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/cvs/deliantra/server/server/apply.C
Revision: 1.6
Committed: Thu Aug 17 20:23:31 2006 UTC (17 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -4 lines
Log Message:
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 root 1.6 * "$Id: apply.C,v 1.5 2006-08-15 17:35:51 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     }
1496     }
1497     CLEAR_FLAG (op, FLAG_NO_APPLY);
1498     return rv;
1499     }
1500    
1501     /**
1502     * Handles applying a sign.
1503     */
1504     static void apply_sign (object *op, object *sign, int autoapply)
1505     {
1506     readable_message_type* msgType;
1507     char newbuf[HUGE_BUF];
1508     if (sign->msg == NULL) {
1509     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1510     return;
1511     }
1512    
1513     if (sign->stats.food) {
1514     if (sign->last_eat >= sign->stats.food) {
1515     if (!sign->move_on)
1516     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1517     return;
1518     }
1519    
1520     if (!QUERY_FLAG(op, FLAG_WIZPASS))
1521     sign->last_eat++;
1522     }
1523    
1524     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1525     * No way to know for sure. The presumption is basically that if
1526     * move_on is zero, it needs to be manually applied (doesn't talk
1527     * to us).
1528     */
1529     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1530     new_draw_info (NDI_UNIQUE, 0, op,
1531     "You are unable to read while blind.");
1532     return;
1533     }
1534     msgType=get_readable_message_type(sign);
1535     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1536     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1537     }
1538    
1539    
1540     /**
1541     * 'victim' moves onto 'trap'
1542     * 'victim' leaves 'trap'
1543     * effect is determined by move_on/move_off of trap and move_type of victime.
1544     *
1545     * originator: Player, monster or other object that caused 'victim' to move
1546     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1547     * However, some types of traps require an originator to function.
1548     */
1549     void move_apply (object *trap, object *victim, object *originator)
1550     {
1551     static int recursion_depth = 0;
1552    
1553     /* Only exits affect DMs. */
1554     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1555     return;
1556    
1557     /* move_apply() is the most likely candidate for causing unwanted and
1558     * possibly unlimited recursion.
1559     */
1560     /* The following was changed because it was causing perfeclty correct
1561     * maps to fail. 1) it's not an error to recurse:
1562     * rune detonates, summoning monster. monster lands on nearby rune.
1563     * nearby rune detonates. This sort of recursion is expected and
1564     * proper. This code was causing needless crashes.
1565     */
1566     if (recursion_depth >= 500) {
1567     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1568     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1569     trap->arch->name, trap->name, victim->arch->name, victim->name);
1570     return;
1571     }
1572     recursion_depth++;
1573     if (trap->head) trap=trap->head;
1574    
1575     /* Lauwenmark: Handle for plugin trigger event */
1576     if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1577     goto leave;
1578    
1579     switch (trap->type) {
1580     case PLAYERMOVER:
1581     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1582     !should_director_abort(trap, victim)) {
1583     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1584    
1585     /* Is this correct? From the docs, it doesn't look like it
1586     * should be divided by trap->speed
1587     */
1588     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1589    
1590     /* Just put in some sanity check. I think there is a bug in the
1591     * above with some objects have zero speed, and thus the player
1592     * getting permanently paralyzed.
1593     */
1594     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1595     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1596     }
1597     goto leave;
1598    
1599     case SPINNER:
1600     if(victim->direction) {
1601     victim->direction=absdir(victim->direction-trap->stats.sp);
1602     update_turn_face(victim);
1603     }
1604     goto leave;
1605    
1606     case DIRECTOR:
1607     if(victim->direction && !should_director_abort(trap, victim)) {
1608     victim->direction=trap->stats.sp;
1609     update_turn_face(victim);
1610     }
1611     goto leave;
1612    
1613     case BUTTON:
1614     case PEDESTAL:
1615     update_button(trap);
1616     goto leave;
1617    
1618     case ALTAR:
1619     /* sacrifice victim on trap */
1620     apply_altar (trap, victim, originator);
1621     goto leave;
1622    
1623     case THROWN_OBJ:
1624     if (trap->inv == NULL)
1625     goto leave;
1626     /* fallthrough */
1627    
1628     case ARROW:
1629    
1630     /* bad bug: monster throw a object, make a step forwards, step on object ,
1631     * trigger this here and get hit by own missile - and will be own enemy.
