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/cvs/deliantra/server/server/apply.C
Revision: 1.5
Committed: Tue Aug 15 17:35:51 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -2 lines
Log Message:
removed P_SAFE_MAP and added P_SAFE as map flag set by an item with type SAFE_FLOOR (165)

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 elmex 1.5 * "$Id: apply.C,v 1.4 2006-08-15 16:19:55 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 elmex 1.5 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
344 elmex 1.3 {
345     if (op->type == PLAYER)
346 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
347     "Gods prevent you from using this here, it's sacred ground!"
348     );
349     CLEAR_FLAG (tmp, FLAG_APPLIED);
350     return 0;
351     }
352 elmex 1.3
353 elmex 1.4 if (op->type == PLAYER)
354     {
355     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356     identify (tmp);
357     }
358 elmex 1.3
359 elmex 1.4 handle_apply_yield (tmp);
360 elmex 1.1
361 elmex 1.4 /* Potion of restoration - only for players */
362     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
363     {
364     object *depl;
365     archetype *at;
366 elmex 1.1
367 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368     {
369     drain_stat (op);
370     fix_player (op);
371 elmex 1.3 decrease_ob (tmp);
372     return 1;
373     }
374 elmex 1.4 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
375     {
376     LOG (llevError, "Could not find archetype depletion\n");
377     return 0;
378     }
379     depl = present_arch_in_ob (at, op);
380     if (depl != NULL)
381     {
382     for (i = 0; i < NUM_STATS; i++)
383     if (get_attr_value (&depl->stats, i))
384     {
385     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
386     }
387     remove_ob (depl);
388     free_object (depl);
389     fix_player (op);
390     }
391     else
392     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
393 elmex 1.1
394 elmex 1.4 decrease_ob (tmp);
395     return 1;
396     }
397    
398     /* improvement potion - only for players */
399     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
400     {
401    
402     for (i = 1; i < MIN (11, op->level); i++)
403 elmex 1.3 {
404 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 elmex 1.3 {
406 elmex 1.4 if (op->contr->levhp[i] != 1)
407 elmex 1.3 {
408 elmex 1.4 op->contr->levhp[i] = 1;
409     break;
410 elmex 1.3 }
411 elmex 1.4 if (op->contr->levsp[i] != 1)
412 elmex 1.3 {
413 elmex 1.4 op->contr->levsp[i] = 1;
414     break;
415     }
416     if (op->contr->levgrace[i] != 1)
417     {
418     op->contr->levgrace[i] = 1;
419     break;
420 elmex 1.3 }
421     }
422 elmex 1.4 else
423 elmex 1.3 {
424 elmex 1.4 if (op->contr->levhp[i] < 9)
425     {
426     op->contr->levhp[i] = 9;
427     break;
428     }
429     if (op->contr->levsp[i] < 6)
430 elmex 1.3 {
431 elmex 1.4 op->contr->levsp[i] = 6;
432     break;
433 elmex 1.3 }
434 elmex 1.4 if (op->contr->levgrace[i] < 3)
435 elmex 1.3 {
436 elmex 1.4 op->contr->levgrace[i] = 3;
437     break;
438 elmex 1.3 }
439     }
440     }
441 elmex 1.4 /* Just makes checking easier */
442     if (i < MIN (11, op->level))
443     got_one = 1;
444     if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 elmex 1.3 {
446 elmex 1.4 if (got_one)
447 elmex 1.3 {
448 elmex 1.4 fix_player (op);
449     new_draw_info (NDI_UNIQUE, 0, op,
450     "The Gods smile upon you and remake you");
451     new_draw_info (NDI_UNIQUE, 0, op,
452     "a little more in their image.");
453     new_draw_info (NDI_UNIQUE, 0, op,
454     "You feel a little more perfect.");
455 elmex 1.3 }
456     else
457 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
458     "The potion had no effect - you are already perfect");
459 elmex 1.3 }
460 elmex 1.4 else
461     { /* cursed potion */
462     if (got_one)
463 elmex 1.3 {
464 elmex 1.4 fix_player (op);
465     new_draw_info (NDI_UNIQUE, 0, op,
466     "The Gods are angry and punish you.");
467 elmex 1.3 }
468 elmex 1.4 else
469     new_draw_info (NDI_UNIQUE, 0, op,
470     "You are fortunate that you are so pathetic.");
471 elmex 1.3 }
472 elmex 1.4 decrease_ob (tmp);
473     return 1;
474     }
475    
476    
477     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
478     * and heroism all fit into this category. Given the spell object code,
479     * there is no limit to the number of spells that potions can be cast,
480     * but direction is problematic to try and imbue fireball potions for example.
481     */
482     if (tmp->inv)
483     {
484     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
485 elmex 1.3 {
486 elmex 1.4 object *fball;
487    
488     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
489     /* Explodes a fireball centered at player */
490     fball = get_archetype (EXPLODING_FIREBALL);
491     fball->dam_modifier =
492     random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493     fball->stats.maxhp =
494     random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495     fball->x = op->x;
496     fball->y = op->y;
497     insert_ob_in_map (fball, op->map, NULL, 0);
498 elmex 1.3 }
499 elmex 1.4 else
500     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501 elmex 1.1
502 elmex 1.4 decrease_ob (tmp);
503     /* if youre dead, no point in doing this... */
504     if (!QUERY_FLAG (op, FLAG_REMOVED))
505     fix_player (op);
506     return 1;
507     }
508    
509     /* Deal with protection potions */
510     force = NULL;
511     for (i = 0; i < NROFATTACKS; i++)
512     {
513     if (tmp->resist[i])
514     {
515     if (!force)
516     force = get_archetype (FORCE_NAME);
517     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
518     force->type = POTION_EFFECT;
519     break; /* Only need to find one protection since we copy entire batch */
520 elmex 1.3 }
521 elmex 1.1 }
522 elmex 1.4 /* This is a protection potion */
523     if (force)
524 elmex 1.3 {
525 elmex 1.4 /* cursed items last longer */
526     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
527     {
528     force->stats.food *= 10;
529     for (i = 0; i < NROFATTACKS; i++)
530     if (force->resist[i] > 0)
531     force->resist[i] = -force->resist[i]; /* prot => vuln */
532     }
533     force->speed_left = -1;
534     force = insert_ob_in_ob (force, op);
535     CLEAR_FLAG (tmp, FLAG_APPLIED);
536     SET_FLAG (force, FLAG_APPLIED);
537     change_abil (op, force);
538     decrease_ob (tmp);
539     return 1;
540     }
541    
542     /* Only thing left are the stat potions */
543     if (op->type == PLAYER)
544     { /* only for players */
545     if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
546     && tmp->value != 0)
547     CLEAR_FLAG (tmp, FLAG_APPLIED);
548     else
549     SET_FLAG (tmp, FLAG_APPLIED);
550     if (!change_abil (op, tmp))
551     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
552 elmex 1.1 }
553    
554 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
555     * that were grouped with the one consumed, his
556     * stat will not be raised by them. fix_player just clears
557     * up all the stats.
558     */
559     CLEAR_FLAG (tmp, FLAG_APPLIED);
560     fix_player (op);
561     decrease_ob (tmp);
562     return 1;
563 elmex 1.1 }
564    
565     /****************************************************************************
566     * Weapon improvement code follows
567     ****************************************************************************/
568    
569     /**
570     * This returns the sum of nrof of item (arch name).
571     */
572     static int check_item(object *op, const char *item)
573     {
574     int count=0;
575    
576    
577     if (item==NULL) return 0;
578     op=op->below;
579     while(op!=NULL) {
580     if (strcmp(op->arch->name,item)==0){
581     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582     /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
583     {
584     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
585     count++;
586     else
587     count += op->nrof;
588     }
589     }
590     op=op->below;
591     }
592     return count;
593     }
594    
595     /**
596     * This removes 'nrof' of what item->slaying says to remove.
597     * op is typically the player, which is only
598     * really used to determine what space to look at.
599     * Modified to only eat 'nrof' of objects.
600     */
601     static void eat_item(object *op,const char *item, uint32 nrof)
602     {
603     object *prev;
604    
605     prev = op;
606     op=op->below;
607    
608     while(op!=NULL) {
609     if (strcmp(op->arch->name,item)==0) {
610     if (op->nrof >= nrof) {
611     decrease_ob_nr(op,nrof);
612     return;
613     } else {
614     decrease_ob_nr(op,op->nrof);
615     nrof -= op->nrof;
616     }
617     op=prev;
618     }
619     prev = op;
620     op=op->below;
621     }
622     }
623    
624     /**
625     * This checks to see of the player (who) is sufficient level to use a weapon
626     * with improvs improvements (typically last_eat). We take an int here
627     * instead of the object so that the improvement code can pass along the
628     * increased value to see if the object is usuable.
629     * we return 1 (true) if the player can use the weapon.
630     */
631     static int check_weapon_power(const object *who, int improvs)
632     {
633     /* Old code is below (commented out). Basically, since weapons are the only
634     * object players really have any control to improve, it's a bit harsh to
635     * require high level in some combat skill, so we just use overall level.
636     */
637     #if 1
638     if (((who->level/5)+5) >= improvs) return 1;
639     else return 0;
640    
641     #else
642     int level=0;
643    
644     /* The skill system hands out wc and dam bonuses to fighters
645     * more generously than the old system (see fix_player). Thus
646     * we need to curtail the power of player enchanted weapons.
647     * I changed this to 1 improvement per "fighter" level/5 -b.t.
648     * Note: Nothing should break by allowing this ratio to be different or
649     * using normal level - it is just a matter of play balance.
650     */
651     if(who->type==PLAYER) {
652     object *wc_obj=NULL;
653    
654     for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
655     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
656     level = wc_obj->level;
657    
658     if (!level ) {
659     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
660     level = who->level;
661     }
662     }
663     else
664     level=who->level;
665    
666     return (improvs <= ((level/5)+5));
667     #endif
668     }
669    
670     /**
671     * Returns how many items of type improver->slaying there are under op.
672     * Will display a message if none found, and 1 if improver->slaying is NULL.
673     */
674     static int check_sacrifice(object *op, const object *improver)
675     {
676     int count=0;
677    
678     if (improver->slaying!=NULL) {
679     count = check_item(op,improver->slaying);
680     if (count<1) {
681     char buf[200];
682     sprintf(buf,"The gods want more %ss",improver->slaying);
683     new_draw_info(NDI_UNIQUE,0,op,buf);
684     return 0;
685     }
686     }
687     else
688     count=1;
689    
690     return count;
691     }
692    
693     /**
694     * Actually improves the weapon, and tells user.
695     */
696     int improve_weapon_stat(object *op,object *improver,object *weapon,
697     signed char *stat,int sacrifice_count,const char *statname)
698     {
699    
700     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
701     *stat += sacrifice_count;
702     weapon->last_eat++;
703     new_draw_info_format(NDI_UNIQUE,0,op,
704     "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705     decrease_ob(improver);
706    
707     /* So it updates the players stats and the window */
708     fix_player(op);
709     return 1;
710     }
711    
712     /* Types of improvements, hidden in the sp field. */
713     #define IMPROVE_PREPARE 1
714     #define IMPROVE_DAMAGE 2
715     #define IMPROVE_WEIGHT 3
716     #define IMPROVE_ENCHANT 4
717     #define IMPROVE_STR 5
718     #define IMPROVE_DEX 6
719     #define IMPROVE_CON 7
720     #define IMPROVE_WIS 8
721     #define IMPROVE_CHA 9
722     #define IMPROVE_INT 10
723     #define IMPROVE_POW 11
724    
725    
726     /**
727     * This does the prepare weapon scroll.
728     * Checks for sacrifice, and so on.
729     */
730    
731     int prepare_weapon(object *op, object *improver, object *weapon)
732     {
733     int sacrifice_count,i;
734     char buf[MAX_BUF];
735    
736     if (weapon->level!=0) {
737     new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
738     return 0;
739     }
740     for (i=0; i<NROFATTACKS; i++)
741     if (weapon->resist[i]) break;
742    
743     /* If we break out, i will be less than nrofattacks, preventing
744     * improvement of items that already have protections.
745     */
746     if (i<NROFATTACKS ||
747     weapon->stats.hp || /* regeneration */
748     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749     weapon->stats.exp || /* speed */
750     weapon->stats.ac) /* AC - only taifu's I think */
751     {
752     new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
753     return 0;
754     }
755     sacrifice_count=check_sacrifice(op,improver);
756     if (sacrifice_count<=0)
757     return 0;
758     weapon->level=isqrt(sacrifice_count);
759     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
760     eat_item(op, improver->slaying, sacrifice_count);
761    
762     new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
763     weapon->name,weapon->level);
764    
765     sprintf(buf,"%s's %s",op->name,weapon->name);
766     FREE_AND_COPY(weapon->name, buf);
767     FREE_AND_COPY(weapon->name_pl, buf);
768     weapon->nrof=0; /* prevents preparing n weapons in the same
769     slot at once! */
770     decrease_ob(improver);
771     weapon->last_eat=0;
772     return 1;
773     }
774    
775    
776     /**
777     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
778     * This is the new improve weapon code.
779     * Returns 0 if it was not able to work for some reason.
780     *
781     * Checks if weapon was prepared, if enough potions on the floor, ...
782     *
783     * We are hiding extra information about the weapon in the level and
784     * last_eat numbers for an object. Hopefully this won't break anything ??
785     * level == max improve last_eat == current improve
786     */
787     int improve_weapon(object *op,object *improver,object *weapon)
788     {
789     int sacrifice_count, sacrifice_needed=0;
790    
791     if(improver->stats.sp==IMPROVE_PREPARE) {
792     return prepare_weapon(op, improver, weapon);
793     }
794     if (weapon->level==0) {
795     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
796     return 0;
797     }
798     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
799     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
800     return 0;
801     }
802     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
803     !check_weapon_power(op, weapon->last_eat+1)) {
804     new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
805     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
806     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
807     return 0;
808     }
809     /* This just increases damage by 5 points, no matter what. No sacrifice
810     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
811     * don't put any maximum value on damage - the limit is how much the
812     * weapon can be improved.
