057     break;
1058     }
1059     is_in_shop = (tmp != NULL);
1060    
1061     /* We make some assumptions - we assume if it takes money as it type,
1062     * it wants some amount. We don't make change (ie, if something costs
1063     * 3 gp and player drops a platinum, tough luck)
1064     */
1065     if (!strcmp(CONV_FROM(converter),"money")) {
1066     int cost;
1067    
1068     if(item->type!=MONEY)
1069     return 0;
1070    
1071     nr=(item->nrof*item->value)/CONV_NEED(converter);
1072     if (!nr) return 0;
1073     cost=nr*CONV_NEED(converter)/item->value;
1074     /* take into account rounding errors */
1075     if (nr*CONV_NEED(converter)%item->value) cost++;
1076     decrease_ob_nr(item, cost);
1077    
1078     price_in = cost*item->value;
1079     }
1080     else {
1081     if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1082     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1083     return 0;
1084    
1085     if(CONV_NEED(converter)) {
1086     nr=item->nrof/CONV_NEED(converter);
1087     decrease_ob_nr(item,nr*CONV_NEED(converter));
1088     price_in = nr*CONV_NEED(converter)*item->value;
1089     } else {
1090     price_in = item->value;
1091     remove_ob(item);
1092     free_object(item);
1093     }
1094     }
1095    
1096     if (converter->inv != NULL) {
1097     object *ob;
1098     int i;
1099     object *ob_to_copy;
1100    
1101     /* select random object from inventory to copy */
1102     ob_to_copy = converter->inv;
1103     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1104     if (rndm(0, i) == 0) {
1105     ob_to_copy = ob;
1106     }
1107     }
1108     item = object_create_clone(ob_to_copy);
1109     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1110     unflag_inv(item, FLAG_IS_A_TEMPLATE);
1111     } else {
1112     if (converter->other_arch == NULL) {
1113     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);
1114     return -1;
1115     }
1116    
1117     item = object_create_arch(converter->other_arch);
1118     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1119     }
1120    
1121     if(CONV_NR(converter))
1122     item->nrof=CONV_NR(converter);
1123     if(nr)
1124     item->nrof*=nr;
1125     if(is_in_shop)
1126     SET_FLAG(item,FLAG_UNPAID);
1127     else if(price_in < item->nrof*item->value) {
1128     LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1129     converter->name, converter->map->path, converter->x, converter->y, price_in,
1130     item->nrof*item->value, item->name);
1131     /**
1132     * elmex: we are going to let the game continue, as the mapcreator
1133     * propably had something in mind when doing this
1134     */
1135     }
1136     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1137     return 1;
1138     }
1139    
1140     /**
1141     * Handle apply on containers.
1142     * By Eneq(@csd.uu.se).
1143     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1144     * added the alchemical cauldron to the code -b.t.
1145     */
1146    
1147     int apply_container (object *op, object *sack)
1148     {
1149     char buf[MAX_BUF];
1150     object *tmp;
1151    
1152     if(op->type!=PLAYER)
1153     return 0; /* This might change */
1154    
1155     if (sack==NULL || sack->type != CONTAINER) {
1156     LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1157     return 0;
1158     }
1159     op->contr->last_used = NULL;
1160     op->contr->last_used_id = 0;
1161    
1162     if (sack->env!=op) {
1163     if (sack->other_arch == NULL || sack->env != NULL) {
1164     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1165     return 1;
1166     }
1167     /* It's on the ground, the problems begin */
1168     if (op->container != sack) {
1169     /* it's closed OR some player has opened it */
1170     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1171     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1172     tmp && tmp->container != sack; tmp=tmp->above);
1173     if (tmp) {
1174     /* some other player have opened it */
1175     new_draw_info_format(NDI_UNIQUE, 0, op,
1176     "%s is already occupied.", query_name(sack));
1177     return 1;
1178     }
1179     }
1180     }
1181     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1182     if (op->container == NULL) {
1183     tmp = arch_to_object (sack->other_arch);
1184     /* not good, but insert_ob_in_ob() is too smart */
1185     CLEAR_FLAG (tmp, FLAG_REMOVED);
1186     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1187     tmp->map = NULL;
1188     tmp->env = sack;
1189     if (sack->inv)
1190     sack->inv->above = tmp;
1191     tmp->below = sack->inv;
1192     tmp->above = NULL;
1193     sack->inv = tmp;
1194     sack->move_off = MOVE_ALL; /* trying force closing it */
1195     } else {
1196     sack->move_off = 0;
1197     tmp = sack->inv;
1198     if (tmp && tmp->type == CLOSE_CON) {
1199     remove_ob(tmp);
1200     free_object (tmp);
1201     }
1202     }
1203     }
1204     }
1205    
1206     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1207     if (op->container) {
1208     if (op->container != sack) {
1209     tmp = op->container;
1210     apply_container (op, tmp);
1211     sprintf (buf, "You close %s and open ", query_name(tmp));
1212     op->container = sack;
1213     strcat (buf, query_name(sack));
1214     strcat (buf, ".");
1215     } else {
1216     CLEAR_FLAG (sack, FLAG_APPLIED);
1217     op->container = NULL;
1218     sprintf (buf, "You close %s.", query_name(sack));
1219     }
1220     } else {
1221     CLEAR_FLAG (sack, FLAG_APPLIED);
1222     sprintf (buf, "You open %s.", query_name(sack));
1223     SET_FLAG (sack, FLAG_APPLIED);
1224     op->container = sack;
1225     }
1226     } else { /* not applied */
1227     if (sack->slaying) { /* it's locked */
1228     tmp = find_key(op, op, sack);
1229     if (tmp) {
1230     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1231     SET_FLAG (sack, FLAG_APPLIED);
1232     if (sack->env == NULL) { /* if it's on ground,open it also */
1233     new_draw_info (NDI_UNIQUE,0,op, buf);
1234     apply_container (op, sack);
1235     return 1;
1236     }
1237     } else {
1238     sprintf (buf, "You don't have the key to unlock %s.",
1239     query_name(sack));
1240     }
1241     } else {
1242     sprintf (buf, "You readied %s.", query_name(sack));
1243     SET_FLAG (sack, FLAG_APPLIED);
1244     if (sack->env == NULL) { /* if it's on ground,open it also */
1245     new_draw_info (NDI_UNIQUE, 0, op, buf);
1246     apply_container (op, sack);
1247     return 1;
1248     }
1249     }
1250     }
1251     new_draw_info (NDI_UNIQUE, 0, op, buf);
1252     if (op->contr) op->contr->socket.update_look=1;
1253     return 1;
1254     }
1255    
1256     /**
1257     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1258     * the player has in their inventory, eg, sacks, luggages, etc.
1259     *
1260     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1261     * This version is for client/server mode.
1262     * op is the player, sack is the container the player is opening or closing.
1263     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1264     *
1265     * Reminder - there are three states for any container - closed (non applied),
1266     * applied (not open, but objects that match get tossed into it), and open
1267     * (applied flag set, and op->container points to the open container)
1268     */
1269    
1270     int esrv_apply_container (object *op, object *sack)
1271     {
1272     object *tmp=op->container;
1273     if(op->type!=PLAYER)
1274     return 0; /* This might change */
1275    
1276     if (sack==NULL || sack->type != CONTAINER) {
1277     LOG (llevError,
1278     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1279     return 0;
1280     }
1281    
1282     /* If we have a currently open container, then it needs to be closed in all cases
1283     * if we are opening this one up. We then fall through if appropriate for
1284     * openening the new container.
1285     */
1286    
1287     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1288     if (op->container->env != op) { /* if container is on the ground */
1289     op->container->move_off = 0;
1290     }
1291     /* Lauwenmark: Handle for plugin close event */
1292     if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1293     return 1;
1294    
1295     new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1296     query_name(op->container));
1297     CLEAR_FLAG(op->container, FLAG_APPLIED);
1298     op->container=NULL;
1299     esrv_update_item (UPD_FLAGS, op, tmp);
1300     if (tmp == sack) return 1;
1301     }
1302    
1303    
1304     /* If the player is trying to open it (which he must be doing if we got here),
1305     * and it is locked, check to see if player has the equipment to open it.
1306     */
1307    
1308     if (sack->slaying) { /* it's locked */
1309     tmp=find_key(op, op, sack);
1310     if (tmp) {
1311     new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1312     } else {
1313     new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1314     query_name(sack));
1315     return 0;
1316     }
1317     }
1318    
1319     /* By the time we get here, we have made sure any other container has been closed and
1320     * if this is a locked container, the player they key to open it.
1321     */
1322    
1323     /* There are really two cases - the sack is either on the ground, or the sack is
1324     * part of the players inventory. If on the ground, we assume that the player is
1325     * opening it, since if it was being closed, that would have been taken care of above.
1326     */
1327    
1328    
1329     if (sack->env != op) {
1330     /* Hypothetical case - the player is trying to open a sack that belong to someone
1331     * else. This normally should not happen, but a misbehaving client/player could
1332     * try to do it, so lets handle it gracefully.
1333     */
1334     if (sack->env) {
1335     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1336     query_name(sack));
1337     return 0;
1338     }
1339     /* set these so when the player walks off, we can unapply the sack */
1340     sack->move_off = MOVE_ALL; /* trying force closing it */
1341    
1342     CLEAR_FLAG (sack, FLAG_APPLIED);
1343     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1344     SET_FLAG (sack, FLAG_APPLIED);
1345     op->container = sack;
1346     esrv_update_item (UPD_FLAGS, op, sack);
1347     esrv_send_inventory (op, sack);
1348    
1349     } else { /* sack is in players inventory */
1350     if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1351     CLEAR_FLAG (sack, FLAG_APPLIED);
1352     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1353     SET_FLAG (sack, FLAG_APPLIED);
1354     op->container = sack;
1355     esrv_update_item (UPD_FLAGS, op, sack);
1356     esrv_send_inventory (op, sack);
1357     }
1358     else {
1359     CLEAR_FLAG (sack, FLAG_APPLIED);
1360     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1361     SET_FLAG (sack, FLAG_APPLIED);
1362     esrv_update_item (UPD_FLAGS, op, sack);
1363     }
1364     }
1365     return 1;
1366     }
1367    
1368    
1369     /**
1370     * Handles dropping things on altar.
1371     * Returns true if sacrifice was accepted.
1372     */
1373     static int apply_altar (object *altar, object *sacrifice, object *originator)
1374     {
1375     /* Only players can make sacrifices on spell casting altars. */
1376     if (altar->inv && ( ! originator || originator->type != PLAYER))
1377     return 0;
1378    
1379     if (operate_altar (altar, &sacrifice)) {
1380     /* Simple check. Unfortunately, it means you can't cast magic bullet
1381     * with an altar. We call it a Potion - altars are stationary - it
1382     * is up to map designers to use them properly.
1383     */
1384     if (altar->inv && altar->inv->type==SPELL) {
1385     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1386     altar->inv->name);
1387     cast_spell (originator, altar, 0, altar->inv, NULL);
1388     /* If it is connected, push the button. Fixes some problems with
1389     * old maps.
1390     */
1391     /* push_button (altar);*/
1392     } else {
1393     altar->value = 1; /* works only once */
1394     push_button (altar);
1395     }
1396     return sacrifice == NULL;
1397     } else {
1398     return 0;
1399     }
1400     }
1401    
1402    
1403     /**
1404     * Handles 'movement' of shop mats.
1405     * Returns 1 if 'op' was destroyed, 0 if not.