1632     * Victim then is his own enemy and will start to kill herself (this is
1633     * removed) but we have not synced victim and his missile. To avoid senseless
1634     * action, we avoid hits here
1635     */
1636     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1637     hit_with_arrow (trap, victim);
1638     goto leave;
1639    
1640     case SPELL_EFFECT:
1641     apply_spell_effect(trap, victim);
1642     goto leave;
1643    
1644     case TRAPDOOR:
1645     {
1646     int max, sound_was_played;
1647     object *ab, *ab_next;
1648     if(!trap->value) {
1649     int tot;
1650     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1651     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1652     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1653    
1654     if(!(trap->value=(tot>trap->weight)?1:0))
1655     goto leave;
1656    
1657     SET_ANIMATION(trap, trap->value);
1658     update_object(trap,UP_OBJ_FACE);
1659     }
1660    
1661     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1662     /* need to set this up, since if we do transfer the object,
1663     * ab->above would be bogus
1664     */
1665     ab_next = ab->above;
1666    
1667     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1668     if ( ! sound_was_played) {
1669     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1670     sound_was_played = 1;
1671     }
1672     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1673     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1674     }
1675     }
1676     goto leave;
1677     }
1678    
1679    
1680     case CONVERTER:
1681     if (convert_item (victim, trap) < 0) {
1682     object *op;
1683    
1684     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1685    
1686     op = get_archetype("burnout");
1687     if (op != NULL) {
1688     op->x = trap->x;
1689     op->y = trap->y;
1690     insert_ob_in_map(op, trap->map, trap, 0);
1691     }
1692     }
1693     goto leave;
1694    
1695     case TRIGGER_BUTTON:
1696     case TRIGGER_PEDESTAL:
1697     case TRIGGER_ALTAR:
1698     check_trigger (trap, victim);
1699     goto leave;
1700    
1701     case DEEP_SWAMP:
1702     walk_on_deep_swamp (trap, victim);
1703     goto leave;
1704    
1705     case CHECK_INV:
1706     check_inv (victim, trap);
1707     goto leave;
1708    
1709     case HOLE:
1710     /* Hole not open? */
1711     if(trap->stats.wc > 0)
1712     goto leave;
1713    
1714     /* Is this a multipart monster and not the head? If so, return.
1715     * Processing will happen if the head runs into the pit
1716     */
1717     if (victim->head)
1718     goto leave;
1719    
1720     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1721     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1722     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1723     goto leave;
1724    
1725     case EXIT:
1726     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1727     /* Basically, don't show exits leading to random maps the
1728     * players output.
1729     */
1730     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1731     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1732     enter_exit (victim, trap);
1733     }
1734     goto leave;
1735    
1736     case ENCOUNTER:
1737     /* may be some leftovers on this */
1738     goto leave;
1739    
1740     case SHOP_MAT:
1741     apply_shop_mat (trap, victim);
1742     goto leave;
1743    
1744     /* Drop a certain amount of gold, and have one item identified */
1745     case IDENTIFY_ALTAR:
1746     apply_id_altar (victim, trap, originator);
1747     goto leave;
1748    
1749     case SIGN:
1750     if (victim->type != PLAYER && trap->stats.food > 0)
1751     goto leave; /* monsters musn't apply magic_mouths with counters */
1752    
1753     apply_sign (victim, trap, 1);
1754     goto leave;
1755    
1756     case CONTAINER:
1757     if (victim->type==PLAYER)
1758     (void) esrv_apply_container (victim, trap);
1759     else
1760     (void) apply_container (victim, trap);
1761     goto leave;
1762    
1763     case RUNE:
1764     case TRAP:
1765     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1766     spring_trap(trap, victim);
1767     }
1768     goto leave;
1769    
1770     default:
1771     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1772     "handled in move_apply()\n", trap->name, trap->arch->name,
1773     trap->type);
1774     goto leave;
1775     }
1776    
1777     leave:
1778     recursion_depth--;
1779     }
1780    
1781     /**
1782     * Handles reading a regular (ie not containing a spell) book.