813     */
814     if (improver->stats.sp==IMPROVE_DAMAGE) {
815     weapon->stats.dam += 5;
816     weapon->weight += 5000; /* 5 KG's */
817     new_draw_info_format(NDI_UNIQUE, 0, op,
818     "Damage has been increased by 5 to %d", weapon->stats.dam);
819     weapon->last_eat++;
820    
821     weapon->item_power++;
822     decrease_ob(improver);
823     return 1;
824     }
825     if (improver->stats.sp == IMPROVE_WEIGHT) {
826     /* Reduce weight by 20% */
827     weapon->weight = (weapon->weight * 8)/10;
828     if (weapon->weight < 1) weapon->weight = 1;
829     new_draw_info_format(NDI_UNIQUE, 0, op,
830     "Weapon weight reduced to %6.1f kg",
831     (float)weapon->weight/1000.0);
832     weapon->last_eat++;
833     weapon->item_power++;
834     decrease_ob(improver);
835     return 1;
836     }
837     if (improver->stats.sp == IMPROVE_ENCHANT) {
838     weapon->magic++;
839     weapon->last_eat++;
840     new_draw_info_format(NDI_UNIQUE, 0, op
841     ,"Weapon magic increased to %d",weapon->magic);
842     decrease_ob(improver);
843     weapon->item_power++;
844     return 1;
845     }
846    
847     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
848     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
849     weapon->stats.Wis;
850    
851     if (sacrifice_needed<1)
852     sacrifice_needed =1;
853     sacrifice_needed *=2;
854    
855     sacrifice_count = check_sacrifice(op,improver);
856     if (sacrifice_count < sacrifice_needed) {
857     new_draw_info_format(NDI_UNIQUE, 0, op,
858     "You need at least %d %s", sacrifice_needed, improver->slaying);
859     return 0;
860     }
861     eat_item(op,improver->slaying, sacrifice_needed);
862     weapon->item_power++;
863    
864     switch (improver->stats.sp) {
865     case IMPROVE_STR:
866     return improve_weapon_stat(op,improver,weapon,
867     (signed char *) &(weapon->stats.Str),
868     1, "strength");
869     case IMPROVE_DEX:
870     return improve_weapon_stat(op,improver,weapon,
871     (signed char *) &(weapon->stats.Dex),
872     1, "dexterity");
873     case IMPROVE_CON:
874     return improve_weapon_stat(op,improver,weapon,
875     (signed char *) &(weapon->stats.Con),
876     1, "constitution");
877     case IMPROVE_WIS:
878     return improve_weapon_stat(op,improver,weapon,
879     (signed char *) &(weapon->stats.Wis),
880     1, "wisdom");
881     case IMPROVE_CHA:
882     return improve_weapon_stat(op,improver,weapon,
883     (signed char *) &(weapon->stats.Cha),
884     1, "charisma");
885     case IMPROVE_INT:
886     return improve_weapon_stat(op,improver,weapon,
887     (signed char *) &(weapon->stats.Int),
888     1, "intelligence");
889     case IMPROVE_POW:
890     return improve_weapon_stat(op,improver,weapon,
891     (signed char *) &(weapon->stats.Pow),
892     1, "power");
893     default:
894     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
895     }
896     LOG(llevError,"improve_weapon: Got to end of function\n");
897     return 0;
898     }
899    
900     /**
901     * Handles the applying of improve/prepare/enchant weapon scroll.
902     * Checks a few things (not on a non-magic square, marked weapon, ...),
903     * then calls improve_weapon to do the dirty work.
904     */
905     int check_improve_weapon (object *op, object *tmp)
906     {
907     object *otmp;
908    
909     if(op->type!=PLAYER)
910     return 0;
911     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913     return 0;
914     }
915     otmp=find_marked_object(op);
916     if(!otmp) {
917     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
918     return 0;
919     }
920     if (otmp->type != WEAPON && otmp->type != BOW) {
921     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
922     return 0;
923     }
924     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
925     improve_weapon(op,tmp,otmp);
926     esrv_send_item(op, otmp);
927     return 1;
928     }
929    
930     /**
931     * This code deals with the armour improvment scrolls.
932     * Change limits on improvement - let players go up to
933     * +5 no matter what level, but they are limited by item
934     * power.
935     * Try to use same improvement code as in the common/treasure.c
936     * file, so that if you make a +2 full helm, it will be just
937     * the same as one you find in a shop.
938     *
939     * deprecated comment:
940     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
941     * only 'enchantment' of armour is possible - improving
942     * the stats of a player w/ armour as well as a weapon
943     * will probably horribly unbalance the game. Magic enchanting
944     * depends on the level of the character - ie the plus
945     * value (magic) of the armour can never be increased beyond
946     * the level of the character / 10 -- rounding upish, nor may
947     * the armour value of the piece of equipment exceed either
948     * the users level or 90)
949     * Modified by MSW for partial resistance. Only support
950     * changing of physical area right now.
951     */
952     int improve_armour(object *op, object *improver, object *armour)
953     {
954     object *tmp;
955    
956     if (armour->magic >= settings.armor_max_enchant) {
957     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
958     return 0;
959     }
960     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
961     * etc), so take the easy way out and don't worry about it.
962     * Note - maybe add scrolls which make the random artifact versions (eg, armour
963     * of gnarg and what not?)
964     */
965     if (armour->title) {
966     new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
967     return 0;
968     }
969    
970     /* Split objects if needed. Can't insert tmp until the
971     * end of this function - otherwise it will just re-merge.
972     */
973     if(armour->nrof > 1)
974     tmp = get_split_ob(armour,armour->nrof - 1);
975     else
976     tmp = NULL;
977    
978     armour->magic++;
979    
980     if ( !settings.armor_speed_linear )
981     {
982     int base = 100;
983     int pow = 0;
984     while ( pow < armour->magic )
985     {
986     base = base - ( base * settings.armor_speed_improvement ) / 100;
987     pow++;
988     }
989    
990     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
991     }
992     else
993     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
994    
995     if ( !settings.armor_weight_linear )
996     {
997     int base = 100;
998     int pow = 0;
999     while ( pow < armour->magic )
1000     {
1001     base = base - ( base * settings.armor_weight_reduction ) / 100;
1002     pow++;
1003     }
1004    
1005     armour->weight = ( armour->arch->clone.weight * base ) / 100;
1006     }
1007     else
1008     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1009    
1010     if ( armour->weight <= 0 )
1011     {
1012     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1013     armour->weight = 1;
1014     }
1015    
1016     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1017    
1018     if (op->type == PLAYER) {
1019     esrv_send_item(op, armour);
1020     if(QUERY_FLAG(armour, FLAG_APPLIED))
1021     fix_player(op);
1022     }
1023     decrease_ob(improver);
1024     if (tmp) {
1025     insert_ob_in_ob(tmp, op);
1026     esrv_send_item(op, tmp);
1027     }
1028     return 1;
1029     }
1030    
1031    
1032     /*
1033     * convert_item() returns 1 if anything was converted, 0 if the item was not
1034     * what the converter wants, -1 if the converter is broken.
1035     */
1036     #define CONV_FROM(xyz) xyz->slaying
1037     #define CONV_TO(xyz) xyz->other_arch
1038     #define CONV_NR(xyz) xyz->stats.sp
1039     #define CONV_NEED(xyz) xyz->stats.food
1040    
1041     /* Takes one items and makes another.
1042     * converter is the object that is doing the conversion.
1043     * item is the object that triggered the converter - if it is not
1044     * what the converter wants, this will not do anything.
1045     */
1046     int convert_item(object *item, object *converter) {
1047     int nr=0;
1048     object *tmp;
1049     int is_in_shop;
1050     uint32 price_in;
1051    
1052     for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1053     tmp != NULL;
1054     tmp = tmp->above) {
1055     if(tmp->type == SHOP_FLOOR)
1056     break;
1057     }
1058     is_in_shop = (tmp != NULL);
1059    
1060     /* We make some assumptions - we assume if it takes money as it type,
1061     * it wants some amount. We don't make change (ie, if something costs
1062     * 3 gp and player drops a platinum, tough luck)
1063     */
1064     if (!strcmp(CONV_FROM(converter),"money")) {
1065     int cost;
1066    
1067     if(item->type!=MONEY)
1068     return 0;
1069    
1070     nr=(item->nrof*item->value)/CONV_NEED(converter);
1071     if (!nr) return 0;
1072     cost=nr*CONV_NEED(converter)/item->value;
1073     /* take into account rounding errors */
1074     if (nr*CONV_NEED(converter)%item->value) cost++;
1075     decrease_ob_nr(item, cost);
1076    
1077     price_in = cost*item->value;
1078     }
1079     else {
1080     if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1081     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1082     return 0;
1083    
1084     if(CONV_NEED(converter)) {
1085     nr=item->nrof/CONV_NEED(converter);
1086     decrease_ob_nr(item,nr*CONV_NEED(converter));
1087     price_in = nr*CONV_NEED(converter)*item->value;
1088     } else {
1089     price_in = item->value;
1090     remove_ob(item);
1091     free_object(item);
1092     }
1093     }
1094    
1095     if (converter->inv != NULL) {
1096     object *ob;
1097     int i;
1098     object *ob_to_copy;
1099    
1100     /* select random object from inventory to copy */
1101     ob_to_copy = converter->inv;
1102     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1103     if (rndm(0, i) == 0) {
1104     ob_to_copy = ob;
1105     }
1106     }
1107     item = object_create_clone(ob_to_copy);
1108     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109     unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110     } else {
1111     if (converter->other_arch == NULL) {
1112     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);
1113     return -1;
1114     }
1115    
1116     item = object_create_arch(converter->other_arch);
1117     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1118     }
1119    
1120     if(CONV_NR(converter))
1121     item->nrof=CONV_NR(converter);
1122     if(nr)
1123     item->nrof*=nr;
1124     if(is_in_shop)
1125     SET_FLAG(item,FLAG_UNPAID);
1126     else if(price_in < item->nrof*item->value) {
1127     LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1128     converter->name, converter->map->path, converter->x, converter->y, price_in,
1129     item->nrof*item->value, item->name);
1130     /**
1131     * elmex: we are going to let the game continue, as the mapcreator
1132     * propably had something in mind when doing this
1133     */
1134     }
1135     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1136     return 1;
1137     }
1138    
1139     /**
1140     * Handle apply on containers.
1141     * By Eneq(@csd.uu.se).
1142     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1143     * added the alchemical cauldron to the code -b.t.
1144     */
1145    
1146     int apply_container (object *op, object *sack)
1147     {
1148     char buf[MAX_BUF];
1149     object *tmp;
1150    
1151     if(op->type!=PLAYER)
1152     return 0; /* This might change */
1153    
1154     if (sack==NULL || sack->type != CONTAINER) {
1155     LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1156     return 0;
1157     }
1158     op->contr->last_used = NULL;
1159     op->contr->last_used_id = 0;
1160    
1161     if (sack->env!=op) {
1162     if (sack->other_arch == NULL || sack->env != NULL) {
1163     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164     return 1;
1165     }
1166     /* It's on the ground, the problems begin */
1167     if (op->container != sack) {
1168     /* it's closed OR some player has opened it */
1169     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171     tmp && tmp->container != sack; tmp=tmp->above);
1172     if (tmp) {
1173     /* some other player have opened it */
1174     new_draw_info_format(NDI_UNIQUE, 0, op,
1175     "%s is already occupied.", query_name(sack));
1176     return 1;
1177     }
1178     }
1179     }
1180     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181     if (op->container == NULL) {
1182     tmp = arch_to_object (sack->other_arch);
1183     /* not good, but insert_ob_in_ob() is too smart */
1184     CLEAR_FLAG (tmp, FLAG_REMOVED);
1185     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186     tmp->map = NULL;
1187     tmp->env = sack;
1188     if (sack->inv)
1189     sack->inv->above = tmp;
1190     tmp->below = sack->inv;
1191     tmp->above = NULL;
1192     sack->inv = tmp;
1193     sack->move_off = MOVE_ALL; /* trying force closing it */
1194     } else {
1195     sack->move_off = 0;
1196     tmp = sack->inv;
1197     if (tmp && tmp->type == CLOSE_CON) {
1198     remove_ob(tmp);
1199     free_object (tmp);
1200     }
1201     }
1202     }
1203     }
1204    
1205     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206     if (op->container) {
1207     if (op->container != sack) {
1208     tmp = op->container;
1209     apply_container (op, tmp);
1210     sprintf (buf, "You close %s and open ", query_name(tmp));
1211     op->container = sack;
1212     strcat (buf, query_name(sack));
1213     strcat (buf, ".");
1214     } else {
1215     CLEAR_FLAG (sack, FLAG_APPLIED);
1216     op->container = NULL;
1217     sprintf (buf, "You close %s.", query_name(sack));
1218     }
1219     } else {
1220     CLEAR_FLAG (sack, FLAG_APPLIED);
1221     sprintf (buf, "You open %s.", query_name(sack));
1222     SET_FLAG (sack, FLAG_APPLIED);
1223     op->container = sack;
1224     }
1225     } else { /* not applied */
1226     if (sack->slaying) { /* it's locked */
1227     tmp = find_key(op, op, sack);
1228     if (tmp) {
1229     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230     SET_FLAG (sack, FLAG_APPLIED);
1231     if (sack->env == NULL) { /* if it's on ground,open it also */
1232     new_draw_info (NDI_UNIQUE,0,op, buf);
1233     apply_container (op, sack);
1234     return 1;
1235     }
1236     } else {
1237     sprintf (buf, "You don't have the key to unlock %s.",
1238     query_name(sack));
1239     }
1240     } else {
1241     sprintf (buf, "You readied %s.", query_name(sack));
1242     SET_FLAG (sack, FLAG_APPLIED);
1243     if (sack->env == NULL) { /* if it's on ground,open it also */
1244     new_draw_info (NDI_UNIQUE, 0, op, buf);
1245     apply_container (op, sack);
1246     return 1;
1247     }
1248     }
1249     }
1250     new_draw_info (NDI_UNIQUE, 0, op, buf);
1251     if (op->contr) op->contr->socket.update_look=1;
1252     return 1;
1253     }
1254    
1255     /**
1256     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257     * the player has in their inventory, eg, sacks, luggages, etc.