1406     * Largely re-written to not use nearly as many gotos, plus
1407     * some of this code just looked plain out of date.
1408     * MSW 2001-08-29
1409     */
1410 elmex 1.2 int apply_shop_mat (object *shop_mat, object *op)
1411 elmex 1.1 {
1412     int rv = 0;
1413     double opinion;
1414     object *tmp, *next;
1415    
1416     SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1417    
1418     if (op->type != PLAYER) {
1419     /* Remove all the unpaid objects that may be carried here.
1420     * This could be pets or monsters that are somehow in
1421     * the shop.
1422     */
1423     for (tmp=op->inv; tmp; tmp=next) {
1424     next = tmp->below;
1425     if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1426     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1427    
1428     remove_ob(tmp);
1429     if (i==-1) i=0;
1430     tmp->map = op->map;
1431     tmp->x = op->x + freearr_x[i];
1432     tmp->y = op->y + freearr_y[i];
1433     insert_ob_in_map(tmp, op->map, op, 0);
1434     }
1435     }
1436    
1437     /* Don't teleport things like spell effects */
1438     if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1439    
1440     /* unpaid objects, or non living objects, can't transfer by
1441     * shop mats. Instead, put it on a nearby space.
1442     */
1443     if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1444    
1445     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1446     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1447     if (i != -1) {
1448     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1449     shop_mat);
1450     }
1451     return 0;
1452     }
1453     /* Removed code that checked for multipart objects - it appears that
1454     * the teleport function should be able to handle this just fine.
1455     */
1456     rv = teleport (shop_mat, SHOP_MAT, op);
1457     }
1458     /* immediate block below is only used for players */
1459     else if (can_pay(op)) {
1460     get_payment (op, op->inv);
1461     rv = teleport (shop_mat, SHOP_MAT, op);
1462     if (shop_mat->msg) {
1463     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1464     }
1465     /* This check below is a bit simplistic - generally it should be correct,
1466     * but there is never a guarantee that the bottom space on the map is
1467     * actually the shop floor.
1468     */
1469     else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1470     && tmp->type != SHOP_FLOOR) {
1471     opinion = shopkeeper_approval(op->map, op);
1472     if ( opinion > 0.9)
1473     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1474     else if ( opinion > 0.75)
1475     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1476     else if ( opinion > 0.5)
1477     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1478     else
1479     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1480     }
1481     }
1482     else {
1483     /* if we get here, a player tried to leave a shop but was not able
1484     * to afford the items he has. We try to move the player so that
1485     * they are not on the mat anymore
1486     */
1487    
1488     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1489     if(i == -1) {
1490     LOG (llevError, "Internal shop-mat problem.\n");
1491     } else {
1492     remove_ob (op);
1493     op->x += freearr_x[i];
1494     op->y += freearr_y[i];
1495     rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1496     esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1497     op->contr->socket.update_look=1;
1498     op->contr->socket.look_position=0;
1499     }
1500     }
1501     CLEAR_FLAG (op, FLAG_NO_APPLY);
1502     return rv;
1503     }
1504    
1505     /**
1506     * Handles applying a sign.
1507     */
1508     static void apply_sign (object *op, object *sign, int autoapply)
1509     {
1510     readable_message_type* msgType;
1511     char newbuf[HUGE_BUF];
1512     if (sign->msg == NULL) {
1513     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1514     return;
1515     }
1516    
1517     if (sign->stats.food) {
1518     if (sign->last_eat >= sign->stats.food) {
1519     if (!sign->move_on)
1520     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1521     return;
1522     }
1523    
1524     if (!QUERY_FLAG(op, FLAG_WIZPASS))
1525     sign->last_eat++;
1526     }
1527    
1528     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1529     * No way to know for sure. The presumption is basically that if
1530     * move_on is zero, it needs to be manually applied (doesn't talk
1531     * to us).
1532     */
1533     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1534     new_draw_info (NDI_UNIQUE, 0, op,
1535     "You are unable to read while blind.");
1536     return;
1537     }
1538     msgType=get_readable_message_type(sign);
1539     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1540     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1541     }
1542    
1543    
1544     /**
1545     * 'victim' moves onto 'trap'
1546     * 'victim' leaves 'trap'
1547     * effect is determined by move_on/move_off of trap and move_type of victime.
1548     *
1549     * originator: Player, monster or other object that caused 'victim' to move
1550     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1551     * However, some types of traps require an originator to function.
1552     */
1553     void move_apply (object *trap, object *victim, object *originator)
1554     {
1555     static int recursion_depth = 0;
1556    
1557     /* Only exits affect DMs. */
1558     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1559     return;
1560    
1561     /* move_apply() is the most likely candidate for causing unwanted and
1562     * possibly unlimited recursion.
1563     */
1564     /* The following was changed because it was causing perfeclty correct
1565     * maps to fail. 1) it's not an error to recurse:
1566     * rune detonates, summoning monster. monster lands on nearby rune.
1567     * nearby rune detonates. This sort of recursion is expected and
1568     * proper. This code was causing needless crashes.
1569     */
1570     if (recursion_depth >= 500) {
1571     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1572     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1573     trap->arch->name, trap->name, victim->arch->name, victim->name);
1574     return;
1575     }
1576     recursion_depth++;
1577     if (trap->head) trap=trap->head;
1578    
1579     /* Lauwenmark: Handle for plugin trigger event */
1580     if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1581     goto leave;
1582    
1583     switch (trap->type) {
1584     case PLAYERMOVER:
1585     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1586     !should_director_abort(trap, victim)) {
1587     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1588    
1589     /* Is this correct? From the docs, it doesn't look like it
1590     * should be divided by trap->speed
1591     */
1592     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1593    
1594     /* Just put in some sanity check. I think there is a bug in the
1595     * above with some objects have zero speed, and thus the player
1596     * getting permanently paralyzed.
1597     */
1598     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1599     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1600     }
1601     goto leave;
1602    
1603     case SPINNER:
1604     if(victim->direction) {
1605     victim->direction=absdir(victim->direction-trap->stats.sp);
1606     update_turn_face(victim);
1607     }
1608     goto leave;
1609    
1610     case DIRECTOR:
1611     if(victim->direction && !should_director_abort(trap, victim)) {
1612     victim->direction=trap->stats.sp;
1613     update_turn_face(victim);
1614     }
1615     goto leave;
1616    
1617     case BUTTON:
1618     case PEDESTAL:
1619     update_button(trap);
1620     goto leave;
1621    
1622     case ALTAR:
1623     /* sacrifice victim on trap */
1624     apply_altar (trap, victim, originator);
1625     goto leave;
1626    
1627     case THROWN_OBJ:
1628     if (trap->inv == NULL)
1629     goto leave;
1630     /* fallthrough */
1631    
1632     case ARROW:
1633    
1634     /* bad bug: monster throw a object, make a step forwards, step on object ,
1635     * trigger this here and get hit by own missile - and will be own enemy.
1636     * Victim then is his own enemy and will start to kill herself (this is
1637     * removed) but we have not synced victim and his missile. To avoid senseless
1638     * action, we avoid hits here
1639     */
1640     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1641     hit_with_arrow (trap, victim);
1642     goto leave;
1643    
1644     case SPELL_EFFECT:
1645     apply_spell_effect(trap, victim);
1646     goto leave;
1647    
1648     case TRAPDOOR:
1649     {
1650     int max, sound_was_played;
1651     object *ab, *ab_next;
1652     if(!trap->value) {
1653     int tot;
1654     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1655     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1656     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1657    
1658     if(!(trap->value=(tot>trap->weight)?1:0))
1659     goto leave;
1660    
1661     SET_ANIMATION(trap, trap->value);
1662     update_object(trap,UP_OBJ_FACE);
1663     }
1664    
1665     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1666     /* need to set this up, since if we do transfer the object,
1667     * ab->above would be bogus
1668     */
1669     ab_next = ab->above;
1670    
1671     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1672     if ( ! sound_was_played) {
1673     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1674     sound_was_played = 1;
1675     }
1676     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1677     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1678     }
1679     }
1680     goto leave;
1681     }
1682    
1683    
1684     case CONVERTER:
1685     if (convert_item (victim, trap) < 0) {
1686     object *op;
1687    
1688     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1689    
1690     op = get_archetype("burnout");
1691     if (op != NULL) {
1692     op->x = trap->x;
1693     op->y = trap->y;
1694     insert_ob_in_map(op, trap->map, trap, 0);
1695     }
1696     }
1697     goto leave;
1698    
1699     case TRIGGER_BUTTON:
1700     case TRIGGER_PEDESTAL:
1701     case TRIGGER_ALTAR:
1702     check_trigger (trap, victim);
1703     goto leave;
1704    
1705     case DEEP_SWAMP:
1706     walk_on_deep_swamp (trap, victim);
1707     goto leave;
1708    
1709     case CHECK_INV:
1710     check_inv (victim, trap);
1711     goto leave;
1712    
1713     case HOLE:
1714     /* Hole not open? */
1715     if(trap->stats.wc > 0)
1716     goto leave;
1717    
1718     /* Is this a multipart monster and not the head? If so, return.
1719     * Processing will happen if the head runs into the pit
1720     */
1721     if (victim->head)
1722     goto leave;
1723    
1724     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1725     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1726     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1727     goto leave;
1728    
1729     case EXIT:
1730     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1731     /* Basically, don't show exits leading to random maps the
1732     * players output.
1733     */
1734     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1735     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1736     enter_exit (victim, trap);
1737     }
1738     goto leave;
1739    
1740     case ENCOUNTER:
1741     /* may be some leftovers on this */
1742     goto leave;
1743    
1744     case SHOP_MAT:
1745     apply_shop_mat (trap, victim);
1746     goto leave;
1747    
1748     /* Drop a certain amount of gold, and have one item identified */
1749     case IDENTIFY_ALTAR:
1750     apply_id_altar (victim, trap, originator);
1751     goto leave;
1752    
1753     case SIGN:
1754     if (victim->type != PLAYER && trap->stats.food > 0)
1755     goto leave; /* monsters musn't apply magic_mouths with counters */
1756    
1757     apply_sign (victim, trap, 1);
1758     goto leave;
1759    
1760     case CONTAINER:
1761     if (victim->type==PLAYER)
1762     (void) esrv_apply_container (victim, trap);
1763     else
1764     (void) apply_container (victim, trap);
1765     goto leave;
1766    
1767     case RUNE:
1768     case TRAP:
1769     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1770     spring_trap(trap, victim);
1771     }
1772     goto leave;
1773    
1774     default:
1775     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1776     "handled in move_apply()\n", trap->name, trap->arch->name,
1777     trap->type);
1778     goto leave;
1779     }
1780    
1781     leave:
1782     recursion_depth--;
1783     }
1784    
1785     /**
1786     * Handles reading a regular (ie not containing a spell) book.