1783     */
1784     static void apply_book (object *op, object *tmp)
1785     {
1786     int lev_diff;
1787     object *skill_ob;
1788    
1789     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1790     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1791     return;
1792     }
1793     if(tmp->msg==NULL) {
1794     new_draw_info_format(NDI_UNIQUE, 0, op,
1795     "You open the %s and find it empty.", tmp->name);
1796     return;
1797     }
1798    
1799     /* need a literacy skill to read stuff! */
1800     skill_ob = find_skill_by_name(op, tmp->skill);
1801     if ( ! skill_ob) {
1802     new_draw_info(NDI_UNIQUE, 0,op,
1803     "You are unable to decipher the strange symbols.");
1804     return;
1805     }
1806     lev_diff = tmp->level - (skill_ob->level + 5);
1807     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1808     if (lev_diff < 2)
1809     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1810     else if (lev_diff < 3)
1811     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1812     else if (lev_diff < 5)
1813     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1814     else if (lev_diff < 8)
1815     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1816     else if (lev_diff < 15)
1817     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1818     else
1819     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1820     return;
1821     }
1822    
1823    
1824     /* Lauwenmark: Handle for plugin book event */
1825     /*printf("Book apply: %s\n", tmp->name);
1826     execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1827     printf("Book applied: %s\n", tmp->name);*/
1828     /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1829     {
1830     CFParm CFP;
1831     int k, l, m;
1832     uint32 n;
1833     new_draw_info_format (NDI_UNIQUE, 0, op,
1834     "You open the %s and start reading.", tmp->name);
1835     k = EVENT_APPLY;
1836     l = SCRIPT_FIX_ALL;
1837     m = 0;
1838     n = 0;
1839     CFP.Value[0] = &k;
1840     CFP.Value[1] = op;
1841     CFP.Value[2] = tmp;
1842     CFP.Value[3] = NULL;
1843     CFP.Value[4] = NULL;
1844     CFP.Value[5] = &n;
1845     CFP.Value[6] = &m;
1846     CFP.Value[7] = &m;
1847     CFP.Value[8] = &l;
1848     CFP.Value[9] = (void*)evt->hook;
1849     CFP.Value[10]= (void*)evt->options;
1850     if (findPlugin(evt->plugin)>=0)
1851     ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1852     }
1853     else*/{
1854     readable_message_type* msgType = get_readable_message_type(tmp);
1855     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1856     msgType->message_type, msgType->message_subtype,
1857     "You open the %s and start reading.\n%s",
1858     "%s\n%s",
1859     long_desc(tmp,op), tmp->msg);
1860     }
1861    
1862     /* gain xp from reading */
1863     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1864     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1865     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1866     /*exp_gain *= 2; because they just identified it too */
1867     SET_FLAG(tmp,FLAG_IDENTIFIED);
1868     /* If in a container, update how it looks */
1869     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1870     else op->contr->socket.update_look=1;
1871     }
1872     change_exp(op,exp_gain, skill_ob->skill, 0);
1873     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1874     }
1875     }
1876    
1877     /**
1878     * Handles the applying of a skill scroll, calling learn_skill straight.
1879     * op is the person learning the skill, tmp is the skill scroll object
1880     */
1881     static void apply_skillscroll (object *op, object *tmp)
1882     {
1883     switch ((int) learn_skill (op, tmp)) {
1884     case 0:
1885     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1886     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1887     return;
1888    
1889     case 1:
1890     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1891     tmp->skill);
1892     new_draw_info_format(NDI_UNIQUE, 0, op,
1893     "Type 'bind ready_skill %s",tmp->skill);
1894     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1895     decrease_ob(tmp);
1896     return;
1897    
1898     default:
1899     new_draw_info_format(NDI_UNIQUE,0,op,
1900     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1901     decrease_ob(tmp);
1902     return;
1903     }
1904     }
1905    
1906     /**
1907     * Actually makes op learn spell.
1908     * Informs player of what happens.
1909     */
1910     void do_learn_spell (object *op, object *spell, int special_prayer)
1911     {
1912     object *tmp;
1913    
1914     if (op->type != PLAYER) {
1915     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1916     return;
1917     }
1918    
1919     /* Upgrade special prayers to normal prayers */
1920     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1921     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1922     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1923     return;
1924     }
1925     return;
1926     }
1927    
1928     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1929     tmp = get_object();
1930     copy_object(spell, tmp);
1931     insert_ob_in_ob(tmp, op);
1932    
1933     if (special_prayer) {
1934     SET_FLAG(tmp, FLAG_STARTEQUIP);
1935     }
1936    
1937     new_draw_info_format (NDI_UNIQUE, 0, op,
1938     "Type 'bind cast %s", spell->name);
1939     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1940     esrv_add_spells(op->contr, tmp);
1941     }
1942    
1943     /**
1944     * Erases spell from player's inventory.