1258     *
1259     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260     * This version is for client/server mode.
1261     * op is the player, sack is the container the player is opening or closing.
1262     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263     *
1264     * Reminder - there are three states for any container - closed (non applied),
1265     * applied (not open, but objects that match get tossed into it), and open
1266     * (applied flag set, and op->container points to the open container)
1267     */
1268    
1269     int esrv_apply_container (object *op, object *sack)
1270     {
1271     object *tmp=op->container;
1272     if(op->type!=PLAYER)
1273     return 0; /* This might change */
1274    
1275     if (sack==NULL || sack->type != CONTAINER) {
1276     LOG (llevError,
1277     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278     return 0;
1279     }
1280    
1281     /* If we have a currently open container, then it needs to be closed in all cases
1282     * if we are opening this one up. We then fall through if appropriate for
1283     * openening the new container.
1284     */
1285    
1286     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287     if (op->container->env != op) { /* if container is on the ground */
1288     op->container->move_off = 0;
1289     }
1290     /* Lauwenmark: Handle for plugin close event */
1291     if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292     return 1;
1293    
1294     new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295     query_name(op->container));
1296     CLEAR_FLAG(op->container, FLAG_APPLIED);
1297     op->container=NULL;
1298     esrv_update_item (UPD_FLAGS, op, tmp);
1299     if (tmp == sack) return 1;
1300     }
1301    
1302    
1303     /* If the player is trying to open it (which he must be doing if we got here),
1304     * and it is locked, check to see if player has the equipment to open it.
1305     */
1306    
1307     if (sack->slaying) { /* it's locked */
1308     tmp=find_key(op, op, sack);
1309     if (tmp) {
1310     new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311     } else {
1312     new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313     query_name(sack));
1314     return 0;
1315     }
1316     }
1317    
1318     /* By the time we get here, we have made sure any other container has been closed and
1319     * if this is a locked container, the player they key to open it.
1320     */
1321    
1322     /* There are really two cases - the sack is either on the ground, or the sack is
1323     * part of the players inventory. If on the ground, we assume that the player is
1324     * opening it, since if it was being closed, that would have been taken care of above.
1325     */
1326    
1327    
1328     if (sack->env != op) {
1329     /* Hypothetical case - the player is trying to open a sack that belong to someone
1330     * else. This normally should not happen, but a misbehaving client/player could
1331     * try to do it, so lets handle it gracefully.
1332     */
1333     if (sack->env) {
1334     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335     query_name(sack));
1336     return 0;
1337     }
1338     /* set these so when the player walks off, we can unapply the sack */
1339     sack->move_off = MOVE_ALL; /* trying force closing it */
1340    
1341     CLEAR_FLAG (sack, FLAG_APPLIED);
1342     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343     SET_FLAG (sack, FLAG_APPLIED);
1344     op->container = sack;
1345     esrv_update_item (UPD_FLAGS, op, sack);
1346     esrv_send_inventory (op, sack);
1347    
1348     } else { /* sack is in players inventory */
1349     if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350     CLEAR_FLAG (sack, FLAG_APPLIED);
1351     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352     SET_FLAG (sack, FLAG_APPLIED);
1353     op->container = sack;
1354     esrv_update_item (UPD_FLAGS, op, sack);
1355     esrv_send_inventory (op, sack);
1356     }
1357     else {
1358     CLEAR_FLAG (sack, FLAG_APPLIED);
1359     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1360     SET_FLAG (sack, FLAG_APPLIED);
1361     esrv_update_item (UPD_FLAGS, op, sack);
1362     }
1363     }
1364     return 1;
1365     }
1366    
1367    
1368     /**
1369     * Handles dropping things on altar.
1370     * Returns true if sacrifice was accepted.
1371     */
1372     static int apply_altar (object *altar, object *sacrifice, object *originator)
1373     {
1374     /* Only players can make sacrifices on spell casting altars. */
1375     if (altar->inv && ( ! originator || originator->type != PLAYER))
1376     return 0;
1377    
1378     if (operate_altar (altar, &sacrifice)) {
1379     /* Simple check. Unfortunately, it means you can't cast magic bullet
1380     * with an altar. We call it a Potion - altars are stationary - it
1381     * is up to map designers to use them properly.
1382     */
1383     if (altar->inv && altar->inv->type==SPELL) {
1384     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1385     altar->inv->name);
1386     cast_spell (originator, altar, 0, altar->inv, NULL);
1387     /* If it is connected, push the button. Fixes some problems with
1388     * old maps.
1389     */
1390     /* push_button (altar);*/
1391     } else {
1392     altar->value = 1; /* works only once */
1393     push_button (altar);
1394     }
1395     return sacrifice == NULL;
1396     } else {
1397     return 0;
1398     }
1399     }
1400    
1401    
1402     /**
1403     * Handles 'movement' of shop mats.
1404     * Returns 1 if 'op' was destroyed, 0 if not.
1405     * Largely re-written to not use nearly as many gotos, plus
1406     * some of this code just looked plain out of date.
1407     * MSW 2001-08-29
1408     */
1409 elmex 1.2 int apply_shop_mat (object *shop_mat, object *op)
1410 elmex 1.1 {
1411     int rv = 0;
1412     double opinion;
1413     object *tmp, *next;
1414    
1415     SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1416    
1417     if (op->type != PLAYER) {
1418     /* Remove all the unpaid objects that may be carried here.
1419     * This could be pets or monsters that are somehow in
1420     * the shop.
1421     */
1422     for (tmp=op->inv; tmp; tmp=next) {
1423     next = tmp->below;
1424     if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1425     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1426    
1427     remove_ob(tmp);
1428     if (i==-1) i=0;
1429     tmp->map = op->map;
1430     tmp->x = op->x + freearr_x[i];
1431     tmp->y = op->y + freearr_y[i];
1432     insert_ob_in_map(tmp, op->map, op, 0);
1433     }
1434     }
1435    
1436     /* Don't teleport things like spell effects */
1437     if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1438    
1439     /* unpaid objects, or non living objects, can't transfer by
1440     * shop mats. Instead, put it on a nearby space.
1441     */
1442     if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1443    
1444     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1445     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1446     if (i != -1) {
1447     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1448     shop_mat);
1449     }
1450     return 0;
1451     }
1452     /* Removed code that checked for multipart objects - it appears that
1453     * the teleport function should be able to handle this just fine.
1454     */
1455     rv = teleport (shop_mat, SHOP_MAT, op);
1456     }
1457     /* immediate block below is only used for players */
1458     else if (can_pay(op)) {
1459     get_payment (op, op->inv);
1460     rv = teleport (shop_mat, SHOP_MAT, op);
1461     if (shop_mat->msg) {
1462     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463     }
1464     /* This check below is a bit simplistic - generally it should be correct,
1465     * but there is never a guarantee that the bottom space on the map is
1466     * actually the shop floor.
1467     */
1468     else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469     && tmp->type != SHOP_FLOOR) {
1470     opinion = shopkeeper_approval(op->map, op);
1471     if ( opinion > 0.9)
1472     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473     else if ( opinion > 0.75)
1474     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475     else if ( opinion > 0.5)
1476     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477     else
1478     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479     }
1480     }
1481     else {
1482     /* if we get here, a player tried to leave a shop but was not able
1483     * to afford the items he has. We try to move the player so that
1484     * they are not on the mat anymore
1485     */
1486    
1487     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488     if(i == -1) {
1489     LOG (llevError, "Internal shop-mat problem.\n");
1490     } else {
1491     remove_ob (op);
1492     op->x += freearr_x[i];
1493     op->y += freearr_y[i];
1494     rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1495     esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1496     op->contr->socket.update_look=1;
1497     op->contr->socket.look_position=0;
1498     }
1499     }
1500     CLEAR_FLAG (op, FLAG_NO_APPLY);
1501     return rv;
1502     }
1503    
1504     /**
1505     * Handles applying a sign.
1506     */
1507     static void apply_sign (object *op, object *sign, int autoapply)
1508     {
1509     readable_message_type* msgType;
1510     char newbuf[HUGE_BUF];
1511     if (sign->msg == NULL) {
1512     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1513     return;
1514     }
1515    
1516     if (sign->stats.food) {
1517     if (sign->last_eat >= sign->stats.food) {
1518     if (!sign->move_on)
1519     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1520     return;
1521     }
1522    
1523     if (!QUERY_FLAG(op, FLAG_WIZPASS))
1524     sign->last_eat++;
1525     }
1526    
1527     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1528     * No way to know for sure. The presumption is basically that if
1529     * move_on is zero, it needs to be manually applied (doesn't talk
1530     * to us).
1531     */
1532     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1533     new_draw_info (NDI_UNIQUE, 0, op,
1534     "You are unable to read while blind.");
1535     return;
1536     }
1537     msgType=get_readable_message_type(sign);
1538     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1539     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1540     }
1541    
1542    
1543     /**
1544     * 'victim' moves onto 'trap'
1545     * 'victim' leaves 'trap'
1546     * effect is determined by move_on/move_off of trap and move_type of victime.
1547     *
1548     * originator: Player, monster or other object that caused 'victim' to move
1549     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1550     * However, some types of traps require an originator to function.
1551     */
1552     void move_apply (object *trap, object *victim, object *originator)
1553     {
1554     static int recursion_depth = 0;
1555    
1556     /* Only exits affect DMs. */
1557     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1558     return;
1559    
1560     /* move_apply() is the most likely candidate for causing unwanted and
1561     * possibly unlimited recursion.
1562     */
1563     /* The following was changed because it was causing perfeclty correct
1564     * maps to fail. 1) it's not an error to recurse:
1565     * rune detonates, summoning monster. monster lands on nearby rune.
1566     * nearby rune detonates. This sort of recursion is expected and
1567     * proper. This code was causing needless crashes.
1568     */
1569     if (recursion_depth >= 500) {
1570     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1571     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1572     trap->arch->name, trap->name, victim->arch->name, victim->name);
1573     return;
1574     }
1575     recursion_depth++;
1576     if (trap->head) trap=trap->head;
1577    
1578     /* Lauwenmark: Handle for plugin trigger event */
1579     if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1580     goto leave;
1581    
1582     switch (trap->type) {
1583     case PLAYERMOVER:
1584     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1585     !should_director_abort(trap, victim)) {
1586     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1587    
1588     /* Is this correct? From the docs, it doesn't look like it
1589     * should be divided by trap->speed
1590     */
1591     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1592    
1593     /* Just put in some sanity check. I think there is a bug in the
1594     * above with some objects have zero speed, and thus the player
1595     * getting permanently paralyzed.
1596     */
1597     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1598     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1599     }
1600     goto leave;
1601    
1602     case SPINNER:
1603     if(victim->direction) {
1604     victim->direction=absdir(victim->direction-trap->stats.sp);
1605     update_turn_face(victim);
1606     }
1607     goto leave;
1608    
1609     case DIRECTOR:
1610     if(victim->direction && !should_director_abort(trap, victim)) {
1611     victim->direction=trap->stats.sp;
1612     update_turn_face(victim);
1613     }
1614     goto leave;
1615    
1616     case BUTTON:
1617     case PEDESTAL:
1618     update_button(trap);
1619     goto leave;
1620    
1621     case ALTAR:
1622     /* sacrifice victim on trap */
1623     apply_altar (trap, victim, originator);
1624     goto leave;
1625    
1626     case THROWN_OBJ:
1627     if (trap->inv == NULL)
1628     goto leave;
1629     /* fallthrough */
1630    
1631     case ARROW:
1632    
1633     /* bad bug: monster throw a object, make a step forwards, step on object ,
1634     * trigger this here and get hit by own missile - and will be own enemy.
1635     * Victim then is his own enemy and will start to kill herself (this is
1636     * removed) but we have not synced victim and his missile. To avoid senseless
1637     * action, we avoid hits here
1638     */
1639     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1640     hit_with_arrow (trap, victim);
1641     goto leave;
1642    
1643     case SPELL_EFFECT:
1644     apply_spell_effect(trap, victim);
1645     goto leave;
1646    
1647     case TRAPDOOR:
1648     {
1649     int max, sound_was_played;
1650     object *ab, *ab_next;
1651     if(!trap->value) {
1652     int tot;
1653     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1654     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1655     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1656    
1657     if(!(trap->value=(tot>trap->weight)?1:0))
1658     goto leave;
1659    
1660     SET_ANIMATION(trap, trap->value);
1661     update_object(trap,UP_OBJ_FACE);
1662     }
1663    
1664     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1665     /* need to set this up, since if we do transfer the object,
1666     * ab->above would be bogus
1667     */
1668     ab_next = ab->above;
1669    
1670     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1671     if ( ! sound_was_played) {
1672     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1673     sound_was_played = 1;
1674     }
1675     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1676     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1677     }
1678     }
1679     goto leave;
1680     }
1681    
1682    
1683     case CONVERTER:
1684     if (convert_item (victim, trap) < 0) {
1685     object *op;
1686    
1687     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1688    
1689     op = get_archetype("burnout");
1690     if (op != NULL) {
1691     op->x = trap->x;
1692     op->y = trap->y;
1693     insert_ob_in_map(op, trap->map, trap, 0);
1694     }
1695     }
1696     goto leave;
1697    
1698     case TRIGGER_BUTTON:
1699     case TRIGGER_PEDESTAL:
1700     case TRIGGER_ALTAR:
1701     check_trigger (trap, victim);
1702     goto leave;
1703    
1704     case DEEP_SWAMP:
1705     walk_on_deep_swamp (trap, victim);
1706     goto leave;
1707    
1708     case CHECK_INV:
1709     check_inv (victim, trap);
1710     goto leave;
1711    
1712     case HOLE:
1713     /* Hole not open? */
1714     if(trap->stats.wc > 0)
1715     goto leave;
1716    
1717     /* Is this a multipart monster and not the head? If so, return.
1718     * Processing will happen if the head runs into the pit
1719     */
1720     if (victim->head)
1721     goto leave;
1722    
1723     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1724     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1725     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1726     goto leave;
1727    
1728     case EXIT:
1729     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1730     /* Basically, don't show exits leading to random maps the
1731     * players output.