1787     */
1788     static void apply_book (object *op, object *tmp)
1789     {
1790     int lev_diff;
1791     object *skill_ob;
1792    
1793     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1794     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1795     return;
1796     }
1797     if(tmp->msg==NULL) {
1798     new_draw_info_format(NDI_UNIQUE, 0, op,
1799     "You open the %s and find it empty.", tmp->name);
1800     return;
1801     }
1802    
1803     /* need a literacy skill to read stuff! */
1804     skill_ob = find_skill_by_name(op, tmp->skill);
1805     if ( ! skill_ob) {
1806     new_draw_info(NDI_UNIQUE, 0,op,
1807     "You are unable to decipher the strange symbols.");
1808     return;
1809     }
1810     lev_diff = tmp->level - (skill_ob->level + 5);
1811     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1812     if (lev_diff < 2)
1813     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1814     else if (lev_diff < 3)
1815     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1816     else if (lev_diff < 5)
1817     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1818     else if (lev_diff < 8)
1819     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1820     else if (lev_diff < 15)
1821     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1822     else
1823     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1824     return;
1825     }
1826    
1827    
1828     /* Lauwenmark: Handle for plugin book event */
1829     /*printf("Book apply: %s\n", tmp->name);
1830     execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1831     printf("Book applied: %s\n", tmp->name);*/
1832     /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1833     {
1834     CFParm CFP;
1835     int k, l, m;
1836     uint32 n;
1837     new_draw_info_format (NDI_UNIQUE, 0, op,
1838     "You open the %s and start reading.", tmp->name);
1839     k = EVENT_APPLY;
1840     l = SCRIPT_FIX_ALL;
1841     m = 0;
1842     n = 0;
1843     CFP.Value[0] = &k;
1844     CFP.Value[1] = op;
1845     CFP.Value[2] = tmp;
1846     CFP.Value[3] = NULL;
1847     CFP.Value[4] = NULL;
1848     CFP.Value[5] = &n;
1849     CFP.Value[6] = &m;
1850     CFP.Value[7] = &m;
1851     CFP.Value[8] = &l;
1852     CFP.Value[9] = (void*)evt->hook;
1853     CFP.Value[10]= (void*)evt->options;
1854     if (findPlugin(evt->plugin)>=0)
1855     ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1856     }
1857     else*/{
1858     readable_message_type* msgType = get_readable_message_type(tmp);
1859     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1860     msgType->message_type, msgType->message_subtype,
1861     "You open the %s and start reading.\n%s",
1862     "%s\n%s",
1863     long_desc(tmp,op), tmp->msg);
1864     }
1865    
1866     /* gain xp from reading */
1867     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1868     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1869     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1870     /*exp_gain *= 2; because they just identified it too */
1871     SET_FLAG(tmp,FLAG_IDENTIFIED);
1872     /* If in a container, update how it looks */
1873     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1874     else op->contr->socket.update_look=1;
1875     }
1876     change_exp(op,exp_gain, skill_ob->skill, 0);
1877     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1878     }
1879     }
1880    
1881     /**
1882     * Handles the applying of a skill scroll, calling learn_skill straight.
1883     * op is the person learning the skill, tmp is the skill scroll object
1884     */
1885     static void apply_skillscroll (object *op, object *tmp)
1886     {
1887     switch ((int) learn_skill (op, tmp)) {
1888     case 0:
1889     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1890     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1891     return;
1892    
1893     case 1:
1894     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1895     tmp->skill);
1896     new_draw_info_format(NDI_UNIQUE, 0, op,
1897     "Type 'bind ready_skill %s",tmp->skill);
1898     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1899     decrease_ob(tmp);
1900     return;
1901    
1902     default:
1903     new_draw_info_format(NDI_UNIQUE,0,op,
1904     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1905     decrease_ob(tmp);
1906     return;
1907     }
1908     }
1909    
1910     /**
1911     * Actually makes op learn spell.
1912     * Informs player of what happens.
1913     */
1914     void do_learn_spell (object *op, object *spell, int special_prayer)
1915     {
1916     object *tmp;
1917    
1918     if (op->type != PLAYER) {
1919     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1920     return;
1921     }
1922    
1923     /* Upgrade special prayers to normal prayers */
1924     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1925     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1926     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1927     return;
1928     }
1929     return;
1930     }
1931    
1932     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1933     tmp = get_object();
1934     copy_object(spell, tmp);
1935     insert_ob_in_ob(tmp, op);
1936    
1937     if (special_prayer) {
1938     SET_FLAG(tmp, FLAG_STARTEQUIP);
1939     }
1940    
1941     new_draw_info_format (NDI_UNIQUE, 0, op,
1942     "Type 'bind cast %s", spell->name);
1943     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1944     esrv_add_spells(op->contr, tmp);
1945     }
1946    
1947     /**
1948     * Erases spell from player's inventory.
1949     */
1950     void do_forget_spell (object *op, const char *spell)
1951     {
1952     object *spob;
1953    
1954     if (op->type != PLAYER) {
1955     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1956     return;
1957     }
1958     if ( (spob=check_spell_known (op, spell)) == NULL) {
1959     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1960     return;
1961     }
1962    
1963     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1964     "You lose knowledge of %s.", spell);
1965     player_unready_range_ob(op->contr, spob);
1966     esrv_remove_spell(op->contr, spob);
1967     remove_ob(spob);
1968     free_object(spob);
1969     }
1970    
1971     /**
1972     * Handles player applying a spellbook.
1973     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1974     * stuff like that. Random learning failure too.
1975     */
1976     static void apply_spellbook (object *op, object *tmp)
1977     {
1978     object *skop, *spell, *spell_skill;
1979    
1980     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1981     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1982     return;
1983     }
1984    
1985     /* artifact_spellbooks have 'slaying' field point to a spell name,
1986     * instead of having their spell stored in stats.sp. These are
1987     * legacy spellbooks
1988     */
1989    
1990     if(tmp->slaying != NULL) {
1991     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1992     if (!spell) {
1993     new_draw_info_format(NDI_UNIQUE, 0, op,
1994     "The book's formula for %s is incomplete", tmp->slaying);
1995     return;
1996     }
1997     else
1998     insert_ob_in_ob(spell, tmp);
1999     free_string(tmp->slaying);
2000     tmp->slaying=NULL;
2001     }
2002    
2003     skop = find_skill_by_name(op, tmp->skill);
2004    
2005     /* need a literacy skill to learn spells. Also, having a literacy level
2006     * lower than the spell will make learning the spell more difficult */
2007     if ( !skop) {
2008     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2009     return;
2010     }
2011    
2012     spell = tmp->inv;
2013     if (!spell) {
2014     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2015     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2016     return;
2017     }
2018     if (spell->level > (skop->level+10)) {
2019     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2020     return;
2021     }
2022    
2023     new_draw_info_format(NDI_UNIQUE, 0, op,
2024     "The spellbook contains the %s level spell %s.",
2025     get_levelnumber(spell->level), spell->name);
2026    
2027     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2028     identify(tmp);
2029     if (tmp->env)
2030     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2031     else
2032     op->contr->socket.update_look=1;
2033     }
2034    
2035     /* I removed the check for special_prayer_mark here - it didn't make
2036     * a lot of sense - special prayers are not found in spellbooks, and
2037     * if the player doesn't know the spell, doesn't make a lot of sense that
2038     * they would have a special prayer mark.
2039     */
2040     if (check_spell_known (op, spell->name)) {
2041     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2042     return;
2043     }
2044    
2045     if (spell->skill) {
2046     spell_skill = find_skill_by_name(op, spell->skill);
2047     if (!spell_skill) {
2048     new_draw_info_format(NDI_UNIQUE, 0, op,
2049     "You lack the skill %s to use this spell",
2050     spell->skill);
2051     return;
2052     }
2053     if (spell_skill->level < spell->level) {
2054     new_draw_info_format(NDI_UNIQUE, 0, op,
2055     "You need to be level %d in %s to learn this spell.",
2056     spell->level, spell->skill);
2057     return;
2058     }
2059     }
2060    
2061     /* Logic as follows
2062     *
2063     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2064     *
2065     * 2- The learner's skill level in literacy adjusts the chance to learn
2066     * a spell.
2067     *
2068     * 3 -Automatically fail to learn if you read while confused
2069     *
2070     * Overall, chances are the same but a player will find having a high
2071     * literacy rate very useful! -b.t.
2072     */
2073     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2074     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2075     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2076     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2077     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2078     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2079    
2080     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2081     do_learn_spell (op, spell, 0);
2082    
2083     /* xp gain to literacy for spell learning */
2084     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2085     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2086     } else {
2087     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2088     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2089     }
2090     decrease_ob(tmp);
2091     }
2092    
2093     /**
2094     * Handles applying a spell scroll.
2095     */
2096     void apply_scroll (object *op, object *tmp, int dir)
2097     {
2098     object *skop;
2099    
2100     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2101     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2102     return;
2103     }
2104    
2105     if (!tmp->inv || tmp->inv->type != SPELL) {
2106     new_draw_info (NDI_UNIQUE, 0, op,
2107     "The scroll just doesn't make sense!");
2108     return;
2109     }
2110    
2111     if(op->type==PLAYER) {
2112     /* players need a literacy skill to read stuff! */
2113     int exp_gain=0;
2114    
2115     /* hard code literacy - tmp->skill points to where the exp
2116     * should go for anything killed by the spell.
2117     */
2118     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2119    
2120     if ( ! skop) {
2121     new_draw_info(NDI_UNIQUE, 0,op,
2122     "You are unable to decipher the strange symbols.");
2123     return;
2124     }
2125    
2126     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2127     change_exp(op,exp_gain, skop->skill, 0);
2128     }
2129    
2130     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2131     identify(tmp);
2132    
2133     new_draw_info_format(NDI_BLACK, 0, op,
2134     "The scroll of %s turns to dust.", tmp->inv->name);
2135    
2136    
2137     cast_spell(op,tmp,dir,tmp->inv, NULL);
2138     decrease_ob(tmp);
2139     }
2140    
2141     /**
2142     * Applies a treasure object - by default, chest. op
2143     * is the person doing the applying, tmp is the treasure
2144     * chest.
2145     */
2146     static void apply_treasure (object *op, object *tmp)
2147     {
2148     object *treas;
2149     tag_t tmp_tag = tmp->count, op_tag = op->count;
2150    
2151    
2152     /* Nice side effect of new treasure creation method is that the treasure
2153     * for the chest is done when the chest is created, and put into the chest
2154     * inventory. So that when the chest burns up, the items still exist. Also
2155     * prevents people fromt moving chests to more difficult maps to get better
2156     * treasure
2157     */
2158    
2159     treas = tmp->inv;
2160     if(treas==NULL) {
2161     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2162     decrease_ob(tmp);
2163     return;
2164     }
2165     while (tmp->inv) {
2166     treas = tmp->inv;
2167    
2168     remove_ob(treas);
2169     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2170     query_name(treas));
2171    
2172     treas->x=op->x;
2173     treas->y=op->y;
2174     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2175    
2176     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2177     && QUERY_FLAG (op, FLAG_ALIVE))
2178     spring_trap (treas, op);
2179     /* If either player or container was destroyed, no need to do
2180     * further processing. I think this should be enclused with
2181     * spring trap above, as I don't think there is otherwise
2182     * any way for the treasure chest or player to get killed
2183     */
2184     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2185     break;
2186     }
2187    
2188     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2189     decrease_ob (tmp);
2190    
2191     }
2192    
2193     /**
2194     * op eats food.
2195     * If player, takes care of messages and dragon special food.