1945     */
1946     void do_forget_spell (object *op, const char *spell)
1947     {
1948     object *spob;
1949    
1950     if (op->type != PLAYER) {
1951     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1952     return;
1953     }
1954     if ( (spob=check_spell_known (op, spell)) == NULL) {
1955     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1956     return;
1957     }
1958    
1959     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1960     "You lose knowledge of %s.", spell);
1961     player_unready_range_ob(op->contr, spob);
1962     esrv_remove_spell(op->contr, spob);
1963     remove_ob(spob);
1964     free_object(spob);
1965     }
1966    
1967     /**
1968     * Handles player applying a spellbook.
1969     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1970     * stuff like that. Random learning failure too.
1971     */
1972     static void apply_spellbook (object *op, object *tmp)
1973     {
1974     object *skop, *spell, *spell_skill;
1975    
1976     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1977     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1978     return;
1979     }
1980    
1981     /* artifact_spellbooks have 'slaying' field point to a spell name,
1982     * instead of having their spell stored in stats.sp. These are
1983     * legacy spellbooks
1984     */
1985    
1986     if(tmp->slaying != NULL) {
1987     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1988     if (!spell) {
1989     new_draw_info_format(NDI_UNIQUE, 0, op,
1990     "The book's formula for %s is incomplete", tmp->slaying);
1991     return;
1992     }
1993     else
1994     insert_ob_in_ob(spell, tmp);
1995     free_string(tmp->slaying);
1996     tmp->slaying=NULL;
1997     }
1998    
1999     skop = find_skill_by_name(op, tmp->skill);
2000    
2001     /* need a literacy skill to learn spells. Also, having a literacy level
2002     * lower than the spell will make learning the spell more difficult */
2003     if ( !skop) {
2004     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2005     return;
2006     }
2007    
2008     spell = tmp->inv;
2009     if (!spell) {
2010     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2011     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2012     return;
2013     }
2014     if (spell->level > (skop->level+10)) {
2015     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2016     return;
2017     }
2018    
2019     new_draw_info_format(NDI_UNIQUE, 0, op,
2020     "The spellbook contains the %s level spell %s.",
2021     get_levelnumber(spell->level), spell->name);
2022    
2023     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2024     identify(tmp);
2025     if (tmp->env)
2026     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2027     else
2028     op->contr->socket.update_look=1;
2029     }
2030    
2031     /* I removed the check for special_prayer_mark here - it didn't make
2032     * a lot of sense - special prayers are not found in spellbooks, and
2033     * if the player doesn't know the spell, doesn't make a lot of sense that
2034     * they would have a special prayer mark.
2035     */
2036     if (check_spell_known (op, spell->name)) {
2037     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2038     return;
2039     }
2040    
2041     if (spell->skill) {
2042     spell_skill = find_skill_by_name(op, spell->skill);
2043     if (!spell_skill) {
2044     new_draw_info_format(NDI_UNIQUE, 0, op,
2045     "You lack the skill %s to use this spell",
2046     spell->skill);
2047     return;
2048     }
2049     if (spell_skill->level < spell->level) {
2050     new_draw_info_format(NDI_UNIQUE, 0, op,
2051     "You need to be level %d in %s to learn this spell.",
2052     spell->level, spell->skill);
2053     return;
2054     }
2055     }
2056    
2057     /* Logic as follows
2058     *
2059     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2060     *
2061     * 2- The learner's skill level in literacy adjusts the chance to learn
2062     * a spell.
2063     *
2064     * 3 -Automatically fail to learn if you read while confused
2065     *
2066     * Overall, chances are the same but a player will find having a high
2067     * literacy rate very useful! -b.t.
2068     */
2069     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2070     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2071     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2072     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2073     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2074     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2075    
2076     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2077     do_learn_spell (op, spell, 0);
2078    
2079     /* xp gain to literacy for spell learning */
2080     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2081     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2082     } else {
2083     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2084     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2085     }
2086     decrease_ob(tmp);
2087     }
2088    
2089     /**
2090     * Handles applying a spell scroll.