1732     */
1733     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1734     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1735     enter_exit (victim, trap);
1736     }
1737     goto leave;
1738    
1739     case ENCOUNTER:
1740     /* may be some leftovers on this */
1741     goto leave;
1742    
1743     case SHOP_MAT:
1744     apply_shop_mat (trap, victim);
1745     goto leave;
1746    
1747     /* Drop a certain amount of gold, and have one item identified */
1748     case IDENTIFY_ALTAR:
1749     apply_id_altar (victim, trap, originator);
1750     goto leave;
1751    
1752     case SIGN:
1753     if (victim->type != PLAYER && trap->stats.food > 0)
1754     goto leave; /* monsters musn't apply magic_mouths with counters */
1755    
1756     apply_sign (victim, trap, 1);
1757     goto leave;
1758    
1759     case CONTAINER:
1760     if (victim->type==PLAYER)
1761     (void) esrv_apply_container (victim, trap);
1762     else
1763     (void) apply_container (victim, trap);
1764     goto leave;
1765    
1766     case RUNE:
1767     case TRAP:
1768     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1769     spring_trap(trap, victim);
1770     }
1771     goto leave;
1772    
1773     default:
1774     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1775     "handled in move_apply()\n", trap->name, trap->arch->name,
1776     trap->type);
1777     goto leave;
1778     }
1779    
1780     leave:
1781     recursion_depth--;
1782     }
1783    
1784     /**
1785     * Handles reading a regular (ie not containing a spell) book.
1786     */
1787     static void apply_book (object *op, object *tmp)
1788     {
1789     int lev_diff;
1790     object *skill_ob;
1791    
1792     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1793     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1794     return;
1795     }
1796     if(tmp->msg==NULL) {
1797     new_draw_info_format(NDI_UNIQUE, 0, op,
1798     "You open the %s and find it empty.", tmp->name);
1799     return;
1800     }
1801    
1802     /* need a literacy skill to read stuff! */
1803     skill_ob = find_skill_by_name(op, tmp->skill);
1804     if ( ! skill_ob) {
1805     new_draw_info(NDI_UNIQUE, 0,op,
1806     "You are unable to decipher the strange symbols.");
1807     return;
1808     }
1809     lev_diff = tmp->level - (skill_ob->level + 5);
1810     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1811     if (lev_diff < 2)
1812     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1813     else if (lev_diff < 3)
1814     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1815     else if (lev_diff < 5)
1816     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1817     else if (lev_diff < 8)
1818     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1819     else if (lev_diff < 15)
1820     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1821     else
1822     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1823     return;
1824     }
1825    
1826    
1827     /* Lauwenmark: Handle for plugin book event */
1828     /*printf("Book apply: %s\n", tmp->name);
1829     execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1830     printf("Book applied: %s\n", tmp->name);*/
1831     /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1832     {
1833     CFParm CFP;
1834     int k, l, m;
1835     uint32 n;
1836     new_draw_info_format (NDI_UNIQUE, 0, op,
1837     "You open the %s and start reading.", tmp->name);
1838     k = EVENT_APPLY;
1839     l = SCRIPT_FIX_ALL;
1840     m = 0;
1841     n = 0;
1842     CFP.Value[0] = &k;
1843     CFP.Value[1] = op;
1844     CFP.Value[2] = tmp;
1845     CFP.Value[3] = NULL;
1846     CFP.Value[4] = NULL;
1847     CFP.Value[5] = &n;
1848     CFP.Value[6] = &m;
1849     CFP.Value[7] = &m;
1850     CFP.Value[8] = &l;
1851     CFP.Value[9] = (void*)evt->hook;
1852     CFP.Value[10]= (void*)evt->options;
1853     if (findPlugin(evt->plugin)>=0)
1854     ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1855     }
1856     else*/{
1857     readable_message_type* msgType = get_readable_message_type(tmp);
1858     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1859     msgType->message_type, msgType->message_subtype,
1860     "You open the %s and start reading.\n%s",
1861     "%s\n%s",
1862     long_desc(tmp,op), tmp->msg);
1863     }
1864    
1865     /* gain xp from reading */
1866     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1867     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1868     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1869     /*exp_gain *= 2; because they just identified it too */
1870     SET_FLAG(tmp,FLAG_IDENTIFIED);
1871     /* If in a container, update how it looks */
1872     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1873     else op->contr->socket.update_look=1;
1874     }
1875     change_exp(op,exp_gain, skill_ob->skill, 0);
1876     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1877     }
1878     }
1879    
1880     /**
1881     * Handles the applying of a skill scroll, calling learn_skill straight.
1882     * op is the person learning the skill, tmp is the skill scroll object
1883     */
1884     static void apply_skillscroll (object *op, object *tmp)
1885     {
1886     switch ((int) learn_skill (op, tmp)) {
1887     case 0:
1888     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1889     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1890     return;
1891    
1892     case 1:
1893     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1894     tmp->skill);
1895     new_draw_info_format(NDI_UNIQUE, 0, op,
1896     "Type 'bind ready_skill %s",tmp->skill);
1897     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1898     decrease_ob(tmp);
1899     return;
1900    
1901     default:
1902     new_draw_info_format(NDI_UNIQUE,0,op,
1903     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1904     decrease_ob(tmp);
1905     return;
1906     }
1907     }
1908    
1909     /**
1910     * Actually makes op learn spell.
1911     * Informs player of what happens.
1912     */
1913     void do_learn_spell (object *op, object *spell, int special_prayer)
1914     {
1915     object *tmp;
1916    
1917     if (op->type != PLAYER) {
1918     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1919     return;
1920     }
1921    
1922     /* Upgrade special prayers to normal prayers */
1923     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1924     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1925     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1926     return;
1927     }
1928     return;
1929     }
1930    
1931     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1932     tmp = get_object();
1933     copy_object(spell, tmp);
1934     insert_ob_in_ob(tmp, op);
1935    
1936     if (special_prayer) {
1937     SET_FLAG(tmp, FLAG_STARTEQUIP);
1938     }
1939    
1940     new_draw_info_format (NDI_UNIQUE, 0, op,
1941     "Type 'bind cast %s", spell->name);
1942     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1943     esrv_add_spells(op->contr, tmp);
1944     }
1945    
1946     /**
1947     * Erases spell from player's inventory.
1948     */
1949     void do_forget_spell (object *op, const char *spell)
1950     {
1951     object *spob;
1952    
1953     if (op->type != PLAYER) {
1954     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1955     return;
1956     }
1957     if ( (spob=check_spell_known (op, spell)) == NULL) {
1958     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1959     return;
1960     }
1961    
1962     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1963     "You lose knowledge of %s.", spell);
1964     player_unready_range_ob(op->contr, spob);
1965     esrv_remove_spell(op->contr, spob);
1966     remove_ob(spob);
1967     free_object(spob);
1968     }
1969    
1970     /**
1971     * Handles player applying a spellbook.
1972     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1973     * stuff like that. Random learning failure too.
1974     */
1975     static void apply_spellbook (object *op, object *tmp)
1976     {
1977     object *skop, *spell, *spell_skill;
1978    
1979     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1980     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1981     return;
1982     }
1983    
1984     /* artifact_spellbooks have 'slaying' field point to a spell name,
1985     * instead of having their spell stored in stats.sp. These are
1986     * legacy spellbooks
1987     */
1988    
1989     if(tmp->slaying != NULL) {
1990     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1991     if (!spell) {
1992     new_draw_info_format(NDI_UNIQUE, 0, op,
1993     "The book's formula for %s is incomplete", tmp->slaying);
1994     return;
1995     }
1996     else
1997     insert_ob_in_ob(spell, tmp);
1998     free_string(tmp->slaying);
1999     tmp->slaying=NULL;
2000     }
2001    
2002     skop = find_skill_by_name(op, tmp->skill);
2003    
2004     /* need a literacy skill to learn spells. Also, having a literacy level
2005     * lower than the spell will make learning the spell more difficult */
2006     if ( !skop) {
2007     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2008     return;
2009     }
2010    
2011     spell = tmp->inv;
2012     if (!spell) {
2013     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2014     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2015     return;
2016     }
2017     if (spell->level > (skop->level+10)) {
2018     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2019     return;
2020     }
2021    
2022     new_draw_info_format(NDI_UNIQUE, 0, op,
2023     "The spellbook contains the %s level spell %s.",
2024     get_levelnumber(spell->level), spell->name);
2025    
2026     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2027     identify(tmp);
2028     if (tmp->env)
2029     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2030     else
2031     op->contr->socket.update_look=1;
2032     }
2033    
2034     /* I removed the check for special_prayer_mark here - it didn't make
2035     * a lot of sense - special prayers are not found in spellbooks, and
2036     * if the player doesn't know the spell, doesn't make a lot of sense that
2037     * they would have a special prayer mark.
2038     */
2039     if (check_spell_known (op, spell->name)) {
2040     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2041     return;
2042     }
2043    
2044     if (spell->skill) {
2045     spell_skill = find_skill_by_name(op, spell->skill);
2046     if (!spell_skill) {
2047     new_draw_info_format(NDI_UNIQUE, 0, op,
2048     "You lack the skill %s to use this spell",
2049     spell->skill);
2050     return;
2051     }
2052     if (spell_skill->level < spell->level) {
2053     new_draw_info_format(NDI_UNIQUE, 0, op,
2054     "You need to be level %d in %s to learn this spell.",
2055     spell->level, spell->skill);
2056     return;
2057     }
2058     }
2059    
2060     /* Logic as follows
2061     *
2062     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2063     *
2064     * 2- The learner's skill level in literacy adjusts the chance to learn
2065     * a spell.
2066     *
2067     * 3 -Automatically fail to learn if you read while confused
2068     *
2069     * Overall, chances are the same but a player will find having a high
2070     * literacy rate very useful! -b.t.
2071     */
2072     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2073     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2074     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2075     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2076     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2077     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2078    
2079     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2080     do_learn_spell (op, spell, 0);
2081    
2082     /* xp gain to literacy for spell learning */
2083     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2084     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2085     } else {
2086     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2087     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2088     }
2089     decrease_ob(tmp);
2090     }
2091    
2092     /**
2093     * Handles applying a spell scroll.
2094     */
2095     void apply_scroll (object *op, object *tmp, int dir)
2096     {
2097     object *skop;
2098    
2099     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2100     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2101     return;
2102     }
2103    
2104     if (!tmp->inv || tmp->inv->type != SPELL) {
2105     new_draw_info (NDI_UNIQUE, 0, op,
2106     "The scroll just doesn't make sense!");
2107     return;
2108     }
2109    
2110     if(op->type==PLAYER) {
2111     /* players need a literacy skill to read stuff! */
2112     int exp_gain=0;
2113    
2114     /* hard code literacy - tmp->skill points to where the exp
2115     * should go for anything killed by the spell.
2116     */
2117     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2118    
2119     if ( ! skop) {
2120     new_draw_info(NDI_UNIQUE, 0,op,
2121     "You are unable to decipher the strange symbols.");
2122     return;
2123     }
2124    
2125     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2126     change_exp(op,exp_gain, skop->skill, 0);
2127     }
2128    
2129     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2130     identify(tmp);
2131    
2132     new_draw_info_format(NDI_BLACK, 0, op,
2133     "The scroll of %s turns to dust.", tmp->inv->name);
2134    
2135    
2136     cast_spell(op,tmp,dir,tmp->inv, NULL);
2137     decrease_ob(tmp);
2138     }
2139    
2140     /**
2141     * Applies a treasure object - by default, chest. op
2142     * is the person doing the applying, tmp is the treasure
2143     * chest.
2144     */
2145     static void apply_treasure (object *op, object *tmp)
2146     {
2147     object *treas;
2148     tag_t tmp_tag = tmp->count, op_tag = op->count;
2149    
2150    
2151     /* Nice side effect of new treasure creation method is that the treasure
2152     * for the chest is done when the chest is created, and put into the chest
2153     * inventory. So that when the chest burns up, the items still exist. Also
2154     * prevents people fromt moving chests to more difficult maps to get better
2155     * treasure
2156     */
2157    
2158     treas = tmp->inv;
2159     if(treas==NULL) {
2160     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2161     decrease_ob(tmp);
2162     return;
2163     }
2164     while (tmp->inv) {
2165     treas = tmp->inv;
2166    
2167     remove_ob(treas);
2168     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2169     query_name(treas));
2170    
2171     treas->x=op->x;
2172     treas->y=op->y;
2173     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2174    
2175     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2176     && QUERY_FLAG (op, FLAG_ALIVE))
2177     spring_trap (treas, op);
2178     /* If either player or container was destroyed, no need to do
2179     * further processing. I think this should be enclused with
2180     * spring trap above, as I don't think there is otherwise
2181     * any way for the treasure chest or player to get killed
2182     */
2183     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2184     break;
2185     }
2186    
2187     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2188     decrease_ob (tmp);
2189    
2190     }
2191    
2192     /**
2193     * op eats food.
2194     * If player, takes care of messages and dragon special food.
2195     */
2196     static void apply_food (object *op, object *tmp)
2197     {
2198     int capacity_remaining;
2199    
2200     if(op->type!=PLAYER)
2201     op->stats.hp=op->stats.maxhp;
2202     else {
2203     /* check if this is a dragon (player), eating some flesh */
2204     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2205     ;
2206     else {
2207     /* usual case - no dragon meal: */
2208     if(op->stats.food+tmp->stats.food>999) {
2209     if(tmp->type==FOOD || tmp->type==FLESH)
2210     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2211     else
2212     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2213     }
2214    
2215     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2216     char buf[MAX_BUF];
2217    
2218     if (!is_dragon_pl(op)) {
2219     /* eating message for normal players*/
2220     if(tmp->type==DRINK)
2221     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2222     else
2223     sprintf(buf,"The %s tasted %s",tmp->name,
2224     tmp->type==FLESH?"terrible!":"good.");
2225     }
2226     else {
2227     /* eating message for dragon players*/
2228     sprintf(buf,"The %s tasted terrible!",tmp->name);
2229     }
2230    
2231     new_draw_info(NDI_UNIQUE, 0,op,buf);
2232     capacity_remaining = 999 - op->stats.food;
2233     op->stats.food+=tmp->stats.food;
2234     if(capacity_remaining < tmp->stats.food)
2235     op->stats.hp += capacity_remaining / 50;
2236     else
2237     op->stats.hp+=tmp->stats.food/50;
2238     if(op->stats.hp>op->stats.maxhp)
2239     op->stats.hp=op->stats.maxhp;
2240     if (op->stats.food > 999)
2241     op->stats.food = 999;
2242     }
2243    
2244     /* special food hack -b.t. */
2245     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2246     eat_special_food(op,tmp);
2247     }
2248     }
2249     handle_apply_yield(tmp);
2250     decrease_ob(tmp);
2251     }
2252    
2253     /**
2254     * A dragon is eating some flesh. If the flesh contains resistances,
2255     * there is a chance for the dragon's skin to get improved.