2196     */
2197     static void apply_food (object *op, object *tmp)
2198     {
2199     int capacity_remaining;
2200    
2201     if(op->type!=PLAYER)
2202     op->stats.hp=op->stats.maxhp;
2203     else {
2204     /* check if this is a dragon (player), eating some flesh */
2205     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2206     ;
2207     else {
2208     /* usual case - no dragon meal: */
2209     if(op->stats.food+tmp->stats.food>999) {
2210     if(tmp->type==FOOD || tmp->type==FLESH)
2211     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2212     else
2213     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2214     }
2215    
2216     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2217     char buf[MAX_BUF];
2218    
2219     if (!is_dragon_pl(op)) {
2220     /* eating message for normal players*/
2221     if(tmp->type==DRINK)
2222     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2223     else
2224     sprintf(buf,"The %s tasted %s",tmp->name,
2225     tmp->type==FLESH?"terrible!":"good.");
2226     }
2227     else {
2228     /* eating message for dragon players*/
2229     sprintf(buf,"The %s tasted terrible!",tmp->name);
2230     }
2231    
2232     new_draw_info(NDI_UNIQUE, 0,op,buf);
2233     capacity_remaining = 999 - op->stats.food;
2234     op->stats.food+=tmp->stats.food;
2235     if(capacity_remaining < tmp->stats.food)
2236     op->stats.hp += capacity_remaining / 50;
2237     else
2238     op->stats.hp+=tmp->stats.food/50;
2239     if(op->stats.hp>op->stats.maxhp)
2240     op->stats.hp=op->stats.maxhp;
2241     if (op->stats.food > 999)
2242     op->stats.food = 999;
2243     }
2244    
2245     /* special food hack -b.t. */
2246     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2247     eat_special_food(op,tmp);
2248     }
2249     }
2250     handle_apply_yield(tmp);
2251     decrease_ob(tmp);
2252     }
2253    
2254     /**
2255     * A dragon is eating some flesh. If the flesh contains resistances,
2256     * there is a chance for the dragon's skin to get improved.
2257     *
2258     * attributes:
2259     * object *op the object (dragon player) eating the flesh
2260     * object *meal the flesh item, getting chewed in dragon's mouth
2261     * return:
2262     * int 1 if eating successful, 0 if it doesn't work
2263     */
2264     int dragon_eat_flesh(object *op, object *meal) {
2265     object *skin = NULL; /* pointer to dragon skin force*/
2266     object *abil = NULL; /* pointer to dragon ability force*/
2267     object *tmp = NULL; /* tmp. object */
2268    
2269     char buf[MAX_BUF]; /* tmp. string buffer */
2270     double chance; /* improvement-chance of one resistance type */
2271     double totalchance=1; /* total chance of gaining one resistance */
2272     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2273     double mbonus=0; /* monster bonus */
2274     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2275     int winners=0; /* number of winners */
2276     int i; /* index */
2277    
2278     /* let's make sure and doublecheck the parameters */
2279     if (meal->type!=FLESH || !is_dragon_pl(op))
2280     return 0;
2281    
2282     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2283     from the player's inventory */
2284     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2285     if (tmp->type == FORCE) {
2286     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2287     skin = tmp;
2288     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2289     abil = tmp;
2290     }
2291     }
2292    
2293     /* if either skin or ability are missing, this is an old player
2294     which is not to be considered a dragon -> bail out */
2295     if (skin == NULL || abil == NULL) return 0;
2296    
2297     /* now start by filling stomache and health, according to food-value */
2298     if((999 - op->stats.food) < meal->stats.food)
2299     op->stats.hp += (999 - op->stats.food) / 50;
2300     else
2301     op->stats.hp += meal->stats.food/50;
2302     if(op->stats.hp>op->stats.maxhp)
2303     op->stats.hp=op->stats.maxhp;
2304    
2305     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2306    
2307     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2308    
2309     /* on to the interesting part: chances for adding resistance */
2310     for (i=0; i<NROFATTACKS; i++) {
2311     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2312     /* got positive resistance, now calculate improvement chance (0-100) */
2313    
2314     /* this bonus makes resistance increase easier at lower levels */
2315     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2316     if (i == abil->stats.exp)
2317     bonus += 5; /* additional bonus for resistance of ability-focus */
2318    
2319     /* monster bonus increases with level, because high-level
2320     flesh is too rare */
2321     mbonus = op->level * 20. / ((double)settings.max_level);
2322    
2323     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2324     ((double)settings.max_level)) - skin->resist[i];
2325    
2326     if (chance >= 0.)
2327     chance += 1.;
2328     else
2329     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2330    
2331     /* chance is proportional to amount of resistance (max. 50) */
2332     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2333    
2334     /* doubled chance for resistance of ability-focus */
2335     if (i == abil->stats.exp)
2336     chance = MIN(100., chance*2.);
2337    
2338     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2339     if (RANDOM()%10000 < (int)(chance*100)) {
2340     atnr_winner[winners] = i;
2341     winners++;
2342     }
2343    
2344     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2345    
2346     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2347     }
2348     }
2349    
2350     /* inverse totalchance as until now we have the failure-chance */
2351     totalchance = 100 - totalchance*100;
2352     /* print message according to totalchance */
2353     if (totalchance > 50.)
2354     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2355     else if (totalchance > 10.)
2356     sprintf(buf, "The %s tasted very good.", meal->name);
2357     else if (totalchance > 1.)
2358     sprintf(buf, "The %s tasted good.", meal->name);
2359     else if (totalchance > 0.1)
2360     sprintf(buf, "The %s tasted bland.", meal->name);
2361     else if (totalchance >= 0.01)
2362     sprintf(buf, "The %s had a boring taste.", meal->name);
2363     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2364     sprintf(buf, "The %s tasted strange.", meal->name);
2365     else
2366     sprintf(buf, "The %s had no taste.", meal->name);
2367     new_draw_info(NDI_UNIQUE, 0, op, buf);
2368    
2369     /* now choose a winner if we have any */
2370     i = -1;
2371     if (winners>0)
2372     i = atnr_winner[RANDOM()%winners];
2373    
2374     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2375     /* resistance increased! */
2376     skin->resist[i]++;
2377     fix_player(op);
2378    
2379     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2380     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2381     }
2382    
2383     /* if this flesh contains a new ability focus, we mark it
2384     into the ability_force and it will take effect on next level */
2385     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2386     && meal->last_eat != abil->last_eat) {
2387     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2388    
2389     if (meal->last_eat != abil->stats.exp) {
2390     sprintf(buf, "Your metabolism prepares to focus on %s!",
2391     change_resist_msg[meal->last_eat]);
2392     new_draw_info(NDI_UNIQUE, 0, op, buf);
2393     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2394     new_draw_info(NDI_UNIQUE, 0, op, buf);
2395     }
2396     else {
2397     sprintf(buf, "Your metabolism will continue to focus on %s.",
2398     change_resist_msg[meal->last_eat]);
2399     new_draw_info(NDI_UNIQUE, 0, op, buf);
2400     abil->last_eat = 0;
2401     }
2402     }
2403     return 1;
2404     }
2405    
2406     static void apply_savebed (object *pl)
2407     {
2408     #ifndef COZY_SERVER
2409     if(!pl->contr->name_changed||!pl->stats.exp) {
2410     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2411     return;
2412     }
2413     #endif
2414     /* Need to call terminate_all_pets() before we remove the player ob */
2415     terminate_all_pets(pl);
2416     remove_ob(pl);
2417     pl->direction=0;
2418     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2419     "%s leaves the game.",pl->name);
2420    
2421     /* update respawn position */
2422     strcpy(pl->contr->savebed_map, pl->map->path);
2423     pl->contr->bed_x = pl->x;
2424     pl->contr->bed_y = pl->y;
2425    
2426     strcpy(pl->contr->killer,"left");
2427     check_score(pl); /* Always check score */
2428     (void)save_player(pl,0);
2429     pl->map->players--;
2430     #if MAP_MAXTIMEOUT
2431     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2432     #endif
2433     play_again(pl);
2434     pl->speed = 0;
2435     update_ob_speed(pl);
2436     }
2437    
2438     /**
2439     * Handles applying an improve armor scroll.
2440     * Does some sanity checks, then calls improve_armour.
2441     */
2442     static void apply_armour_improver (object *op, object *tmp)
2443     {
2444     object *armor;
2445    
2446     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2447     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2448     return;
2449     }
2450     armor=find_marked_object(op);
2451     if ( ! armor) {
2452     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2453     return;
2454     }
2455     if (armor->type != ARMOUR
2456     && armor->type != CLOAK
2457     && armor->type != BOOTS && armor->type != GLOVES
2458     && armor->type != BRACERS && armor->type != SHIELD
2459     && armor->type != HELMET)
2460     {
2461     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2462     return;
2463     }
2464    
2465     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2466     improve_armour(op,tmp,armor);
2467     }
2468    
2469    
2470     extern void apply_poison (object *op, object *tmp)
2471     {
2472     if (op->type == PLAYER) {
2473     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2474     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2475     strcpy(op->contr->killer,"poisonous booze");
2476     }
2477     if (tmp->stats.hp > 0) {
2478     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2479     tmp->stats.hp);
2480     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2481     }
2482     op->stats.food-=op->stats.food/4;
2483     handle_apply_yield(tmp);
2484     decrease_ob(tmp);
2485     }
2486    
2487     /**
2488     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2489     * A valid 2 way exit means:
2490     * -You can come back (there is another exit at the other side)
2491     * -You are
2492     * ° the owner of the exit
2493     * ° or in the same party as the owner
2494     *
2495     * Note: a owner in a 2 way exit is saved as the owner's name
2496     * in the field exit->name cause the field exit->owner doesn't
2497     * survive in the swapping (in fact the whole exit doesn't survive).
2498     */
2499     int is_legal_2ways_exit (object* op, object *exit)
2500     {
2501     object * tmp;
2502     object * exit_owner;
2503     player * pp;
2504     mapstruct * exitmap;
2505     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2506     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2507     /* To know if an exit has a correspondant, we look at
2508     * all the exits in destination and try to find one with same path as
2509     * the current exit's position */
2510     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2511     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2512     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2513     if (exitmap)
2514     {
2515     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2516     if (!tmp) return 0;
2517     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2518     {
2519     if (tmp->type!=EXIT) continue; /*Not an exit*/
2520     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2521     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2522     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2523    
2524     /* From here we have found the exit is valid. However we do
2525     * here the check of the exit owner. It is important for the
2526     * town portals to prevent strangers from visiting your appartments
2527     */
2528     if (!exit->race) return 1; /*No owner, free for all!*/
2529     exit_owner=NULL;
2530     for (pp=first_player;pp;pp=pp->next)
2531     {
2532     if (!pp->ob) continue;
2533     if (pp->ob->name!=exit->race) continue;
2534     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2535     break;
2536     }
2537     if (!exit_owner) return 0; /* No more owner*/
2538     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2539     if ( exit_owner && /*There is a owner*/
2540     (op->contr) && /*A player tries to pass */
2541     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2542     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2543     return 0;
2544     return 1;
2545     }
2546     }
2547     return 0;
2548     }
2549    
2550    
2551     /**
2552     * Main apply handler.
2553     *
2554     * Checks for unpaid items before applying.
2555     *
2556     * Return value:
2557     * 0: player or monster can't apply objects of that type
2558     * 1: has been applied, or there was an error applying the object
2559     * 2: objects of that type can't be applied if not in inventory
2560     *
2561     * op is the object that is causing object to be applied, tmp is the object
2562     * being applied.