2091     */
2092     void apply_scroll (object *op, object *tmp, int dir)
2093     {
2094     object *skop;
2095    
2096     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2097     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2098     return;
2099     }
2100    
2101     if (!tmp->inv || tmp->inv->type != SPELL) {
2102     new_draw_info (NDI_UNIQUE, 0, op,
2103     "The scroll just doesn't make sense!");
2104     return;
2105     }
2106    
2107     if(op->type==PLAYER) {
2108     /* players need a literacy skill to read stuff! */
2109     int exp_gain=0;
2110    
2111     /* hard code literacy - tmp->skill points to where the exp
2112     * should go for anything killed by the spell.
2113     */
2114     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2115    
2116     if ( ! skop) {
2117     new_draw_info(NDI_UNIQUE, 0,op,
2118     "You are unable to decipher the strange symbols.");
2119     return;
2120     }
2121    
2122     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2123     change_exp(op,exp_gain, skop->skill, 0);
2124     }
2125    
2126     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2127     identify(tmp);
2128    
2129     new_draw_info_format(NDI_BLACK, 0, op,
2130     "The scroll of %s turns to dust.", tmp->inv->name);
2131    
2132    
2133     cast_spell(op,tmp,dir,tmp->inv, NULL);
2134     decrease_ob(tmp);
2135     }
2136    
2137     /**
2138     * Applies a treasure object - by default, chest. op
2139     * is the person doing the applying, tmp is the treasure
2140     * chest.
2141     */
2142     static void apply_treasure (object *op, object *tmp)
2143     {
2144     object *treas;
2145     tag_t tmp_tag = tmp->count, op_tag = op->count;
2146    
2147    
2148     /* Nice side effect of new treasure creation method is that the treasure
2149     * for the chest is done when the chest is created, and put into the chest
2150     * inventory. So that when the chest burns up, the items still exist. Also
2151     * prevents people fromt moving chests to more difficult maps to get better
2152     * treasure
2153     */
2154    
2155     treas = tmp->inv;
2156     if(treas==NULL) {
2157     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2158     decrease_ob(tmp);
2159     return;
2160     }
2161     while (tmp->inv) {
2162     treas = tmp->inv;
2163    
2164     remove_ob(treas);
2165     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2166     query_name(treas));
2167    
2168     treas->x=op->x;
2169     treas->y=op->y;
2170     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2171    
2172     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2173     && QUERY_FLAG (op, FLAG_ALIVE))
2174     spring_trap (treas, op);
2175     /* If either player or container was destroyed, no need to do
2176     * further processing. I think this should be enclused with
2177     * spring trap above, as I don't think there is otherwise
2178     * any way for the treasure chest or player to get killed
2179     */
2180     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2181     break;
2182     }
2183    
2184     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2185     decrease_ob (tmp);
2186    
2187     }
2188    
2189     /**
2190     * op eats food.
2191     * If player, takes care of messages and dragon special food.
2192     */
2193     static void apply_food (object *op, object *tmp)
2194     {
2195     int capacity_remaining;
2196    
2197     if(op->type!=PLAYER)
2198     op->stats.hp=op->stats.maxhp;
2199     else {
2200     /* check if this is a dragon (player), eating some flesh */
2201     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2202     ;
2203     else {
2204     /* usual case - no dragon meal: */
2205     if(op->stats.food+tmp->stats.food>999) {
2206     if(tmp->type==FOOD || tmp->type==FLESH)
2207     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2208     else
2209     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2210     }
2211    
2212     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2213     char buf[MAX_BUF];
2214    
2215     if (!is_dragon_pl(op)) {
2216     /* eating message for normal players*/
2217     if(tmp->type==DRINK)
2218     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2219     else
2220     sprintf(buf,"The %s tasted %s",tmp->name,
2221     tmp->type==FLESH?"terrible!":"good.");
2222     }
2223     else {
2224     /* eating message for dragon players*/
2225     sprintf(buf,"The %s tasted terrible!",tmp->name);
2226     }
2227    
2228     new_draw_info(NDI_UNIQUE, 0,op,buf);
2229     capacity_remaining = 999 - op->stats.food;
2230     op->stats.food+=tmp->stats.food;
2231     if(capacity_remaining < tmp->stats.food)
2232     op->stats.hp += capacity_remaining / 50;
2233     else
2234     op->stats.hp+=tmp->stats.food/50;
2235     if(op->stats.hp>op->stats.maxhp)
2236     op->stats.hp=op->stats.maxhp;
2237     if (op->stats.food > 999)
2238     op->stats.food = 999;
2239     }
2240    
2241     /* special food hack -b.t. */
2242     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2243     eat_special_food(op,tmp);
2244     }
2245     }
2246     handle_apply_yield(tmp);
2247     decrease_ob(tmp);
2248     }
2249    
2250     /**
2251     * A dragon is eating some flesh. If the flesh contains resistances,
2252     * there is a chance for the dragon's skin to get improved.