2256     *
2257     * attributes:
2258     * object *op the object (dragon player) eating the flesh
2259     * object *meal the flesh item, getting chewed in dragon's mouth
2260     * return:
2261     * int 1 if eating successful, 0 if it doesn't work
2262     */
2263     int dragon_eat_flesh(object *op, object *meal) {
2264     object *skin = NULL; /* pointer to dragon skin force*/
2265     object *abil = NULL; /* pointer to dragon ability force*/
2266     object *tmp = NULL; /* tmp. object */
2267    
2268     char buf[MAX_BUF]; /* tmp. string buffer */
2269     double chance; /* improvement-chance of one resistance type */
2270     double totalchance=1; /* total chance of gaining one resistance */
2271     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2272     double mbonus=0; /* monster bonus */
2273     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2274     int winners=0; /* number of winners */
2275     int i; /* index */
2276    
2277     /* let's make sure and doublecheck the parameters */
2278     if (meal->type!=FLESH || !is_dragon_pl(op))
2279     return 0;
2280    
2281     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2282     from the player's inventory */
2283     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2284     if (tmp->type == FORCE) {
2285     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2286     skin = tmp;
2287     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2288     abil = tmp;
2289     }
2290     }
2291    
2292     /* if either skin or ability are missing, this is an old player
2293     which is not to be considered a dragon -> bail out */
2294     if (skin == NULL || abil == NULL) return 0;
2295    
2296     /* now start by filling stomache and health, according to food-value */
2297     if((999 - op->stats.food) < meal->stats.food)
2298     op->stats.hp += (999 - op->stats.food) / 50;
2299     else
2300     op->stats.hp += meal->stats.food/50;
2301     if(op->stats.hp>op->stats.maxhp)
2302     op->stats.hp=op->stats.maxhp;
2303    
2304     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2305    
2306     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2307    
2308     /* on to the interesting part: chances for adding resistance */
2309     for (i=0; i<NROFATTACKS; i++) {
2310     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2311     /* got positive resistance, now calculate improvement chance (0-100) */
2312    
2313     /* this bonus makes resistance increase easier at lower levels */
2314     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2315     if (i == abil->stats.exp)
2316     bonus += 5; /* additional bonus for resistance of ability-focus */
2317    
2318     /* monster bonus increases with level, because high-level
2319     flesh is too rare */
2320     mbonus = op->level * 20. / ((double)settings.max_level);
2321    
2322     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2323     ((double)settings.max_level)) - skin->resist[i];
2324    
2325     if (chance >= 0.)
2326     chance += 1.;
2327     else
2328     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2329    
2330     /* chance is proportional to amount of resistance (max. 50) */
2331     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2332    
2333     /* doubled chance for resistance of ability-focus */
2334     if (i == abil->stats.exp)
2335     chance = MIN(100., chance*2.);
2336    
2337     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2338     if (RANDOM()%10000 < (int)(chance*100)) {
2339     atnr_winner[winners] = i;
2340     winners++;
2341     }
2342    
2343     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2344    
2345     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2346     }
2347     }
2348    
2349     /* inverse totalchance as until now we have the failure-chance */
2350     totalchance = 100 - totalchance*100;
2351     /* print message according to totalchance */
2352     if (totalchance > 50.)
2353     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2354     else if (totalchance > 10.)
2355     sprintf(buf, "The %s tasted very good.", meal->name);
2356     else if (totalchance > 1.)
2357     sprintf(buf, "The %s tasted good.", meal->name);
2358     else if (totalchance > 0.1)
2359     sprintf(buf, "The %s tasted bland.", meal->name);
2360     else if (totalchance >= 0.01)
2361     sprintf(buf, "The %s had a boring taste.", meal->name);
2362     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2363     sprintf(buf, "The %s tasted strange.", meal->name);
2364     else
2365     sprintf(buf, "The %s had no taste.", meal->name);
2366     new_draw_info(NDI_UNIQUE, 0, op, buf);
2367    
2368     /* now choose a winner if we have any */
2369     i = -1;
2370     if (winners>0)
2371     i = atnr_winner[RANDOM()%winners];
2372    
2373     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2374     /* resistance increased! */
2375     skin->resist[i]++;
2376     fix_player(op);
2377    
2378     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2379     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2380     }
2381    
2382     /* if this flesh contains a new ability focus, we mark it
2383     into the ability_force and it will take effect on next level */
2384     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2385     && meal->last_eat != abil->last_eat) {
2386     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2387    
2388     if (meal->last_eat != abil->stats.exp) {
2389     sprintf(buf, "Your metabolism prepares to focus on %s!",
2390     change_resist_msg[meal->last_eat]);
2391     new_draw_info(NDI_UNIQUE, 0, op, buf);
2392     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2393     new_draw_info(NDI_UNIQUE, 0, op, buf);
2394     }
2395     else {
2396     sprintf(buf, "Your metabolism will continue to focus on %s.",
2397     change_resist_msg[meal->last_eat]);
2398     new_draw_info(NDI_UNIQUE, 0, op, buf);
2399     abil->last_eat = 0;
2400     }
2401     }
2402     return 1;
2403     }
2404    
2405     static void apply_savebed (object *pl)
2406     {
2407     #ifndef COZY_SERVER
2408     if(!pl->contr->name_changed||!pl->stats.exp) {
2409     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2410     return;
2411     }
2412     #endif
2413     /* Need to call terminate_all_pets() before we remove the player ob */
2414     terminate_all_pets(pl);
2415     remove_ob(pl);
2416     pl->direction=0;
2417     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2418     "%s leaves the game.",pl->name);
2419    
2420     /* update respawn position */
2421     strcpy(pl->contr->savebed_map, pl->map->path);
2422     pl->contr->bed_x = pl->x;
2423     pl->contr->bed_y = pl->y;
2424    
2425     strcpy(pl->contr->killer,"left");
2426     check_score(pl); /* Always check score */
2427     (void)save_player(pl,0);
2428     pl->map->players--;
2429     #if MAP_MAXTIMEOUT
2430     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2431     #endif
2432     play_again(pl);
2433     pl->speed = 0;
2434     update_ob_speed(pl);
2435     }
2436    
2437     /**
2438     * Handles applying an improve armor scroll.
2439     * Does some sanity checks, then calls improve_armour.
2440     */
2441     static void apply_armour_improver (object *op, object *tmp)
2442     {
2443     object *armor;
2444    
2445     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2446     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2447     return;
2448     }
2449     armor=find_marked_object(op);
2450     if ( ! armor) {
2451     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2452     return;
2453     }
2454     if (armor->type != ARMOUR
2455     && armor->type != CLOAK
2456     && armor->type != BOOTS && armor->type != GLOVES
2457     && armor->type != BRACERS && armor->type != SHIELD
2458     && armor->type != HELMET)
2459     {
2460     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2461     return;
2462     }
2463    
2464     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2465     improve_armour(op,tmp,armor);
2466     }
2467    
2468    
2469     extern void apply_poison (object *op, object *tmp)
2470     {
2471     if (op->type == PLAYER) {
2472     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2473     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2474     strcpy(op->contr->killer,"poisonous booze");
2475     }
2476     if (tmp->stats.hp > 0) {
2477     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2478     tmp->stats.hp);
2479     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2480     }
2481     op->stats.food-=op->stats.food/4;
2482     handle_apply_yield(tmp);
2483     decrease_ob(tmp);
2484     }
2485    
2486     /**
2487     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2488     * A valid 2 way exit means:
2489     * -You can come back (there is another exit at the other side)
2490     * -You are
2491     * ° the owner of the exit
2492     * ° or in the same party as the owner
2493     *
2494     * Note: a owner in a 2 way exit is saved as the owner's name
2495     * in the field exit->name cause the field exit->owner doesn't
2496     * survive in the swapping (in fact the whole exit doesn't survive).
2497     */
2498     int is_legal_2ways_exit (object* op, object *exit)
2499     {
2500     object * tmp;
2501     object * exit_owner;
2502     player * pp;
2503     mapstruct * exitmap;
2504     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2505     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2506     /* To know if an exit has a correspondant, we look at
2507     * all the exits in destination and try to find one with same path as
2508     * the current exit's position */
2509     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2510     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2511     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2512     if (exitmap)
2513     {
2514     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2515     if (!tmp) return 0;
2516     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2517     {
2518     if (tmp->type!=EXIT) continue; /*Not an exit*/
2519     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2520     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2521     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2522    
2523     /* From here we have found the exit is valid. However we do
2524     * here the check of the exit owner. It is important for the
2525     * town portals to prevent strangers from visiting your appartments
2526     */
2527     if (!exit->race) return 1; /*No owner, free for all!*/
2528     exit_owner=NULL;
2529     for (pp=first_player;pp;pp=pp->next)
2530     {
2531     if (!pp->ob) continue;
2532     if (pp->ob->name!=exit->race) continue;
2533     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2534     break;
2535     }
2536     if (!exit_owner) return 0; /* No more owner*/
2537     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2538     if ( exit_owner && /*There is a owner*/
2539     (op->contr) && /*A player tries to pass */
2540     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2541     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2542     return 0;
2543     return 1;
2544     }
2545     }
2546     return 0;
2547     }
2548    
2549    
2550     /**
2551     * Main apply handler.
2552     *
2553     * Checks for unpaid items before applying.
2554     *
2555     * Return value:
2556     * 0: player or monster can't apply objects of that type
2557     * 1: has been applied, or there was an error applying the object
2558     * 2: objects of that type can't be applied if not in inventory
2559     *
2560     * op is the object that is causing object to be applied, tmp is the object
2561     * being applied.
2562     *
2563     * aflag is special (always apply/unapply) flags. Nothing is done with
2564     * them in this function - they are passed to apply_special
2565     */
2566    
2567     int manual_apply (object *op, object *tmp, int aflag)
2568     {
2569     if (tmp->head) tmp=tmp->head;
2570    
2571     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2572     if (op->type == PLAYER) {
2573     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2574     return 1;
2575     } else {
2576     return 0; /* monsters just skip unpaid items */
2577     }
2578     }
2579    
2580    
2581     /* Lauwenmark: Handle for plugin apply event */
2582     if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2583     return 1;
2584    
2585     switch (tmp->type) {
2586    
2587     case TRANSPORT:
2588     return apply_transport(op, tmp, aflag);
2589    
2590     case CF_HANDLE:
2591     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2592     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2593     tmp->value=tmp->value?0:1;
2594     SET_ANIMATION(tmp, tmp->value);
2595     update_object(tmp,UP_OBJ_FACE);
2596     push_button(tmp);
2597     return 1;
2598    
2599     case TRIGGER:
2600     if (check_trigger (tmp, op)) {
2601     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2602     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2603     } else {
2604     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2605     }
2606     return 1;
2607    
2608     case EXIT:
2609     if (op->type != PLAYER)
2610     return 0;
2611     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2612     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2613     query_name(tmp));
2614     } else {
2615     /* Don't display messages for random maps. */
2616     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2617     strncmp(EXIT_PATH(tmp), "/random/", 8))
2618     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2619     enter_exit(op,tmp);
2620     }
2621     return 1;
2622    
2623     case SIGN:
2624     apply_sign (op, tmp, 0);
2625     return 1;
2626    
2627     case BOOK:
2628     if (op->type == PLAYER) {
2629     apply_book (op, tmp);
2630     return 1;
2631     } else {
2632     return 0;
2633     }
2634    
2635     case SKILLSCROLL:
2636     if (op->type == PLAYER) {
2637     apply_skillscroll (op, tmp);
2638     return 1;
2639     }
2640     return 0;
2641    
2642     case SPELLBOOK:
2643     if (op->type == PLAYER) {
2644     apply_spellbook (op, tmp);
2645     return 1;
2646     }
2647     return 0;
2648    
2649     case SCROLL:
2650     apply_scroll (op, tmp, 0);
2651     return 1;
2652    
2653     case POTION:
2654     (void) apply_potion(op, tmp);
2655     return 1;
2656    
2657     /* Eneq(@csd.uu.se): Handle apply on containers. */
2658     case CLOSE_CON:
2659     if (op->type==PLAYER)
2660     (void) esrv_apply_container (op, tmp->env);
2661     else
2662     (void) apply_container (op, tmp->env);
2663     return 1;
2664    
2665     case CONTAINER:
2666     if (op->type==PLAYER)
2667     (void) esrv_apply_container (op, tmp);
2668     else
2669     (void) apply_container (op, tmp);
2670     return 1;
2671    
2672     case TREASURE:
2673     if (op->type == PLAYER) {
2674     apply_treasure (op, tmp);
2675     return 1;
2676     } else {
2677     return 0;
2678     }
2679    
2680     case WEAPON:
2681     case ARMOUR:
2682     case BOOTS:
2683     case GLOVES:
2684     case AMULET:
2685     case GIRDLE:
2686     case BRACERS:
2687     case SHIELD:
2688     case HELMET:
2689     case RING:
2690     case CLOAK:
2691     case WAND:
2692     case ROD:
2693     case HORN:
2694     case SKILL:
2695     case BOW:
2696     case LAMP:
2697     case BUILDER:
2698     case SKILL_TOOL:
2699     if (tmp->env != op)
2700     return 2; /* not in inventory */
2701     (void) apply_special (op, tmp, aflag);
2702     return 1;
2703    
2704     case DRINK:
2705     case FOOD:
2706     case FLESH:
2707     apply_food (op, tmp);
2708     return 1;
2709    
2710     case POISON:
2711     apply_poison (op, tmp);
2712     return 1;
2713    
2714     case SAVEBED:
2715     if (op->type == PLAYER) {
2716     apply_savebed (op);
2717     return 1;
2718     } else {
2719     return 0;
2720     }
2721    
2722     case ARMOUR_IMPROVER:
2723     if (op->type == PLAYER) {
2724     apply_armour_improver (op, tmp);
2725     return 1;
2726     } else {
2727     return 0;
2728     }
2729    
2730     case WEAPON_IMPROVER:
2731     (void) check_improve_weapon(op, tmp);
2732     return 1;
2733    
2734     case CLOCK:
2735     if (op->type == PLAYER) {
2736     char buf[MAX_BUF];
2737     timeofday_t tod;
2738    
2739     get_tod(&tod);
2740     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2741     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2742     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2743     ((tod.hour >= 14) ? "pm" : "am"));
2744     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2745     new_draw_info(NDI_UNIQUE, 0,op, buf);
2746     return 1;
2747     } else {
2748     return 0;
2749     }
2750    
2751     case MENU:
2752     if (op->type == PLAYER) {
2753     shop_listing (op);
2754     return 1;
2755     } else {
2756     return 0;
2757     }
2758    
2759     case POWER_CRYSTAL:
2760     apply_power_crystal(op,tmp); /* see egoitem.c */
2761     return 1;
2762    
2763     case LIGHTER: /* for lighting torches/lanterns/etc */
2764     if (op->type == PLAYER) {
2765     apply_lighter(op,tmp);
2766     return 1;
2767     } else {
2768     return 0;
2769     }
2770    
2771     case ITEM_TRANSFORMER:
2772     apply_item_transformer( op, tmp );
2773     return 1;
2774    
2775     default:
2776     return 0;
2777     }
2778     }
2779    
2780    
2781     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2782     * messages as needed by player_apply_below(). But there can still be
2783     * "but you are floating high above the ground" messages.