2563     *
2564     * aflag is special (always apply/unapply) flags. Nothing is done with
2565     * them in this function - they are passed to apply_special
2566     */
2567    
2568     int manual_apply (object *op, object *tmp, int aflag)
2569     {
2570     if (tmp->head) tmp=tmp->head;
2571    
2572     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2573     if (op->type == PLAYER) {
2574     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2575     return 1;
2576     } else {
2577     return 0; /* monsters just skip unpaid items */
2578     }
2579     }
2580    
2581    
2582     /* Lauwenmark: Handle for plugin apply event */
2583     if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2584     return 1;
2585    
2586     switch (tmp->type) {
2587    
2588     case TRANSPORT:
2589     return apply_transport(op, tmp, aflag);
2590    
2591     case CF_HANDLE:
2592     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2593     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2594     tmp->value=tmp->value?0:1;
2595     SET_ANIMATION(tmp, tmp->value);
2596     update_object(tmp,UP_OBJ_FACE);
2597     push_button(tmp);
2598     return 1;
2599    
2600     case TRIGGER:
2601     if (check_trigger (tmp, op)) {
2602     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2603     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2604     } else {
2605     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2606     }
2607     return 1;
2608    
2609     case EXIT:
2610     if (op->type != PLAYER)
2611     return 0;
2612     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2613     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2614     query_name(tmp));
2615     } else {
2616     /* Don't display messages for random maps. */
2617     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2618     strncmp(EXIT_PATH(tmp), "/random/", 8))
2619     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2620     enter_exit(op,tmp);
2621     }
2622     return 1;
2623    
2624     case SIGN:
2625     apply_sign (op, tmp, 0);
2626     return 1;
2627    
2628     case BOOK:
2629     if (op->type == PLAYER) {
2630     apply_book (op, tmp);
2631     return 1;
2632     } else {
2633     return 0;
2634     }
2635    
2636     case SKILLSCROLL:
2637     if (op->type == PLAYER) {
2638     apply_skillscroll (op, tmp);
2639     return 1;
2640     }
2641     return 0;
2642    
2643     case SPELLBOOK:
2644     if (op->type == PLAYER) {
2645     apply_spellbook (op, tmp);
2646     return 1;
2647     }
2648     return 0;
2649    
2650     case SCROLL:
2651     apply_scroll (op, tmp, 0);
2652     return 1;
2653    
2654     case POTION:
2655     (void) apply_potion(op, tmp);
2656     return 1;
2657    
2658     /* Eneq(@csd.uu.se): Handle apply on containers. */
2659     case CLOSE_CON:
2660     if (op->type==PLAYER)
2661     (void) esrv_apply_container (op, tmp->env);
2662     else
2663     (void) apply_container (op, tmp->env);
2664     return 1;
2665    
2666     case CONTAINER:
2667     if (op->type==PLAYER)
2668     (void) esrv_apply_container (op, tmp);
2669     else
2670     (void) apply_container (op, tmp);
2671     return 1;
2672    
2673     case TREASURE:
2674     if (op->type == PLAYER) {
2675     apply_treasure (op, tmp);
2676     return 1;
2677     } else {
2678     return 0;
2679     }
2680    
2681     case WEAPON:
2682     case ARMOUR:
2683     case BOOTS:
2684     case GLOVES:
2685     case AMULET:
2686     case GIRDLE:
2687     case BRACERS:
2688     case SHIELD:
2689     case HELMET:
2690     case RING:
2691     case CLOAK:
2692     case WAND:
2693     case ROD:
2694     case HORN:
2695     case SKILL:
2696     case BOW:
2697     case LAMP:
2698     case BUILDER:
2699     case SKILL_TOOL:
2700     if (tmp->env != op)
2701     return 2; /* not in inventory */
2702     (void) apply_special (op, tmp, aflag);
2703     return 1;
2704    
2705     case DRINK:
2706     case FOOD:
2707     case FLESH:
2708     apply_food (op, tmp);
2709     return 1;
2710    
2711     case POISON:
2712     apply_poison (op, tmp);
2713     return 1;
2714    
2715     case SAVEBED:
2716     if (op->type == PLAYER) {
2717     apply_savebed (op);
2718     return 1;
2719     } else {
2720     return 0;
2721     }
2722    
2723     case ARMOUR_IMPROVER:
2724     if (op->type == PLAYER) {
2725     apply_armour_improver (op, tmp);
2726     return 1;
2727     } else {
2728     return 0;
2729     }
2730    
2731     case WEAPON_IMPROVER:
2732     (void) check_improve_weapon(op, tmp);
2733     return 1;
2734    
2735     case CLOCK:
2736     if (op->type == PLAYER) {
2737     char buf[MAX_BUF];
2738     timeofday_t tod;
2739    
2740     get_tod(&tod);
2741     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2742     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2743     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2744     ((tod.hour >= 14) ? "pm" : "am"));
2745     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2746     new_draw_info(NDI_UNIQUE, 0,op, buf);
2747     return 1;
2748     } else {
2749     return 0;
2750     }
2751    
2752     case MENU:
2753     if (op->type == PLAYER) {
2754     shop_listing (op);
2755     return 1;
2756     } else {
2757     return 0;
2758     }
2759    
2760     case POWER_CRYSTAL:
2761     apply_power_crystal(op,tmp); /* see egoitem.c */
2762     return 1;
2763    
2764     case LIGHTER: /* for lighting torches/lanterns/etc */
2765     if (op->type == PLAYER) {
2766     apply_lighter(op,tmp);
2767     return 1;
2768     } else {
2769     return 0;
2770     }
2771    
2772     case ITEM_TRANSFORMER:
2773     apply_item_transformer( op, tmp );
2774     return 1;
2775    
2776     default:
2777     return 0;
2778     }
2779     }
2780    
2781    
2782     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2783     * messages as needed by player_apply_below(). But there can still be
2784     * "but you are floating high above the ground" messages.
2785     *
2786     * Same return value as apply() function.
2787     */
2788     int player_apply (object *pl, object *op, int aflag, int quiet)
2789     {
2790     int tmp;
2791    
2792     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2793     /* player is flying and applying object not in inventory */
2794     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2795     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2796     "above the ground!");
2797     return 0;
2798     }
2799     }
2800    
2801     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2802     * applied.
2803     */
2804     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2805     {
2806     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2807     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2808     "of smoke!");
2809     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2810     remove_ob (op);
2811     free_object (op);
2812     return 1;
2813     }
2814    
2815     pl->contr->last_used = op;
2816     pl->contr->last_used_id = op->count;
2817    
2818     tmp = manual_apply (pl, op, aflag);
2819     if ( ! quiet) {
2820     if (tmp == 0)
2821     new_draw_info_format (NDI_UNIQUE, 0, pl,
2822     "I don't know how to apply the %s.",
2823     query_name (op));
2824     else if (tmp == 2)
2825     new_draw_info_format (NDI_UNIQUE, 0, pl,
2826     "You must get it first!\n");
2827     }
2828     return tmp;
2829     }
2830    
2831     /**
2832     * player_apply_below attempts to apply the object 'below' the player.
2833     * If the player has an open container, we use that for below, otherwise
2834     * we use the ground.
2835     */
2836    
2837     void player_apply_below (object *pl)
2838     {
2839     object *tmp, *next;
2840     int floors;
2841    
2842     if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2843     apply_transport(pl, pl->contr->transport, 0);
2844     return;
2845     }
2846    
2847     /* If using a container, set the starting item to be the top
2848     * item in the container. Otherwise, use the map.
2849     */
2850     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2851    
2852     /* This is perhaps more complicated. However, I want to make sure that
2853     * we don't use a corrupt pointer for the next object, so we get the
2854     * next object in the stack before applying. This is can only be a
2855     * problem if player_apply() has a bug in that it uses the object but does
2856     * not return a proper value.
2857     */
2858     for (floors = 0; tmp!=NULL; tmp=next) {
2859     next = tmp->below;
2860     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2861     floors++;
2862     else if (floors > 0)
2863     return; /* process only floor objects after first floor object */
2864    
2865     /* If it is visible, player can apply it. If it is applied by
2866     * person moving on it, also activate. Added code to make it
2867     * so that at least one of players movement types be that which
2868     * the item needs.
2869     */
2870     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2871     if (player_apply (pl, tmp, 0, 1) == 1)
2872     return;
2873     }
2874     if (floors >= 2)
2875     return; /* process at most two floor objects */
2876     }
2877     }
2878    
2879     /**
2880     * Unapplies specified item.
2881     * No check done on cursed/damned.
2882     * Break this out of apply_special - this is just done
2883     * to keep the size of apply_special to a more managable size.
2884     */
2885     static int unapply_special (object *who, object *op, int aflags)
2886     {
2887     object *tmp2;
2888    
2889     CLEAR_FLAG(op, FLAG_APPLIED);
2890     switch(op->type) {
2891     case WEAPON:
2892     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2893    
2894     (void) change_abil (who,op);
2895     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2896     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2897     /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2898     who->current_weapon_script = NULL;
2899     who->current_weapon = NULL;
2900     clear_skill(who);
2901     break;
2902    
2903     case SKILL: /* allows objects to impart skills */
2904     case SKILL_TOOL:
2905     if (op != who->chosen_skill) {
2906     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2907     }
2908     if (who->type==PLAYER) {
2909     if (who->contr->shoottype == range_skill)
2910     who->contr->shoottype = range_none;
2911     if ( ! op->invisible) {
2912     new_draw_info_format (NDI_UNIQUE, 0, who,
2913     "You stop using the %s.", query_name(op));
2914     } else {
2915     new_draw_info_format (NDI_UNIQUE, 0, who,
2916     "You can no longer use the skill: %s.",
2917     op->skill);
2918     }
2919     }
2920     (void) change_abil (who, op);
2921     who->chosen_skill = NULL;
2922     CLEAR_FLAG (who, FLAG_READY_SKILL);
2923     break;
2924    
2925     case ARMOUR:
2926     case HELMET:
2927     case SHIELD:
2928     case RING:
2929     case BOOTS:
2930     case GLOVES:
2931     case AMULET:
2932     case GIRDLE:
2933     case BRACERS:
2934     case CLOAK:
2935     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2936     (void) change_abil (who,op);
2937     break;
2938     case LAMP:
2939     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2940     op->name);
2941     tmp2 = arch_to_object(op->other_arch);
2942     tmp2->x = op->x;
2943     tmp2->y = op->y;
2944     tmp2->map = op->map;
2945     tmp2->below = op->below;
2946     tmp2->above = op->above;
2947     tmp2->stats.food = op->stats.food;
2948     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2949     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2950     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2951     if (who->type == PLAYER)
2952     esrv_del_item(who->contr, (tag_t)op->count);
2953     remove_ob(op);
2954     free_object(op);
2955     insert_ob_in_ob(tmp2, who);
2956     fix_player(who);
2957     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2958     if (who->type == PLAYER) {
2959     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2960     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2961     }
2962     }
2963     if(who->type==PLAYER)
2964     esrv_send_item(who, tmp2);
2965     return 1; /* otherwise, an attempt to drop causes problems */
2966     break;
2967     case BOW:
2968     case WAND:
2969     case ROD:
2970     case HORN:
2971     clear_skill(who);
2972     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2973     if(who->type==PLAYER) {
2974     who->contr->shoottype = range_none;
2975     } else {
2976     if (op->type == BOW)
2977     CLEAR_FLAG (who, FLAG_READY_BOW);
2978     else
2979     CLEAR_FLAG(who, FLAG_READY_RANGE);
2980     }
2981     break;
2982    
2983     case BUILDER:
2984     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2985     who->contr->shoottype = range_none;
2986     who->contr->ranges[ range_builder ] = NULL;
2987     break;
2988    
2989     default:
2990     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2991     break;
2992     }
2993    
2994     fix_player(who);
2995    
2996     if ( ! (aflags & AP_NO_MERGE)) {
2997     object *tmp;
2998    
2999     tag_t del_tag = op->count;
3000     tmp = merge_ob (op, NULL);
3001     if (who->type == PLAYER) {
3002     if (tmp) { /* it was merged */
3003     esrv_del_item (who->contr, del_tag);
3004     op = tmp;
3005     }
3006     esrv_send_item (who, op);
3007     }
3008     }
3009     return 0;
3010     }
3011    
3012     /**
3013     * Returns the object that is using location 'loc'.