2253     *
2254     * attributes:
2255     * object *op the object (dragon player) eating the flesh
2256     * object *meal the flesh item, getting chewed in dragon's mouth
2257     * return:
2258     * int 1 if eating successful, 0 if it doesn't work
2259     */
2260     int dragon_eat_flesh(object *op, object *meal) {
2261     object *skin = NULL; /* pointer to dragon skin force*/
2262     object *abil = NULL; /* pointer to dragon ability force*/
2263     object *tmp = NULL; /* tmp. object */
2264    
2265     char buf[MAX_BUF]; /* tmp. string buffer */
2266     double chance; /* improvement-chance of one resistance type */
2267     double totalchance=1; /* total chance of gaining one resistance */
2268     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2269     double mbonus=0; /* monster bonus */
2270     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2271     int winners=0; /* number of winners */
2272     int i; /* index */
2273    
2274     /* let's make sure and doublecheck the parameters */
2275     if (meal->type!=FLESH || !is_dragon_pl(op))
2276     return 0;
2277    
2278     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2279     from the player's inventory */
2280     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2281     if (tmp->type == FORCE) {
2282     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2283     skin = tmp;
2284     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2285     abil = tmp;
2286     }
2287     }
2288    
2289     /* if either skin or ability are missing, this is an old player
2290     which is not to be considered a dragon -> bail out */
2291     if (skin == NULL || abil == NULL) return 0;
2292    
2293     /* now start by filling stomache and health, according to food-value */
2294     if((999 - op->stats.food) < meal->stats.food)
2295     op->stats.hp += (999 - op->stats.food) / 50;
2296     else
2297     op->stats.hp += meal->stats.food/50;
2298     if(op->stats.hp>op->stats.maxhp)
2299     op->stats.hp=op->stats.maxhp;
2300    
2301     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2302    
2303     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2304    
2305     /* on to the interesting part: chances for adding resistance */
2306     for (i=0; i<NROFATTACKS; i++) {
2307     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2308     /* got positive resistance, now calculate improvement chance (0-100) */
2309    
2310     /* this bonus makes resistance increase easier at lower levels */
2311     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2312     if (i == abil->stats.exp)
2313     bonus += 5; /* additional bonus for resistance of ability-focus */
2314    
2315     /* monster bonus increases with level, because high-level
2316     flesh is too rare */
2317     mbonus = op->level * 20. / ((double)settings.max_level);
2318    
2319     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2320     ((double)settings.max_level)) - skin->resist[i];
2321    
2322     if (chance >= 0.)
2323     chance += 1.;
2324     else
2325     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2326    
2327     /* chance is proportional to amount of resistance (max. 50) */
2328     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2329    
2330     /* doubled chance for resistance of ability-focus */
2331     if (i == abil->stats.exp)
2332     chance = MIN(100., chance*2.);
2333    
2334     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2335     if (RANDOM()%10000 < (int)(chance*100)) {
2336     atnr_winner[winners] = i;
2337     winners++;
2338     }
2339    
2340     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2341    
2342     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2343     }
2344     }
2345    
2346     /* inverse totalchance as until now we have the failure-chance */
2347     totalchance = 100 - totalchance*100;
2348     /* print message according to totalchance */
2349     if (totalchance > 50.)
2350     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2351     else if (totalchance > 10.)
2352     sprintf(buf, "The %s tasted very good.", meal->name);
2353     else if (totalchance > 1.)