2784     *
2785     * Same return value as apply() function.
2786     */
2787     int player_apply (object *pl, object *op, int aflag, int quiet)
2788     {
2789     int tmp;
2790    
2791     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2792     /* player is flying and applying object not in inventory */
2793     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2794     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2795     "above the ground!");
2796     return 0;
2797     }
2798     }
2799    
2800     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801     * applied.
2802     */
2803     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804     {
2805     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2807     "of smoke!");
2808     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2809     remove_ob (op);
2810     free_object (op);
2811     return 1;
2812     }
2813    
2814     pl->contr->last_used = op;
2815     pl->contr->last_used_id = op->count;
2816    
2817     tmp = manual_apply (pl, op, aflag);
2818     if ( ! quiet) {
2819     if (tmp == 0)
2820     new_draw_info_format (NDI_UNIQUE, 0, pl,
2821     "I don't know how to apply the %s.",
2822     query_name (op));
2823     else if (tmp == 2)
2824     new_draw_info_format (NDI_UNIQUE, 0, pl,
2825     "You must get it first!\n");
2826     }
2827     return tmp;
2828     }
2829    
2830     /**
2831     * player_apply_below attempts to apply the object 'below' the player.
2832     * If the player has an open container, we use that for below, otherwise
2833     * we use the ground.
2834     */
2835    
2836     void player_apply_below (object *pl)
2837     {
2838     object *tmp, *next;
2839     int floors;
2840    
2841     if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2842     apply_transport(pl, pl->contr->transport, 0);
2843     return;
2844     }
2845    
2846     /* If using a container, set the starting item to be the top
2847     * item in the container. Otherwise, use the map.
2848     */
2849     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2850    
2851     /* This is perhaps more complicated. However, I want to make sure that
2852     * we don't use a corrupt pointer for the next object, so we get the
2853     * next object in the stack before applying. This is can only be a
2854     * problem if player_apply() has a bug in that it uses the object but does
2855     * not return a proper value.
2856     */
2857     for (floors = 0; tmp!=NULL; tmp=next) {
2858     next = tmp->below;
2859     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860     floors++;
2861     else if (floors > 0)
2862     return; /* process only floor objects after first floor object */
2863    
2864     /* If it is visible, player can apply it. If it is applied by
2865     * person moving on it, also activate. Added code to make it
2866     * so that at least one of players movement types be that which
2867     * the item needs.
2868     */
2869     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2870     if (player_apply (pl, tmp, 0, 1) == 1)
2871     return;
2872     }
2873     if (floors >= 2)
2874     return; /* process at most two floor objects */
2875     }
2876     }
2877    
2878     /**
2879     * Unapplies specified item.
2880     * No check done on cursed/damned.
2881     * Break this out of apply_special - this is just done
2882     * to keep the size of apply_special to a more managable size.
2883     */
2884     static int unapply_special (object *who, object *op, int aflags)
2885     {
2886     object *tmp2;
2887    
2888     CLEAR_FLAG(op, FLAG_APPLIED);
2889     switch(op->type) {
2890     case WEAPON:
2891     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2892    
2893     (void) change_abil (who,op);
2894     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2895     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2896     /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2897     who->current_weapon_script = NULL;
2898     who->current_weapon = NULL;
2899     clear_skill(who);
2900     break;
2901    
2902     case SKILL: /* allows objects to impart skills */
2903     case SKILL_TOOL:
2904     if (op != who->chosen_skill) {
2905     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906     }
2907     if (who->type==PLAYER) {
2908     if (who->contr->shoottype == range_skill)
2909     who->contr->shoottype = range_none;
2910     if ( ! op->invisible) {
2911     new_draw_info_format (NDI_UNIQUE, 0, who,
2912     "You stop using the %s.", query_name(op));
2913     } else {
2914     new_draw_info_format (NDI_UNIQUE, 0, who,
2915     "You can no longer use the skill: %s.",
2916     op->skill);
2917     }
2918     }
2919     (void) change_abil (who, op);
2920     who->chosen_skill = NULL;
2921     CLEAR_FLAG (who, FLAG_READY_SKILL);
2922     break;
2923    
2924     case ARMOUR:
2925     case HELMET:
2926     case SHIELD:
2927     case RING:
2928     case BOOTS:
2929     case GLOVES:
2930     case AMULET:
2931     case GIRDLE:
2932     case BRACERS:
2933     case CLOAK:
2934     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2935     (void) change_abil (who,op);
2936     break;
2937     case LAMP:
2938     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2939     op->name);
2940     tmp2 = arch_to_object(op->other_arch);
2941     tmp2->x = op->x;
2942     tmp2->y = op->y;
2943     tmp2->map = op->map;
2944     tmp2->below = op->below;
2945     tmp2->above = op->above;
2946     tmp2->stats.food = op->stats.food;
2947     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2948     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2949     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2950     if (who->type == PLAYER)
2951     esrv_del_item(who->contr, (tag_t)op->count);
2952     remove_ob(op);
2953     free_object(op);
2954     insert_ob_in_ob(tmp2, who);
2955     fix_player(who);
2956     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2957     if (who->type == PLAYER) {
2958     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2959     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2960     }
2961     }
2962     if(who->type==PLAYER)
2963     esrv_send_item(who, tmp2);
2964     return 1; /* otherwise, an attempt to drop causes problems */
2965     break;
2966     case BOW:
2967     case WAND:
2968     case ROD:
2969     case HORN:
2970     clear_skill(who);
2971     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2972     if(who->type==PLAYER) {
2973     who->contr->shoottype = range_none;
2974     } else {
2975     if (op->type == BOW)
2976     CLEAR_FLAG (who, FLAG_READY_BOW);
2977     else
2978     CLEAR_FLAG(who, FLAG_READY_RANGE);
2979     }
2980     break;
2981    
2982     case BUILDER:
2983     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2984     who->contr->shoottype = range_none;
2985     who->contr->ranges[ range_builder ] = NULL;
2986     break;
2987    
2988     default:
2989     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2990     break;
2991     }
2992    
2993     fix_player(who);
2994    
2995     if ( ! (aflags & AP_NO_MERGE)) {
2996     object *tmp;
2997    
2998     tag_t del_tag = op->count;
2999     tmp = merge_ob (op, NULL);
3000     if (who->type == PLAYER) {
3001     if (tmp) { /* it was merged */
3002     esrv_del_item (who->contr, del_tag);
3003     op = tmp;
3004     }
3005     esrv_send_item (who, op);
3006     }
3007     }
3008     return 0;
3009     }
3010    
3011     /**
3012     * Returns the object that is using location 'loc'.
3013     * Note that 'start' is the first object to start examing - we
3014     * then go through the below of this. In this way, you can do
3015     * something like:
3016     * tmp = get_item_from_body_location(who->inv, 1);
3017     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3018     * to find the second object that may use this location, etc.
3019     * Returns NULL if no match is found.
3020     * loc is the index into the array we are looking for a match.
3021     * don't return invisible objects unless they are skill objects
3022     * invisible other objects that use
3023     * up body locations can be used as restrictions.
3024     */
3025     object *get_item_from_body_location(object *start, int loc)
3026     {
3027     object *tmp;
3028    
3029     if (!start) return NULL;
3030    
3031     for (tmp=start; tmp; tmp=tmp->below)
3032     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3033     (!tmp->invisible || tmp->type==SKILL)) return tmp;
3034    
3035     return NULL;
3036     }
3037    
3038    
3039    
3040     /**
3041     * 'op' wants to apply an object, but can't because of other equipment.
3042     * This should only be called when it is known
3043     * that there are objects to unapply. This makes pretty heavy
3044     * use of get_item_from_body_location. It makes no intelligent choice
3045     * on objects - rather, the first that is matched is used.
3046     * Returns 0 on success, returns 1 if there is some problem.
3047     * if aflags is AP_PRINT, we instead print out waht to unapply
3048     * instead of doing it. This is a lot less code than having
3049     * another function that does just that.
3050     */
3051     int unapply_for_ob(object *who, object *op, int aflags)
3052     {
3053     int i;
3054     object *tmp=NULL, *last;
3055    
3056     /* If we are applying a shield or weapon, unapply any equipped shield
3057     * or weapons first - only allowed to use one weapon/shield at a time.
3058     */
3059     if (op->type == WEAPON || op->type == SHIELD) {
3060     for (tmp=who->inv; tmp; tmp=tmp->below) {
3061     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3062     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3063     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3064     if (aflags & AP_PRINT)
3065     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3066     else
3067     unapply_special(who, tmp, aflags);
3068     }
3069     else {
3070     /* In this case, we want to try and remove a cursed item.
3071     * While we know it won't work, we want unapply_special to
3072     * at least generate the message.
3073     */
3074     new_draw_info_format(NDI_UNIQUE, 0, who,
3075     "No matter how hard you try, you just can't\nremove %s.",
3076     query_name(tmp));
3077     return 1;
3078     }
3079    
3080     }
3081     }
3082     }
3083    
3084     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3085     /* this used up a slot that we need to free */
3086     if (op->body_info[i]) {
3087     last = who->inv;
3088    
3089     /* We do a while loop - may need to remove several items in order
3090     * to free up enough slots.
3091     */
3092     while ((who->body_used[i] + op->body_info[i]) < 0) {
3093     tmp = get_item_from_body_location(last, i);
3094     if (!tmp) {
3095     #if 0
3096     /* Not a bug - we'll get this if the player has cursed items
3097     * equipped.
3098     */
3099     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3100     i, body_locations[i].save_name, who->name);
3101     #endif
3102     return 1;
3103     }
3104     /* If we are just printing, we don't care about cursed status */
3105     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3106     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3107     if (aflags & AP_PRINT)
3108     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3109     else
3110     unapply_special(who, tmp, aflags);
3111     }
3112     else {
3113     /* Cursed item that we can't unequip - tell the player.
3114     * Note this could be annoying if this is just one of a few,
3115     * so it may not be critical (eg, putting on a ring and you have
3116     * one cursed ring.)
3117     */
3118     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3119     }
3120     last = tmp->below;
3121     }
3122     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3123     * return in the !tmp would have kicked in.
3124     */
3125     } /* if op is using this body location */
3126     } /* for body lcoations */
3127     return 0;
3128     }
3129    
3130     /**
3131     * Checks to see if 'who' can apply object 'op'.
3132     * Returns 0 if apply can be done without anything special.
3133     * Otherwise returns a bitmask - potentially several of these may be
3134     * set, but largely depends on circumstance - in the future, processing
3135     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3136     * is set, do we really are what the other flags may be?)
3137     *
3138     * See include/define.h for detailed description of the meaning of
3139     * these return values.
3140     */
3141     int can_apply_object(object *who, object *op)
3142     {
3143     int i, retval=0;
3144     object *tmp=NULL, *ws=NULL;
3145    
3146     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3147     * 2 weapons, but we don't want to let them do that. So if they are
3148     * trying to equip a weapon or shield, see if they already have one
3149     * in place and store that way.
3150     */
3151     if (op->type == WEAPON || op->type == SHIELD) {
3152     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3153     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3154     retval = CAN_APPLY_UNAPPLY;
3155     ws = tmp;
3156     }
3157     }
3158     }
3159    
3160    
3161     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3162     if (op->body_info[i]) {
3163     /* Item uses more slots than we have */
3164     if (FABS(op->body_info[i]) > who->body_info[i]) {
3165     /* Could return now for efficiently - rest of info below isn'
3166     * really needed.
3167     */
3168     retval |= CAN_APPLY_NEVER;
3169     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3170     /* in this case, equipping this would use more free spots than
3171     * we have.
3172     */
3173     object *tmp1;
3174    
3175    
3176     /* if we have an applied weapon/shield, and unapply it would free
3177     * enough slots to equip the new item, then just set this can
3178     * continue. We don't care about the logic below - if you have
3179     * shield equipped and try to equip another shield, there is only
3180     * one choice. However, the check for the number of body locations
3181     * does take into the account cases where what is being applied
3182     * may be two handed for example.