3014     * Note that 'start' is the first object to start examing - we
3015     * then go through the below of this. In this way, you can do
3016     * something like:
3017     * tmp = get_item_from_body_location(who->inv, 1);
3018     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3019     * to find the second object that may use this location, etc.
3020     * Returns NULL if no match is found.
3021     * loc is the index into the array we are looking for a match.
3022     * don't return invisible objects unless they are skill objects
3023     * invisible other objects that use
3024     * up body locations can be used as restrictions.
3025     */
3026     object *get_item_from_body_location(object *start, int loc)
3027     {
3028     object *tmp;
3029    
3030     if (!start) return NULL;
3031    
3032     for (tmp=start; tmp; tmp=tmp->below)
3033     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3034     (!tmp->invisible || tmp->type==SKILL)) return tmp;
3035    
3036     return NULL;
3037     }
3038    
3039    
3040    
3041     /**
3042     * 'op' wants to apply an object, but can't because of other equipment.
3043     * This should only be called when it is known
3044     * that there are objects to unapply. This makes pretty heavy
3045     * use of get_item_from_body_location. It makes no intelligent choice
3046     * on objects - rather, the first that is matched is used.
3047     * Returns 0 on success, returns 1 if there is some problem.
3048     * if aflags is AP_PRINT, we instead print out waht to unapply
3049     * instead of doing it. This is a lot less code than having
3050     * another function that does just that.
3051     */
3052     int unapply_for_ob(object *who, object *op, int aflags)
3053     {
3054     int i;
3055     object *tmp=NULL, *last;
3056    
3057     /* If we are applying a shield or weapon, unapply any equipped shield
3058     * or weapons first - only allowed to use one weapon/shield at a time.
3059     */
3060     if (op->type == WEAPON || op->type == SHIELD) {
3061     for (tmp=who->inv; tmp; tmp=tmp->below) {
3062     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3063     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3064     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3065     if (aflags & AP_PRINT)
3066     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3067     else
3068     unapply_special(who, tmp, aflags);
3069     }
3070     else {
3071     /* In this case, we want to try and remove a cursed item.
3072     * While we know it won't work, we want unapply_special to
3073     * at least generate the message.
3074     */
3075     new_draw_info_format(NDI_UNIQUE, 0, who,
3076     "No matter how hard you try, you just can't\nremove %s.",
3077     query_name(tmp));
3078     return 1;
3079     }
3080    
3081     }
3082     }
3083     }
3084    
3085     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3086     /* this used up a slot that we need to free */
3087     if (op->body_info[i]) {
3088     last = who->inv;
3089    
3090     /* We do a while loop - may need to remove several items in order
3091     * to free up enough slots.
3092     */
3093     while ((who->body_used[i] + op->body_info[i]) < 0) {
3094     tmp = get_item_from_body_location(last, i);
3095     if (!tmp) {
3096     #if 0
3097     /* Not a bug - we'll get this if the player has cursed items
3098     * equipped.
3099     */
3100     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3101     i, body_locations[i].save_name, who->name);
3102     #endif
3103     return 1;
3104     }
3105     /* If we are just printing, we don't care about cursed status */
3106     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3107     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3108     if (aflags & AP_PRINT)
3109     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3110     else
3111     unapply_special(who, tmp, aflags);
3112     }
3113     else {
3114     /* Cursed item that we can't unequip - tell the player.
3115     * Note this could be annoying if this is just one of a few,
3116     * so it may not be critical (eg, putting on a ring and you have
3117     * one cursed ring.)
3118     */
3119     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3120     }
3121     last = tmp->below;
3122     }
3123     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3124     * return in the !tmp would have kicked in.
3125     */
3126     } /* if op is using this body location */
3127     } /* for body lcoations */
3128     return 0;
3129     }
3130    
3131     /**
3132     * Checks to see if 'who' can apply object 'op'.
3133     * Returns 0 if apply can be done without anything special.
3134     * Otherwise returns a bitmask - potentially several of these may be
3135     * set, but largely depends on circumstance - in the future, processing
3136     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3137     * is set, do we really are what the other flags may be?)
3138     *
3139     * See include/define.h for detailed description of the meaning of
3140     * these return values.
3141     */
3142     int can_apply_object(object *who, object *op)
3143     {
3144     int i, retval=0;
3145     object *tmp=NULL, *ws=NULL;
3146    
3147     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3148     * 2 weapons, but we don't want to let them do that. So if they are
3149     * trying to equip a weapon or shield, see if they already have one
3150     * in place and store that way.
3151     */
3152     if (op->type == WEAPON || op->type == SHIELD) {
3153     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3154     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3155     retval = CAN_APPLY_UNAPPLY;
3156     ws = tmp;
3157     }
3158     }
3159     }
3160    
3161    
3162     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3163     if (op->body_info[i]) {
3164     /* Item uses more slots than we have */
3165     if (FABS(op->body_info[i]) > who->body_info[i]) {
3166     /* Could return now for efficiently - rest of info below isn'
3167     * really needed.
3168     */
3169     retval |= CAN_APPLY_NEVER;
3170     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3171     /* in this case, equipping this would use more free spots than
3172     * we have.
3173     */
3174     object *tmp1;
3175    
3176    
3177     /* if we have an applied weapon/shield, and unapply it would free
3178     * enough slots to equip the new item, then just set this can
3179     * continue. We don't care about the logic below - if you have
3180     * shield equipped and try to equip another shield, there is only
3181     * one choice. However, the check for the number of body locations
3182     * does take into the account cases where what is being applied
3183     * may be two handed for example.
3184     */
3185     if (ws) {
3186     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3187     retval |= CAN_APPLY_UNAPPLY;
3188     continue;
3189     }
3190     }
3191    
3192     tmp1 = get_item_from_body_location(who->inv, i);
3193     if (!tmp1) {
3194     #if 0
3195     /* This is sort of an error, but happens a lot when old players
3196     * join in with more stuff equipped than they are now allowed.
3197     */
3198     LOG(llevError,"Can't find object using location %d on %s\n",
3199     i, who->name);
3200     #endif
3201     retval |= CAN_APPLY_NEVER;
3202     } else {
3203     /* need to unapply something. However, if this something
3204     * is different than we had found before, it means they need
3205     * to apply multiple objects
3206     */
3207     retval |= CAN_APPLY_UNAPPLY;
3208     if (!tmp) tmp = tmp1;
3209     else if (tmp != tmp1) {
3210     retval |= CAN_APPLY_UNAPPLY_MULT;
3211     }
3212     /* This object isn't using up all the slots, so there must
3213     * be another. If so, and it the new item doesn't need all
3214     * the slots, the player then has a choice.
3215     */
3216     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3217     (FABS(op->body_info[i]) < who->body_info[i]))
3218     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3219    
3220     /* Does unequippint 'tmp1' free up enough slots for this to be
3221     * equipped? If not, there must be something else to unapply.
3222     */
3223     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3224     retval |= CAN_APPLY_UNAPPLY_MULT;
3225    
3226     }
3227     } /* if not enough free slots */
3228     } /* if this object uses location i */
3229     } /* for i -> num_body_locations loop */
3230    
3231     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3232     * really be controlled by use of body locations. We do have
3233     * the weapon/shield checks, and the range checks for monsters,
3234     * because you can't control those just by body location - bows, shields,
3235     * and weapons all use the same slot. Similar for horn/rod/wand - they
3236     * all use the same location.
3237     */
3238     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3239     retval |= CAN_APPLY_RESTRICTION;
3240     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3241     retval |= CAN_APPLY_RESTRICTION;
3242    
3243    
3244     if (who->type != PLAYER) {
3245     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3246     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3247     retval |= CAN_APPLY_RESTRICTION;
3248     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3249     retval |= CAN_APPLY_RESTRICTION;
3250     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3251     retval |= CAN_APPLY_RESTRICTION;
3252     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3253     retval |= CAN_APPLY_RESTRICTION;
3254     }
3255     return retval;
3256     }
3257    
3258    
3259    
3260     /**
3261     * who is the object using the object. It can be a monster.
3262     * op is the object they are using. op is an equipment type item,
3263     * eg, one which you put on and keep on for a while, and not something
3264     * like a potion or scroll.
3265     *
3266     * function returns 1 if the action could not be completed, 0 on
3267     * success. However, success is a matter of meaning - if the
3268     * user passes the 'apply' flag to an object already applied,
3269     * nothing is done, and 0 is returned.
3270     *
3271     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3272     * AP_UNAPPLY=always unapply).
3273     *
3274     * Optional flags:
3275     * AP_NO_MERGE: don't merge an unapplied object with other objects
3276     * AP_IGNORE_CURSE: unapply cursed items
3277     *
3278     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3279     *
3280     * apply_special() doesn't check for unpaid items.
3281     */
3282     int apply_special (object *who, object *op, int aflags)
3283     {
3284     int basic_flag = aflags & AP_BASIC_FLAGS;
3285     object *tmp, *tmp2, *skop=NULL;
3286     int i;
3287    
3288     if(who==NULL) {
3289     LOG(llevError,"apply_special() from object without environment.\n");
3290     return 1;
3291     }
3292    
3293     if(op->env!=who)
3294     return 1; /* op is not in inventory */
3295    
3296     /* trying to unequip op */
3297     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3298     /* always apply, so no reason to unapply */
3299     if (basic_flag == AP_APPLY) return 0;
3300    
3301     if ( ! (aflags & AP_IGNORE_CURSE)
3302     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3303     new_draw_info_format(NDI_UNIQUE, 0, who,
3304     "No matter how hard you try, you just can't\nremove %s.",
3305     query_name(op));
3306     return 1;
3307     }
3308     return unapply_special(who, op, aflags);
3309     }
3310    
3311     if (basic_flag == AP_UNAPPLY) return 0;
3312    
3313     i = can_apply_object(who, op);
3314    
3315     /* Can't just apply this object. Lets see what not and what to do */
3316     if (i) {
3317     if (i & CAN_APPLY_NEVER) {
3318     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3319     return 1;
3320     } else if (i & CAN_APPLY_RESTRICTION) {
3321     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3322     return 1;
3323     }
3324     if (who->type != PLAYER) {
3325     /* Some error, so don't try to equip something more */
3326     if (unapply_for_ob(who, op, aflags)) return 1;
3327     } else {
3328     if (who->contr->unapply == unapply_never ||
3329     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3330     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3331     unapply_for_ob(who, op, AP_PRINT);
3332     return 1;
3333     }
3334     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3335     i = unapply_for_ob(who, op, aflags);
3336     if (i) return 1;
3337     }
3338     }
3339     }
3340     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3341     skop=find_skill_by_name(who, op->skill);
3342     if (!skop) {
3343     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3344     return 1;
3345     } else {
3346     /* While experience will be credited properly, we want to change the
3347     * skill so that the dam and wc get updated
3348     */
3349     change_skill(who, skop, 0);
3350     }
3351     }
3352    
3353     if (who->type == PLAYER && op->item_power &&
3354     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3355     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3356     return 1;
3357     }
3358    
3359    
3360     /* Ok. We are now at the state where we can apply the new object.