2354     sprintf(buf, "The %s tasted good.", meal->name);
2355     else if (totalchance > 0.1)
2356     sprintf(buf, "The %s tasted bland.", meal->name);
2357     else if (totalchance >= 0.01)
2358     sprintf(buf, "The %s had a boring taste.", meal->name);
2359     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2360     sprintf(buf, "The %s tasted strange.", meal->name);
2361     else
2362     sprintf(buf, "The %s had no taste.", meal->name);
2363     new_draw_info(NDI_UNIQUE, 0, op, buf);
2364    
2365     /* now choose a winner if we have any */
2366     i = -1;
2367     if (winners>0)
2368     i = atnr_winner[RANDOM()%winners];
2369    
2370     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2371     /* resistance increased! */
2372     skin->resist[i]++;
2373     fix_player(op);
2374    
2375     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2376     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2377     }
2378    
2379     /* if this flesh contains a new ability focus, we mark it
2380     into the ability_force and it will take effect on next level */
2381     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2382     && meal->last_eat != abil->last_eat) {
2383     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2384    
2385     if (meal->last_eat != abil->stats.exp) {
2386     sprintf(buf, "Your metabolism prepares to focus on %s!",
2387     change_resist_msg[meal->last_eat]);
2388     new_draw_info(NDI_UNIQUE, 0, op, buf);
2389     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2390     new_draw_info(NDI_UNIQUE, 0, op, buf);
2391     }
2392     else {
2393     sprintf(buf, "Your metabolism will continue to focus on %s.",
2394     change_resist_msg[meal->last_eat]);
2395     new_draw_info(NDI_UNIQUE, 0, op, buf);
2396     abil->last_eat = 0;
2397     }
2398     }
2399     return 1;
2400     }
2401    
2402     static void apply_savebed (object *pl)
2403     {
2404     #ifndef COZY_SERVER
2405     if(!pl->contr->name_changed||!pl->stats.exp) {
2406     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2407     return;
2408     }
2409     #endif
2410     /* Need to call terminate_all_pets() before we remove the player ob */
2411     terminate_all_pets(pl);
2412     remove_ob(pl);
2413     pl->direction=0;
2414     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2415     "%s leaves the game.",pl->name);
2416    
2417     /* update respawn position */
2418     strcpy(pl->contr->savebed_map, pl->map->path);
2419     pl->contr->bed_x = pl->x;
2420     pl->contr->bed_y = pl->y;
2421    
2422     strcpy(pl->contr->killer,"left");
2423     check_score(pl); /* Always check score */
2424     (void)save_player(pl,0);
2425     pl->map->players--;
2426     #if MAP_MAXTIMEOUT
2427     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2428     #endif
2429     play_again(pl);
2430     pl->speed = 0;
2431     update_ob_speed(pl);
2432     }
2433    
2434     /**
2435     * Handles applying an improve armor scroll.
2436     * Does some sanity checks, then calls improve_armour.
2437     */
2438     static void apply_armour_improver (object *op, object *tmp)
2439     {
2440     object *armor;
2441    
2442     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2443     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2444     return;
2445     }
2446     armor=find_marked_object(op);
2447     if ( ! armor) {
2448     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2449     return;
2450     }
2451     if (armor->type != ARMOUR
2452     && armor->type != CLOAK
2453     && armor->type != BOOTS && armor->type != GLOVES
2454     && armor->type != BRACERS && armor->type != SHIELD
2455     && armor->type != HELMET)
2456     {
2457     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2458     return;
2459     }
2460    
2461     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2462     improve_armour(op,tmp,armor);
2463     }
2464    
2465    
2466     extern void apply_poison (object *op, object *tmp)
2467     {
2468     if (op->type == PLAYER) {
2469     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2470     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2471     strcpy(op->contr->killer,"poisonous booze");
2472     }
2473     if (tmp->stats.hp > 0) {
2474     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2475     tmp->stats.hp);
2476     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2477     }
2478     op->stats.food-=op->stats.food/4;
2479     handle_apply_yield(tmp);
2480     decrease_ob(tmp);
2481     }
2482    
2483     /**
2484     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2485     * A valid 2 way exit means:
2486     * -You can come back (there is another exit at the other side)
2487     * -You are
2488     * ° the owner of the exit
2489     * ° or in the same party as the owner
2490     *
2491     * Note: a owner in a 2 way exit is saved as the owner's name
2492     * in the field exit->name cause the field exit->owner doesn't
2493     * survive in the swapping (in fact the whole exit doesn't survive).