3183     */
3184     if (ws) {
3185     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3186     retval |= CAN_APPLY_UNAPPLY;
3187     continue;
3188     }
3189     }
3190    
3191     tmp1 = get_item_from_body_location(who->inv, i);
3192     if (!tmp1) {
3193     #if 0
3194     /* This is sort of an error, but happens a lot when old players
3195     * join in with more stuff equipped than they are now allowed.
3196     */
3197     LOG(llevError,"Can't find object using location %d on %s\n",
3198     i, who->name);
3199     #endif
3200     retval |= CAN_APPLY_NEVER;
3201     } else {
3202     /* need to unapply something. However, if this something
3203     * is different than we had found before, it means they need
3204     * to apply multiple objects
3205     */
3206     retval |= CAN_APPLY_UNAPPLY;
3207     if (!tmp) tmp = tmp1;
3208     else if (tmp != tmp1) {
3209     retval |= CAN_APPLY_UNAPPLY_MULT;
3210     }
3211     /* This object isn't using up all the slots, so there must
3212     * be another. If so, and it the new item doesn't need all
3213     * the slots, the player then has a choice.
3214     */
3215     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3216     (FABS(op->body_info[i]) < who->body_info[i]))
3217     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3218    
3219     /* Does unequippint 'tmp1' free up enough slots for this to be
3220     * equipped? If not, there must be something else to unapply.
3221     */
3222     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3223     retval |= CAN_APPLY_UNAPPLY_MULT;
3224    
3225     }
3226     } /* if not enough free slots */
3227     } /* if this object uses location i */
3228     } /* for i -> num_body_locations loop */
3229    
3230     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3231     * really be controlled by use of body locations. We do have
3232     * the weapon/shield checks, and the range checks for monsters,
3233     * because you can't control those just by body location - bows, shields,
3234     * and weapons all use the same slot. Similar for horn/rod/wand - they
3235     * all use the same location.
3236     */
3237     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3238     retval |= CAN_APPLY_RESTRICTION;
3239     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3240     retval |= CAN_APPLY_RESTRICTION;
3241    
3242    
3243     if (who->type != PLAYER) {
3244     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3245     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3246     retval |= CAN_APPLY_RESTRICTION;
3247     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3248     retval |= CAN_APPLY_RESTRICTION;
3249     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3250     retval |= CAN_APPLY_RESTRICTION;
3251     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3252     retval |= CAN_APPLY_RESTRICTION;
3253     }
3254     return retval;
3255     }
3256    
3257    
3258    
3259     /**
3260     * who is the object using the object. It can be a monster.
3261     * op is the object they are using. op is an equipment type item,
3262     * eg, one which you put on and keep on for a while, and not something
3263     * like a potion or scroll.
3264     *
3265     * function returns 1 if the action could not be completed, 0 on
3266     * success. However, success is a matter of meaning - if the
3267     * user passes the 'apply' flag to an object already applied,
3268     * nothing is done, and 0 is returned.
3269     *
3270     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3271     * AP_UNAPPLY=always unapply).
3272     *
3273     * Optional flags:
3274     * AP_NO_MERGE: don't merge an unapplied object with other objects
3275     * AP_IGNORE_CURSE: unapply cursed items
3276     *
3277     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3278     *
3279     * apply_special() doesn't check for unpaid items.
3280     */
3281     int apply_special (object *who, object *op, int aflags)
3282     {
3283     int basic_flag = aflags & AP_BASIC_FLAGS;
3284     object *tmp, *tmp2, *skop=NULL;
3285     int i;
3286    
3287     if(who==NULL) {
3288     LOG(llevError,"apply_special() from object without environment.\n");
3289     return 1;
3290     }
3291    
3292     if(op->env!=who)
3293     return 1; /* op is not in inventory */
3294    
3295     /* trying to unequip op */
3296     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3297     /* always apply, so no reason to unapply */
3298     if (basic_flag == AP_APPLY) return 0;
3299    
3300     if ( ! (aflags & AP_IGNORE_CURSE)
3301     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3302     new_draw_info_format(NDI_UNIQUE, 0, who,
3303     "No matter how hard you try, you just can't\nremove %s.",
3304     query_name(op));
3305     return 1;
3306     }
3307     return unapply_special(who, op, aflags);
3308     }
3309    
3310     if (basic_flag == AP_UNAPPLY) return 0;
3311    
3312     i = can_apply_object(who, op);
3313    
3314     /* Can't just apply this object. Lets see what not and what to do */
3315     if (i) {
3316     if (i & CAN_APPLY_NEVER) {
3317     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3318     return 1;
3319     } else if (i & CAN_APPLY_RESTRICTION) {
3320     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3321     return 1;
3322     }
3323     if (who->type != PLAYER) {
3324     /* Some error, so don't try to equip something more */
3325     if (unapply_for_ob(who, op, aflags)) return 1;
3326     } else {
3327     if (who->contr->unapply == unapply_never ||
3328     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3329     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3330     unapply_for_ob(who, op, AP_PRINT);
3331     return 1;
3332     }
3333     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3334     i = unapply_for_ob(who, op, aflags);
3335     if (i) return 1;
3336     }
3337     }
3338     }
3339     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3340     skop=find_skill_by_name(who, op->skill);
3341     if (!skop) {
3342     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3343     return 1;
3344     } else {
3345     /* While experience will be credited properly, we want to change the
3346     * skill so that the dam and wc get updated
3347     */
3348     change_skill(who, skop, 0);
3349     }
3350     }
3351    
3352     if (who->type == PLAYER && op->item_power &&
3353     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3354     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3355     return 1;
3356     }
3357    
3358    
3359     /* Ok. We are now at the state where we can apply the new object.
3360     * Note that we don't have the checks for can_use_...
3361     * below - that is already taken care of by can_apply_object.
3362     */
3363    
3364    
3365     if(op->nrof > 1)
3366     tmp = get_split_ob(op,op->nrof - 1);
3367     else
3368     tmp = NULL;
3369    
3370     switch(op->type) {
3371     case WEAPON:
3372     if (!check_weapon_power(who, op->last_eat)) {
3373     new_draw_info(NDI_UNIQUE, 0,who,
3374     "That weapon is too powerful for you to use.");
3375     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3376     if(tmp!=NULL)
3377     (void) insert_ob_in_ob(tmp,who);
3378     return 1;
3379     }
3380     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3381     /* if the weapon does not have the name as the character, can't use it. */
3382     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3383     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3384     if(tmp!=NULL)
3385     (void) insert_ob_in_ob(tmp,who);
3386     return 1;
3387     }
3388     SET_FLAG(op, FLAG_APPLIED);
3389    
3390     if (skop) change_skill(who, skop, 1);
3391     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3392     SET_FLAG(who, FLAG_READY_WEAPON);
3393    
3394     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3395    
3396     (void) change_abil (who,op);
3397     /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3398     /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3399     LOG(llevDebug, "Scripting Weapon wielded\n");
3400     if (who->current_weapon_script) free_string(who->current_weapon_script);
3401     who->current_weapon_script=add_string(query_name(op));
3402     }
3403     who->current_weapon = op;*/
3404     break;
3405    
3406     case ARMOUR:
3407     case HELMET:
3408     case SHIELD:
3409     case BOOTS:
3410     case GLOVES:
3411     case GIRDLE:
3412     case BRACERS:
3413     case CLOAK:
3414     case RING:
3415     case AMULET:
3416     SET_FLAG(op, FLAG_APPLIED);
3417     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3418     (void) change_abil (who,op);
3419     break;
3420     case LAMP:
3421     if (op->stats.food < 1) {
3422     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3423     " fuel!", op->name);
3424     return 1;
3425     }
3426     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3427     op->name);
3428     tmp2 = arch_to_object(op->other_arch);
3429     tmp2->stats.food = op->stats.food;
3430     SET_FLAG(tmp2, FLAG_APPLIED);
3431     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3432     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3433     insert_ob_in_ob(tmp2, who);
3434    
3435     /* Remove the old lantern */
3436     if (who->type == PLAYER)
3437     esrv_del_item(who->contr, (tag_t)op->count);
3438     remove_ob(op);
3439     free_object(op);
3440    
3441     /* insert the portion that was split off */
3442     if(tmp!=NULL) {
3443     (void) insert_ob_in_ob(tmp,who);
3444     if(who->type==PLAYER)
3445     esrv_send_item(who, tmp);
3446     }
3447     fix_player(who);
3448     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3449     if (who->type == PLAYER) {
3450     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3451     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3452     }
3453     }
3454     if(who->type==PLAYER)
3455     esrv_send_item(who, tmp2);
3456     return 0;
3457     break;
3458    
3459     /* this part is needed for skill-tools */
3460     case SKILL:
3461     case SKILL_TOOL:
3462     if (who->chosen_skill) {
3463     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3464     return 1;
3465     }
3466     if (who->type == PLAYER) {
3467     who->contr->shoottype = range_skill;
3468     who->contr->ranges[range_skill] = op;
3469     if ( ! op->invisible) {
3470     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3471     query_name (op));
3472     new_draw_info_format (NDI_UNIQUE, 0, who,
3473     "You can now use the skill: %s.",
3474     op->skill);
3475     } else {
3476     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3477     op->skill? op->skill:op->name);
3478     }
3479     }
3480     SET_FLAG (op, FLAG_APPLIED);
3481     (void) change_abil (who, op);
3482     who->chosen_skill = op;
3483     SET_FLAG (who, FLAG_READY_SKILL);
3484     break;
3485    
3486     case BOW:
3487     if (!check_weapon_power(who, op->last_eat)) {
3488     new_draw_info(NDI_UNIQUE, 0, who,
3489     "That item is too powerful for you to use.");
3490     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3491     if(tmp != NULL)
3492     (void)insert_ob_in_ob(tmp,who);
3493     return 1;
3494     }
3495     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3496     new_draw_info(NDI_UNIQUE, 0, who,
3497     "The weapon does not recognize you as its owner.");
3498     if(tmp != NULL)
3499     (void)insert_ob_in_ob(tmp,who);
3500     return 1;
3501     }
3502     /*FALLTHROUGH*/
3503     case WAND:
3504     case ROD:
3505     case HORN:
3506     /* check for skill, alter player status */
3507     SET_FLAG(op, FLAG_APPLIED);
3508     if (skop) change_skill(who, skop, 0);
3509     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3510    
3511     if(who->type==PLAYER) {
3512     if (op->type == BOW) {
3513     (void)change_abil(who, op);
3514     new_draw_info_format (NDI_UNIQUE, 0, who,
3515     "You will now fire %s with %s.",
3516     op->race ? op->race : "nothing", query_name(op));
3517     who->contr->shoottype = range_bow;
3518     } else {
3519     who->contr->shoottype = range_misc;
3520     }
3521     } else {
3522     if (op->type == BOW)
3523     SET_FLAG (who, FLAG_READY_BOW);
3524     else
3525     SET_FLAG (who, FLAG_READY_RANGE);
3526     }
3527     break;
3528    
3529     case BUILDER:
3530     if ( who->contr->ranges[ range_builder ] )
3531     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3532     who->contr->shoottype = range_builder;
3533     who->contr->ranges[ range_builder ] = op;
3534     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3535     break;
3536    
3537     default:
3538     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3539     } /* end of switch op->type */
3540    
3541     SET_FLAG(op, FLAG_APPLIED);
3542    
3543     if(tmp!=NULL)
3544     tmp = insert_ob_in_ob(tmp,who);
3545    
3546     fix_player(who);
3547    
3548     /* We exclude spell casting objects. The fire code will set the
3549     * been applied flag when they are used - until that point,
3550     * you don't know anything about them.
3551     */
3552     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3553     op->type!=ROD)
3554     SET_FLAG(op,FLAG_BEEN_APPLIED);
3555    
3556     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3557     if (who->type == PLAYER) {
3558     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3559     SET_FLAG(op,FLAG_KNOWN_CURSED);
3560     }
3561     }
3562     if(who->type==PLAYER) {
3563     /* if multiple objects were applied, update both slots */
3564     if (tmp)
3565     esrv_send_item(who, tmp);
3566     esrv_send_item(who, op);
3567     }
3568     return 0;
3569     }
3570    
3571    
3572     int monster_apply_special (object *who, object *op, int aflags)
3573     {
3574     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3575     return 1;
3576     return apply_special (who, op, aflags);
3577     }
3578    
3579     /**
3580     * Map was just loaded, handle op's initialisation.
3581     *
3582     * Generates shop floor's item, and treasures.
3583     */
3584     int auto_apply (object *op) {
3585     object *tmp = NULL, *tmp2;
3586     int i;
3587    
3588     switch(op->type) {
3589     case SHOP_FLOOR:
3590     if (!HAS_RANDOM_ITEMS(op)) return 0;
3591     do {
3592     i=10; /* let's give it 10 tries */
3593     while((tmp=generate_treasure(op->randomitems,
3594     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3595     if(tmp==NULL)
3596     return 0;
3597     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3598     free_object(tmp);
3599     tmp = NULL;
3600     }
3601     } while(!tmp);
3602     tmp->x=op->x;
3603     tmp->y=op->y;
3604     SET_FLAG(tmp,FLAG_UNPAID);
3605     insert_ob_in_map(tmp,op->map,NULL,0);
3606     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3607     identify(tmp);
3608     break;
3609    
3610     case TREASURE:
3611     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3612     return 0;
3613     while ((op->stats.hp--)>0)
3614     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3615     op->stats.exp ? (int)op->stats.exp :
3616     op->map == NULL ? 14: op->map->difficulty,0);
3617    
3618     /* If we generated an object and put it in this object inventory,
3619     * move it to the parent object as the current object is about
3620     * to disappear. An example of this item is the random_* stuff
3621     * that is put inside other objects.
3622     */
3623     for (tmp=op->inv; tmp; tmp=tmp2) {
3624     tmp2 = tmp->below;
3625     remove_ob(tmp);
3626     if (op->env) insert_ob_in_ob(tmp, op->env);
3627     else free_object(tmp);
3628     }
3629     remove_ob(op);
3630     free_object(op);
3631     break;
3632     }
3633     return tmp ? 1 : 0;
3634     }
3635    
3636     /**
3637     * fix_auto_apply goes through the entire map (only the first time
3638     * when an original map is loaded) and performs special actions for
3639     * certain objects (most initialization of chests and creation of
3640     * treasures and stuff). Calls auto_apply if appropriate.