3361     * Note that we don't have the checks for can_use_...
3362     * below - that is already taken care of by can_apply_object.
3363     */
3364    
3365    
3366     if(op->nrof > 1)
3367     tmp = get_split_ob(op,op->nrof - 1);
3368     else
3369     tmp = NULL;
3370    
3371     switch(op->type) {
3372     case WEAPON:
3373     if (!check_weapon_power(who, op->last_eat)) {
3374     new_draw_info(NDI_UNIQUE, 0,who,
3375     "That weapon is too powerful for you to use.");
3376     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3377     if(tmp!=NULL)
3378     (void) insert_ob_in_ob(tmp,who);
3379     return 1;
3380     }
3381     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3382     /* if the weapon does not have the name as the character, can't use it. */
3383     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3384     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3385     if(tmp!=NULL)
3386     (void) insert_ob_in_ob(tmp,who);
3387     return 1;
3388     }
3389     SET_FLAG(op, FLAG_APPLIED);
3390    
3391     if (skop) change_skill(who, skop, 1);
3392     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3393     SET_FLAG(who, FLAG_READY_WEAPON);
3394    
3395     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3396    
3397     (void) change_abil (who,op);
3398     /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3399     /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3400     LOG(llevDebug, "Scripting Weapon wielded\n");
3401     if (who->current_weapon_script) free_string(who->current_weapon_script);
3402     who->current_weapon_script=add_string(query_name(op));
3403     }
3404     who->current_weapon = op;*/
3405     break;
3406    
3407     case ARMOUR:
3408     case HELMET:
3409     case SHIELD:
3410     case BOOTS:
3411     case GLOVES:
3412     case GIRDLE:
3413     case BRACERS:
3414     case CLOAK:
3415     case RING:
3416     case AMULET:
3417     SET_FLAG(op, FLAG_APPLIED);
3418     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3419     (void) change_abil (who,op);
3420     break;
3421     case LAMP:
3422     if (op->stats.food < 1) {
3423     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3424     " fuel!", op->name);
3425     return 1;
3426     }
3427     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3428     op->name);
3429     tmp2 = arch_to_object(op->other_arch);
3430     tmp2->stats.food = op->stats.food;
3431     SET_FLAG(tmp2, FLAG_APPLIED);
3432     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3433     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3434     insert_ob_in_ob(tmp2, who);
3435    
3436     /* Remove the old lantern */
3437     if (who->type == PLAYER)
3438     esrv_del_item(who->contr, (tag_t)op->count);
3439     remove_ob(op);
3440     free_object(op);
3441    
3442     /* insert the portion that was split off */
3443     if(tmp!=NULL) {
3444     (void) insert_ob_in_ob(tmp,who);
3445     if(who->type==PLAYER)
3446     esrv_send_item(who, tmp);
3447     }
3448     fix_player(who);
3449     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3450     if (who->type == PLAYER) {
3451     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3452     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3453     }
3454     }
3455     if(who->type==PLAYER)
3456     esrv_send_item(who, tmp2);
3457     return 0;
3458     break;
3459    
3460     /* this part is needed for skill-tools */
3461     case SKILL:
3462     case SKILL_TOOL:
3463     if (who->chosen_skill) {
3464     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3465     return 1;
3466     }
3467     if (who->type == PLAYER) {
3468     who->contr->shoottype = range_skill;
3469     who->contr->ranges[range_skill] = op;
3470     if ( ! op->invisible) {
3471     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3472     query_name (op));
3473     new_draw_info_format (NDI_UNIQUE, 0, who,
3474     "You can now use the skill: %s.",
3475     op->skill);
3476     } else {
3477     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3478     op->skill? op->skill:op->name);
3479     }
3480     }
3481     SET_FLAG (op, FLAG_APPLIED);
3482     (void) change_abil (who, op);
3483     who->chosen_skill = op;
3484     SET_FLAG (who, FLAG_READY_SKILL);
3485     break;
3486    
3487     case BOW:
3488     if (!check_weapon_power(who, op->last_eat)) {
3489     new_draw_info(NDI_UNIQUE, 0, who,
3490     "That item is too powerful for you to use.");
3491     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3492     if(tmp != NULL)
3493     (void)insert_ob_in_ob(tmp,who);
3494     return 1;
3495     }
3496     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3497     new_draw_info(NDI_UNIQUE, 0, who,
3498     "The weapon does not recognize you as its owner.");
3499     if(tmp != NULL)
3500     (void)insert_ob_in_ob(tmp,who);
3501     return 1;
3502     }
3503     /*FALLTHROUGH*/
3504     case WAND:
3505     case ROD:
3506     case HORN:
3507     /* check for skill, alter player status */
3508     SET_FLAG(op, FLAG_APPLIED);
3509     if (skop) change_skill(who, skop, 0);
3510     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3511    
3512     if(who->type==PLAYER) {
3513     if (op->type == BOW) {
3514     (void)change_abil(who, op);
3515     new_draw_info_format (NDI_UNIQUE, 0, who,
3516     "You will now fire %s with %s.",
3517     op->race ? op->race : "nothing", query_name(op));
3518     who->contr->shoottype = range_bow;
3519     } else {
3520     who->contr->shoottype = range_misc;
3521     }
3522     } else {
3523     if (op->type == BOW)
3524     SET_FLAG (who, FLAG_READY_BOW);
3525     else
3526     SET_FLAG (who, FLAG_READY_RANGE);
3527     }
3528     break;
3529    
3530     case BUILDER:
3531     if ( who->contr->ranges[ range_builder ] )
3532     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3533     who->contr->shoottype = range_builder;
3534     who->contr->ranges[ range_builder ] = op;
3535     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3536     break;
3537    
3538     default:
3539     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3540     } /* end of switch op->type */
3541    
3542     SET_FLAG(op, FLAG_APPLIED);
3543    
3544     if(tmp!=NULL)
3545     tmp = insert_ob_in_ob(tmp,who);
3546    
3547     fix_player(who);
3548    
3549     /* We exclude spell casting objects. The fire code will set the
3550     * been applied flag when they are used - until that point,
3551     * you don't know anything about them.
3552     */
3553     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3554     op->type!=ROD)
3555     SET_FLAG(op,FLAG_BEEN_APPLIED);
3556    
3557     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3558     if (who->type == PLAYER) {
3559     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3560     SET_FLAG(op,FLAG_KNOWN_CURSED);
3561     }
3562     }
3563     if(who->type==PLAYER) {
3564     /* if multiple objects were applied, update both slots */
3565     if (tmp)
3566     esrv_send_item(who, tmp);
3567     esrv_send_item(who, op);
3568     }
3569     return 0;
3570     }
3571    
3572    
3573     int monster_apply_special (object *who, object *op, int aflags)
3574     {
3575     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3576     return 1;
3577     return apply_special (who, op, aflags);
3578     }
3579    
3580     /**
3581     * Map was just loaded, handle op's initialisation.
3582     *
3583     * Generates shop floor's item, and treasures.
3584     */
3585     int auto_apply (object *op) {
3586     object *tmp = NULL, *tmp2;
3587     int i;
3588    
3589     switch(op->type) {
3590     case SHOP_FLOOR:
3591     if (!HAS_RANDOM_ITEMS(op)) return 0;
3592     do {
3593     i=10; /* let's give it 10 tries */
3594     while((tmp=generate_treasure(op->randomitems,
3595     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3596     if(tmp==NULL)
3597     return 0;
3598     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3599     free_object(tmp);
3600     tmp = NULL;
3601     }
3602     } while(!tmp);
3603     tmp->x=op->x;
3604     tmp->y=op->y;
3605     SET_FLAG(tmp,FLAG_UNPAID);
3606     insert_ob_in_map(tmp,op->map,NULL,0);
3607     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3608     identify(tmp);
3609     break;
3610    
3611     case TREASURE:
3612     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3613     return 0;
3614     while ((op->stats.hp--)>0)
3615     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3616     op->stats.exp ? (int)op->stats.exp :
3617     op->map == NULL ? 14: op->map->difficulty,0);
3618    
3619     /* If we generated an object and put it in this object inventory,
3620     * move it to the parent object as the current object is about
3621     * to disappear. An example of this item is the random_* stuff
3622     * that is put inside other objects.
3623     */
3624     for (tmp=op->inv; tmp; tmp=tmp2) {
3625     tmp2 = tmp->below;
3626     remove_ob(tmp);
3627     if (op->env) insert_ob_in_ob(tmp, op->env);
3628     else free_object(tmp);
3629     }
3630     remove_ob(op);
3631     free_object(op);
3632     break;
3633     }
3634     return tmp ? 1 : 0;
3635     }
3636    
3637     /**
3638     * fix_auto_apply goes through the entire map (only the first time
3639     * when an original map is loaded) and performs special actions for
3640     * certain objects (most initialization of chests and creation of
3641     * treasures and stuff). Calls auto_apply if appropriate.
3642     */
3643    
3644     void fix_auto_apply(mapstruct *m) {
3645     object *tmp,*above=NULL;
3646     int x,y;
3647    
3648     if(m==NULL) return;
3649    
3650     for(x=0;x<MAP_WIDTH(m);x++)
3651     for(y=0;y<MAP_HEIGHT(m);y++)
3652     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3653     above=tmp->above;
3654    
3655     if (tmp->inv) {
3656     object *invtmp, *invnext;
3657    
3658     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3659     invnext = invtmp->below;
3660    
3661     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3662     auto_apply(invtmp);
3663     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3664     while ((invtmp->stats.hp--)>0)
3665     create_treasure(invtmp->randomitems, invtmp, 0,
3666     m->difficulty,0);
3667     invtmp->randomitems = NULL;
3668     }
3669     else if (invtmp && invtmp->arch &&
3670     invtmp->type!=TREASURE &&
3671     invtmp->type != SPELL &&
3672     invtmp->type != CLASS &&
3673     HAS_RANDOM_ITEMS(invtmp)) {
3674     create_treasure(invtmp->randomitems, invtmp, 0,
3675     m->difficulty,0);
3676     /* Need to clear this so that we never try to create
3677     * treasure again for this object
3678     */
3679     invtmp->randomitems = NULL;
3680     }
3681     }
3682     /* This is really temporary - the code at the bottom will
3683     * also set randomitems to null. The problem is there are bunches
3684     * of maps/players already out there with items that have spells
3685     * which haven't had the randomitems set to null yet.
3686     * MSW 2004-05-13
3687     *
3688     * And if it's a spellbook, it's better to set randomitems to NULL too,
3689     * else you get two spells in the book ^_-
3690     * Ryo 2004-08-16
3691     */
3692     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3693     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3694     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3695     tmp->randomitems = NULL;
3696    
3697     }
3698    
3699     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3700     auto_apply(tmp);
3701     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3702     while ((tmp->stats.hp--)>0)
3703     create_treasure(tmp->randomitems, tmp, 0,
3704     m->difficulty,0);
3705     tmp->randomitems = NULL;
3706     }
3707     else if(tmp->type==TIMED_GATE) {
3708     object *head = tmp->head != NULL ? tmp->head : tmp;
3709     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3710     tmp->speed = 0;
3711     update_ob_speed(tmp);
3712     }
3713     }
3714     /* This function can be called everytime a map is loaded, even when
3715     * swapping back in. As such, we don't want to create the treasure
3716     * over and ove again, so after we generate the treasure, blank out
3717     * randomitems so if it is swapped in again, it won't make anything.
3718     * This is a problem for the above objects, because they have counters
3719     * which say how many times to make the treasure.
3720     */
3721     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3722     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3723     HAS_RANDOM_ITEMS(tmp)) {
3724     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3725     m->difficulty,0);
3726     tmp->randomitems = NULL;
3727     }
3728     }
3729    
3730     for(x=0;x<MAP_WIDTH(m);x++)
3731     for(y=0;y<MAP_HEIGHT(m);y++)
3732     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3733     if (tmp->above &&
3734     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3735     check_trigger (tmp, tmp->above);
3736     }
3737    
3738     /**
3739     * Handles player eating food that temporarily changes status (resistances, stats).
3740     * This used to call cast_change_attr(), but
3741     * that doesn't work with the new spell code. Since we know what
3742     * the food changes, just grab a force and use that instead.
3743     */
3744    
3745     void eat_special_food(object *who, object *food) {
3746     object *force;
3747     int i, did_one=0;
3748     sint8 k;
3749    
3750     force = get_archetype(FORCE_NAME);
3751    
3752     for (i=0; i < NUM_STATS; i++) {
3753     k = get_attr_value(&food->stats, i);
3754     if (k) {
3755     set_attr_value(&force->stats, i, k);
3756     did_one = 1;
3757     }
3758     }
3759    
3760     /* check if we can protect the eater */
3761     for (i=0; i<NROFATTACKS; i++) {
3762     if (food->resist[i]>0) {
3763     force->resist[i] = food->resist[i] / 2;
3764     did_one = 1;
3765     }
3766     }
3767     if (did_one) {
3768     force->speed = 0.1;
3769     update_ob_speed(force);
3770     /* bigger morsel of food = longer effect time */
3771     force->stats.food = food->stats.food / 5;
3772     SET_FLAG(force, FLAG_IS_USED_UP);
3773     SET_FLAG(force, FLAG_APPLIED);
3774     change_abil(who, force);
3775     insert_ob_in_ob(force, who);
3776     } else {
3777     free_object(force);
3778     }
3779    
3780     /* check for hp, sp change */
3781     if(food->stats.hp!=0) {
3782     if(QUERY_FLAG(food, FLAG_CURSED)) {
3783     strcpy(who->contr->killer,food->name);
3784     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3785     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3786     } else {
3787     if(food->stats.hp>0)
3788     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3789     else
3790     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3791     who->stats.hp += food->stats.hp;
3792     }
3793     }
3794     if(food->stats.sp!=0) {
3795     if(QUERY_FLAG(food, FLAG_CURSED)) {
3796     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3797     who->stats.sp -= food->stats.sp;
3798     if(who->stats.sp<0) who->stats.sp=0;
3799     } else {
3800     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3801     who->stats.sp += food->stats.sp;
3802     /* place limit on max sp from food? */
3803     }
3804     }
3805     fix_player(who);
3806     }
3807    
3808    
3809     /**
3810     * Designed primarily to light torches/lanterns/etc.
3811     * Also burns up burnable material too. First object in the inventory is
3812     * the selected object to "burn". -b.t.
3813     */
3814    
3815     void apply_lighter(object *who, object *lighter) {
3816     object *item;
3817     int is_player_env=0;
3818     uint32 nrof;
3819     tag_t count;
3820     char item_name[MAX_BUF];
3821    
3822     item=find_marked_object(who);
3823     if(item) {
3824     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3825     /* Split multiple lighters if they're being used up. Otherwise *
3826     * one charge from each would be used up. --DAMN */
3827     if(lighter->nrof > 1) {
3828     object *oneLighter = get_object();
3829     copy_object(lighter, oneLighter);
3830     lighter->nrof -= 1;
3831     oneLighter->nrof = 1;
3832     oneLighter->stats.food--;
3833     esrv_send_item(who, lighter);
3834     oneLighter=insert_ob_in_ob(oneLighter, who);
3835     esrv_send_item(who, oneLighter);
3836     } else {
3837     lighter->stats.food--;
3838     }
3839    
3840     } else if(lighter->last_eat) { /* no charges left in lighter */
3841     new_draw_info_format(NDI_UNIQUE, 0,who,
3842     "You attempt to light the %s with a used up %s.",
3843     item->name, lighter->name);
3844     return;
3845     }
3846     /* Perhaps we should split what we are trying to light on fire?
3847     * I can't see many times when you would want to light multiple
3848     * objects at once.
3849     */
3850     nrof=item->nrof;
3851     count=item->count;
3852     /* If the item is destroyed, we don't have a valid pointer to the
3853     * name object, so make a copy so the message we print out makes
3854     * some sense.
3855     */
3856     strcpy(item_name, item->name);
3857     if (who == is_player_inv(item)) is_player_env=1;
3858    
3859     save_throw_object(item,AT_FIRE,who);
3860     /* Change to check count and not freed, since the object pointer
3861     * may have gotten recycled
3862     */
3863     if ((nrof != item->nrof ) || (count != item->count)) {
3864     new_draw_info_format(NDI_UNIQUE, 0,who,
3865     "You light the %s with the %s.",item_name,lighter->name);
3866     /* Need to update the player so that the players glow radius
3867     * gets changed.
3868     */
3869     if (is_player_env) fix_player(who);
3870     } else {
3871     new_draw_info_format(NDI_UNIQUE, 0,who,
3872     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3873     }
3874    
3875     } else /* nothing to light */
3876     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3877    
3878     }
3879    
3880     /**
3881     * op made some mistake with a scroll, this takes care of punishment.
3882     * scroll_failure()- hacked directly from spell_failure
3883     */
3884     void scroll_failure(object *op, int failure, int power)
3885     {
3886     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3887    
3888     if(failure<= -1&&failure > -15) {/* wonder */
3889     object *tmp;
3890    
3891     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3892     tmp=get_archetype(SPELL_WONDER);
3893     cast_wonder(op, op, 0, tmp);
3894     free_object(tmp);
3895     } else if (failure <= -15&&failure > -35) {/* drain mana */
3896     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3897     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3898     if(op->stats.sp<0) op->stats.sp = 0;
3899     } else if (settings.spell_failure_effects == TRUE) {
3900     if (failure <= -35&&failure > -60) { /* confusion */
3901     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3902     confuse_player(op,op,power);
3903     } else if (failure <= -60&&failure> -70) {/* paralysis */
3904     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3905     "you!");
3906     paralyze_player(op,op,power);
3907     } else if (failure <= -70&&failure> -80) {/* blind */
3908     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3909     blind_player(op,op,power);
3910     } else if (failure <= -80) {/* blast the immediate area */
3911     object *tmp;
3912     tmp=get_archetype(LOOSE_MANA);
3913     cast_magic_storm(op,tmp, power);
3914     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3915     free_object(tmp);
3916     }
3917     }
3918     }
3919    
3920     void apply_changes_to_player(object *pl, object *change) {
3921     int excess_stat=0; /* if the stat goes over the maximum
3922     for the race, put the excess stat some
3923     where else. */
3924    
3925     switch (change->type) {
3926     case CLASS: {
3927     living *stats = &(pl->contr->orig_stats);
3928     living *ns = &(change->stats);
3929     object *walk;
3930     int flag_change_face=1;
3931    
3932     /* the following code assigns stats up to the stat max
3933     * for the race, and if the stat max is exceeded,
3934     * tries to randomly reassign the excess stat
3935     */
3936     int i,j;
3937     for(i=0;i<NUM_STATS;i++) {
3938     sint8 stat=get_attr_value(stats,i);
3939     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3940     stat += get_attr_value(ns,i);
3941     if(stat > 20 + race_bonus) {
3942     excess_stat++;
3943     stat = 20+race_bonus;
3944     }
3945     set_attr_value(stats,i,stat);
3946     }
3947    
3948     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3949     int i = rndm(0, 6);
3950     int stat=get_attr_value(stats,i);
3951     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3952     if(i==CHA) continue; /* exclude cha from this */
3953     if( stat < 20 + race_bonus) {
3954     change_attr_value(stats,i,1);
3955     excess_stat--;
3956     }
3957     }
3958    
3959     /* insert the randomitems from the change's treasurelist into
3960     * the player ref: player.c
3961     */
3962     if(change->randomitems!=NULL)
3963     give_initial_items(pl,change->randomitems);
3964    
3965    
3966     /* set up the face, for some races. */
3967    
3968     /* first, look for the force object banning
3969     * changing the face. Certain races never change face with class.
3970     */
3971     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3972     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3973    
3974     if(flag_change_face) {
3975     pl->animation_id = GET_ANIM_ID(change);
3976     pl->face = change->face;
3977    
3978     if(QUERY_FLAG(change,FLAG_ANIMATE))
3979     SET_FLAG(pl,FLAG_ANIMATE);
3980     else
3981     CLEAR_FLAG(pl,FLAG_ANIMATE);
3982     }
3983    
3984     /* check the special case of can't use weapons */
3985     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3986     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3987    
3988     break;
3989     }
3990     }
3991     }
3992    
3993     /**
3994     * This handles items of type 'transformer'.
3995     * Basically those items, used with a marked item, transform both items into something
3996     * else.
3997     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3998     * Change information is contained in the 'slaying' field of the marked item.
3999     * The format is as follow: transformer:[number ]yield[;transformer:...].
4000     * This way an item can be transformed in many things, and/or many objects.
4001     * The 'slaying' field for transformer is used as verb for the action.
4002     */
4003     void apply_item_transformer( object* pl, object* transformer )
4004     {
4005     object* marked;
4006     object* new_item;
4007     char* find;
4008     char* separator;
4009     int yield;
4010     char got[ MAX_BUF ];
4011     int len;
4012    
4013     if ( !pl || !transformer )
4014     return;
4015     marked = find_marked_object( pl );
4016     if ( !marked )
4017     {
4018     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4019     return;
4020     }
4021     if ( !marked->slaying )
4022     {
4023     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4024     return;
4025     }
4026     /* check whether they are compatible or not */
4027     find = strstr( marked->slaying, transformer->arch->name );
4028     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4029     {
4030     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4031     return;
4032     }
4033     find += strlen( transformer->arch->name ) + 1;
4034     /* Item can be used, now find how many and what it yields */
4035     if ( isdigit( *( find ) ) )
4036     {
4037     yield = atoi( find );
4038     if ( yield < 1 )
4039     {
4040     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4041     yield = 1;
4042     }
4043     }
4044     else
4045     yield = 1;
4046    
4047     while ( isdigit( *find ) )
4048     find++;
4049     while ( *find == ' ' )
4050     find++;
4051     memset( got, 0, MAX_BUF );
4052     if ( (separator = strchr( find, ';' ))!=NULL)
4053     {
4054     len = separator - find;
4055     }
4056     else
4057     {
4058     len = strlen(find);
4059     }
4060     if ( len > MAX_BUF-1)
4061     len = MAX_BUF-1;
4062     strcpy( got, find );
4063     got[len] = '\0';
4064    
4065     /* Now create new item, remove used ones when required. */
4066     new_item = get_archetype( got );
4067     if ( !new_item )
4068     {
4069     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4070     return;
4071     }
4072     new_item->nrof = yield;
4073     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4074     insert_ob_in_ob( new_item, pl );
4075     esrv_send_inventory( pl, pl );
4076     /* Eat up one item */
4077     decrease_ob_nr( marked, 1 );
4078     /* Eat one transformer if needed */
4079     if ( transformer->stats.food )
4080     if ( --transformer->stats.food == 0 )
4081     decrease_ob_nr( transformer, 1 );
4082     }