3641     */
3642    
3643     void fix_auto_apply(mapstruct *m) {
3644     object *tmp,*above=NULL;
3645     int x,y;
3646    
3647     if(m==NULL) return;
3648    
3649     for(x=0;x<MAP_WIDTH(m);x++)
3650     for(y=0;y<MAP_HEIGHT(m);y++)
3651     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3652     above=tmp->above;
3653    
3654     if (tmp->inv) {
3655     object *invtmp, *invnext;
3656    
3657     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3658     invnext = invtmp->below;
3659    
3660     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3661     auto_apply(invtmp);
3662     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3663     while ((invtmp->stats.hp--)>0)
3664     create_treasure(invtmp->randomitems, invtmp, 0,
3665     m->difficulty,0);
3666     invtmp->randomitems = NULL;
3667     }
3668     else if (invtmp && invtmp->arch &&
3669     invtmp->type!=TREASURE &&
3670     invtmp->type != SPELL &&
3671     invtmp->type != CLASS &&
3672     HAS_RANDOM_ITEMS(invtmp)) {
3673     create_treasure(invtmp->randomitems, invtmp, 0,
3674     m->difficulty,0);
3675     /* Need to clear this so that we never try to create
3676     * treasure again for this object
3677     */
3678     invtmp->randomitems = NULL;
3679     }
3680     }
3681     /* This is really temporary - the code at the bottom will
3682     * also set randomitems to null. The problem is there are bunches
3683     * of maps/players already out there with items that have spells
3684     * which haven't had the randomitems set to null yet.
3685     * MSW 2004-05-13
3686     *
3687     * And if it's a spellbook, it's better to set randomitems to NULL too,
3688     * else you get two spells in the book ^_-
3689     * Ryo 2004-08-16
3690     */
3691     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3692     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3693     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3694     tmp->randomitems = NULL;
3695    
3696     }
3697    
3698     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3699     auto_apply(tmp);
3700     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3701     while ((tmp->stats.hp--)>0)
3702     create_treasure(tmp->randomitems, tmp, 0,
3703     m->difficulty,0);
3704     tmp->randomitems = NULL;
3705     }
3706     else if(tmp->type==TIMED_GATE) {
3707     object *head = tmp->head != NULL ? tmp->head : tmp;
3708     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3709     tmp->speed = 0;
3710     update_ob_speed(tmp);
3711     }
3712     }
3713     /* This function can be called everytime a map is loaded, even when
3714     * swapping back in. As such, we don't want to create the treasure
3715     * over and ove again, so after we generate the treasure, blank out
3716     * randomitems so if it is swapped in again, it won't make anything.
3717     * This is a problem for the above objects, because they have counters
3718     * which say how many times to make the treasure.
3719     */
3720     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3721     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3722     HAS_RANDOM_ITEMS(tmp)) {
3723     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3724     m->difficulty,0);
3725     tmp->randomitems = NULL;
3726     }
3727     }
3728    
3729     for(x=0;x<MAP_WIDTH(m);x++)
3730     for(y=0;y<MAP_HEIGHT(m);y++)
3731     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3732     if (tmp->above &&
3733     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3734     check_trigger (tmp, tmp->above);
3735     }
3736    
3737     /**
3738     * Handles player eating food that temporarily changes status (resistances, stats).
3739     * This used to call cast_change_attr(), but
3740     * that doesn't work with the new spell code. Since we know what
3741     * the food changes, just grab a force and use that instead.
3742     */
3743    
3744     void eat_special_food(object *who, object *food) {
3745     object *force;
3746     int i, did_one=0;
3747     sint8 k;
3748    
3749     force = get_archetype(FORCE_NAME);
3750    
3751     for (i=0; i < NUM_STATS; i++) {
3752     k = get_attr_value(&food->stats, i);
3753     if (k) {
3754     set_attr_value(&force->stats, i, k);
3755     did_one = 1;
3756     }
3757     }
3758    
3759     /* check if we can protect the eater */
3760     for (i=0; i<NROFATTACKS; i++) {
3761     if (food->resist[i]>0) {
3762     force->resist[i] = food->resist[i] / 2;
3763     did_one = 1;
3764     }
3765     }
3766     if (did_one) {
3767     force->speed = 0.1;
3768     update_ob_speed(force);
3769     /* bigger morsel of food = longer effect time */
3770     force->stats.food = food->stats.food / 5;
3771     SET_FLAG(force, FLAG_IS_USED_UP);
3772     SET_FLAG(force, FLAG_APPLIED);
3773     change_abil(who, force);
3774     insert_ob_in_ob(force, who);
3775     } else {
3776     free_object(force);
3777     }
3778    
3779     /* check for hp, sp change */
3780     if(food->stats.hp!=0) {
3781     if(QUERY_FLAG(food, FLAG_CURSED)) {
3782     strcpy(who->contr->killer,food->name);
3783     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3784     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3785     } else {
3786     if(food->stats.hp>0)
3787     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3788     else
3789     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3790     who->stats.hp += food->stats.hp;
3791     }
3792     }
3793     if(food->stats.sp!=0) {
3794     if(QUERY_FLAG(food, FLAG_CURSED)) {
3795     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3796     who->stats.sp -= food->stats.sp;
3797     if(who->stats.sp<0) who->stats.sp=0;
3798     } else {
3799     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3800     who->stats.sp += food->stats.sp;
3801     /* place limit on max sp from food? */
3802     }
3803     }
3804     fix_player(who);
3805     }
3806    
3807    
3808     /**
3809     * Designed primarily to light torches/lanterns/etc.
3810     * Also burns up burnable material too. First object in the inventory is
3811     * the selected object to "burn". -b.t.
3812     */
3813    
3814     void apply_lighter(object *who, object *lighter) {
3815     object *item;
3816     int is_player_env=0;
3817     uint32 nrof;
3818     tag_t count;
3819     char item_name[MAX_BUF];
3820    
3821     item=find_marked_object(who);
3822     if(item) {
3823     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3824     /* Split multiple lighters if they're being used up. Otherwise *
3825     * one charge from each would be used up. --DAMN */
3826     if(lighter->nrof > 1) {
3827     object *oneLighter = get_object();
3828     copy_object(lighter, oneLighter);
3829     lighter->nrof -= 1;
3830     oneLighter->nrof = 1;
3831     oneLighter->stats.food--;
3832     esrv_send_item(who, lighter);
3833     oneLighter=insert_ob_in_ob(oneLighter, who);
3834     esrv_send_item(who, oneLighter);
3835     } else {
3836     lighter->stats.food--;
3837     }
3838    
3839     } else if(lighter->last_eat) { /* no charges left in lighter */
3840     new_draw_info_format(NDI_UNIQUE, 0,who,
3841     "You attempt to light the %s with a used up %s.",
3842     item->name, lighter->name);
3843     return;
3844     }
3845     /* Perhaps we should split what we are trying to light on fire?
3846     * I can't see many times when you would want to light multiple
3847     * objects at once.
3848     */
3849     nrof=item->nrof;
3850     count=item->count;
3851     /* If the item is destroyed, we don't have a valid pointer to the
3852     * name object, so make a copy so the message we print out makes
3853     * some sense.
3854     */
3855     strcpy(item_name, item->name);
3856     if (who == is_player_inv(item)) is_player_env=1;
3857    
3858     save_throw_object(item,AT_FIRE,who);
3859     /* Change to check count and not freed, since the object pointer
3860     * may have gotten recycled
3861     */
3862     if ((nrof != item->nrof ) || (count != item->count)) {
3863     new_draw_info_format(NDI_UNIQUE, 0,who,
3864     "You light the %s with the %s.",item_name,lighter->name);
3865     /* Need to update the player so that the players glow radius
3866     * gets changed.
3867     */
3868     if (is_player_env) fix_player(who);
3869     } else {
3870     new_draw_info_format(NDI_UNIQUE, 0,who,
3871     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3872     }
3873    
3874     } else /* nothing to light */
3875     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3876    
3877     }
3878    
3879     /**
3880     * op made some mistake with a scroll, this takes care of punishment.
3881     * scroll_failure()- hacked directly from spell_failure
3882     */
3883     void scroll_failure(object *op, int failure, int power)
3884     {
3885     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3886    
3887     if(failure<= -1&&failure > -15) {/* wonder */
3888     object *tmp;
3889    
3890     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3891     tmp=get_archetype(SPELL_WONDER);
3892     cast_wonder(op, op, 0, tmp);
3893     free_object(tmp);
3894     } else if (failure <= -15&&failure > -35) {/* drain mana */
3895     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3896     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3897     if(op->stats.sp<0) op->stats.sp = 0;
3898     } else if (settings.spell_failure_effects == TRUE) {
3899     if (failure <= -35&&failure > -60) { /* confusion */
3900     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3901     confuse_player(op,op,power);
3902     } else if (failure <= -60&&failure> -70) {/* paralysis */
3903     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3904     "you!");
3905     paralyze_player(op,op,power);
3906     } else if (failure <= -70&&failure> -80) {/* blind */
3907     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3908     blind_player(op,op,power);
3909     } else if (failure <= -80) {/* blast the immediate area */
3910     object *tmp;
3911     tmp=get_archetype(LOOSE_MANA);
3912     cast_magic_storm(op,tmp, power);
3913     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3914     free_object(tmp);
3915     }
3916     }
3917     }
3918    
3919     void apply_changes_to_player(object *pl, object *change) {
3920     int excess_stat=0; /* if the stat goes over the maximum
3921     for the race, put the excess stat some
3922     where else. */
3923    
3924     switch (change->type) {
3925     case CLASS: {
3926     living *stats = &(pl->contr->orig_stats);
3927     living *ns = &(change->stats);
3928     object *walk;
3929     int flag_change_face=1;
3930    
3931     /* the following code assigns stats up to the stat max
3932     * for the race, and if the stat max is exceeded,
3933     * tries to randomly reassign the excess stat
3934     */
3935     int i,j;
3936     for(i=0;i<NUM_STATS;i++) {
3937     sint8 stat=get_attr_value(stats,i);
3938     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3939     stat += get_attr_value(ns,i);
3940     if(stat > 20 + race_bonus) {
3941     excess_stat++;
3942     stat = 20+race_bonus;
3943     }
3944     set_attr_value(stats,i,stat);
3945     }
3946    
3947     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3948     int i = rndm(0, 6);
3949     int stat=get_attr_value(stats,i);
3950     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3951     if(i==CHA) continue; /* exclude cha from this */
3952     if( stat < 20 + race_bonus) {
3953     change_attr_value(stats,i,1);
3954     excess_stat--;
3955     }
3956     }
3957    
3958     /* insert the randomitems from the change's treasurelist into
3959     * the player ref: player.c
3960     */
3961     if(change->randomitems!=NULL)
3962     give_initial_items(pl,change->randomitems);
3963    
3964    
3965     /* set up the face, for some races. */
3966    
3967     /* first, look for the force object banning
3968     * changing the face. Certain races never change face with class.
3969     */
3970     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3971     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3972    
3973     if(flag_change_face) {
3974     pl->animation_id = GET_ANIM_ID(change);
3975     pl->face = change->face;
3976    
3977     if(QUERY_FLAG(change,FLAG_ANIMATE))
3978     SET_FLAG(pl,FLAG_ANIMATE);
3979     else
3980     CLEAR_FLAG(pl,FLAG_ANIMATE);
3981     }
3982    
3983     /* check the special case of can't use weapons */
3984     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3985     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3986    
3987     break;
3988     }
3989     }
3990     }
3991    
3992     /**
3993     * This handles items of type 'transformer'.
3994     * Basically those items, used with a marked item, transform both items into something
3995     * else.
3996     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3997     * Change information is contained in the 'slaying' field of the marked item.
3998     * The format is as follow: transformer:[number ]yield[;transformer:...].
3999     * This way an item can be transformed in many things, and/or many objects.
4000     * The 'slaying' field for transformer is used as verb for the action.
4001     */
4002     void apply_item_transformer( object* pl, object* transformer )
4003     {
4004     object* marked;
4005     object* new_item;
4006     char* find;
4007     char* separator;
4008     int yield;
4009     char got[ MAX_BUF ];
4010     int len;
4011    
4012     if ( !pl || !transformer )
4013     return;
4014     marked = find_marked_object( pl );
4015     if ( !marked )
4016     {
4017     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4018     return;
4019     }
4020     if ( !marked->slaying )
4021     {
4022     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4023     return;
4024     }
4025     /* check whether they are compatible or not */
4026     find = strstr( marked->slaying, transformer->arch->name );
4027     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4028     {
4029     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4030     return;
4031     }
4032     find += strlen( transformer->arch->name ) + 1;
4033     /* Item can be used, now find how many and what it yields */
4034     if ( isdigit( *( find ) ) )
4035     {
4036     yield = atoi( find );
4037     if ( yield < 1 )
4038     {
4039     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4040     yield = 1;
4041     }
4042     }
4043     else
4044     yield = 1;
4045    
4046     while ( isdigit( *find ) )
4047     find++;
4048     while ( *find == ' ' )
4049     find++;
4050     memset( got, 0, MAX_BUF );
4051     if ( (separator = strchr( find, ';' ))!=NULL)
4052     {
4053     len = separator - find;
4054     }
4055     else
4056     {
4057     len = strlen(find);
4058     }
4059     if ( len > MAX_BUF-1)
4060     len = MAX_BUF-1;
4061     strcpy( got, find );
4062     got[len] = '\0';
4063    
4064     /* Now create new item, remove used ones when required. */
4065     new_item = get_archetype( got );
4066     if ( !new_item )
4067     {
4068     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4069     return;
4070     }
4071     new_item->nrof = yield;
4072     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4073     insert_ob_in_ob( new_item, pl );
4074     esrv_send_inventory( pl, pl );
4075     /* Eat up one item */
4076     decrease_ob_nr( marked, 1 );
4077     /* Eat one transformer if needed */
4078     if ( transformer->stats.food )
4079     if ( --transformer->stats.food == 0 )
4080     decrease_ob_nr( transformer, 1 );
4081     }