2494     */
2495     int is_legal_2ways_exit (object* op, object *exit)
2496     {
2497     object * tmp;
2498     object * exit_owner;
2499     player * pp;
2500     mapstruct * exitmap;
2501     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2502     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2503     /* To know if an exit has a correspondant, we look at
2504     * all the exits in destination and try to find one with same path as
2505     * the current exit's position */
2506     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2507     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2508     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2509     if (exitmap)
2510     {
2511     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2512     if (!tmp) return 0;
2513     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2514     {
2515     if (tmp->type!=EXIT) continue; /*Not an exit*/
2516     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2517     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2518     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2519    
2520     /* From here we have found the exit is valid. However we do
2521     * here the check of the exit owner. It is important for the
2522     * town portals to prevent strangers from visiting your appartments
2523     */
2524     if (!exit->race) return 1; /*No owner, free for all!*/
2525     exit_owner=NULL;
2526     for (pp=first_player;pp;pp=pp->next)
2527     {
2528     if (!pp->ob) continue;
2529     if (pp->ob->name!=exit->race) continue;
2530     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2531     break;
2532     }
2533     if (!exit_owner) return 0; /* No more owner*/
2534     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2535     if ( exit_owner && /*There is a owner*/
2536     (op->contr) && /*A player tries to pass */
2537     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2538     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2539     return 0;
2540     return 1;
2541     }
2542     }
2543     return 0;
2544     }
2545    
2546    
2547     /**
2548     * Main apply handler.
2549     *
2550     * Checks for unpaid items before applying.
2551     *
2552     * Return value:
2553     * 0: player or monster can't apply objects of that type
2554     * 1: has been applied, or there was an error applying the object
2555     * 2: objects of that type can't be applied if not in inventory
2556     *
2557     * op is the object that is causing object to be applied, tmp is the object
2558     * being applied.
2559     *
2560     * aflag is special (always apply/unapply) flags. Nothing is done with
2561     * them in this function - they are passed to apply_special
2562     */
2563    
2564     int manual_apply (object *op, object *tmp, int aflag)
2565     {
2566     if (tmp->head) tmp=tmp->head;
2567    
2568     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2569     if (op->type == PLAYER) {
2570     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2571     return 1;
2572     } else {
2573     return 0; /* monsters just skip unpaid items */
2574     }
2575     }
2576    
2577    
2578     /* Lauwenmark: Handle for plugin apply event */
2579     if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2580     return 1;
2581    
2582     switch (tmp->type) {
2583    
2584     case TRANSPORT:
2585     return apply_transport(op, tmp, aflag);
2586    
2587     case CF_HANDLE:
2588     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2589     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2590     tmp->value=tmp->value?0:1;
2591     SET_ANIMATION(tmp, tmp->value);
2592     update_object(tmp,UP_OBJ_FACE);
2593     push_button(tmp);
2594     return 1;
2595    
2596     case TRIGGER:
2597     if (check_trigger (tmp, op)) {
2598     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2599     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2600     } else {
2601     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2602     }
2603     return 1;
2604    
2605     case EXIT:
2606     if (op->type != PLAYER)
2607     return 0;
2608     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2609     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2610     query_name(tmp));
2611     } else {
2612     /* Don't display messages for random maps. */
2613     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2614     strncmp(EXIT_PATH(tmp), "/random/", 8))
2615     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2616     enter_exit(op,tmp);
2617     }
2618     return 1;
2619    
2620     case SIGN:
2621     apply_sign (op, tmp, 0);
2622     return 1;
2623    
2624     case BOOK:
2625     if (op->type == PLAYER) {
2626     apply_book (op, tmp);
2627     return 1;
2628     } else {
2629     return 0;
2630     }
2631    
2632     case SKILLSCROLL:
2633     if (op->type == PLAYER) {
2634     apply_skillscroll (op, tmp);
2635     return 1;
2636     }
2637     return 0;
2638    
2639     case SPELLBOOK:
2640     if (op->type == PLAYER) {
2641     apply_spellbook (op, tmp);
2642     return 1;
2643     }
2644     return 0;
2645    
2646     case SCROLL:
2647     apply_scroll (op, tmp, 0);
2648     return 1;
2649    
2650     case POTION:
2651     (void) apply_potion(op, tmp);
2652     return 1;
2653    
2654     /* Eneq(@csd.uu.se): Handle apply on containers. */
2655     case CLOSE_CON:
2656     if (op->type==PLAYER)
2657     (void) esrv_apply_container (op, tmp->env);
2658     else
2659     (void) apply_container (op, tmp->env);
2660     return 1;
2661    
2662     case CONTAINER:
2663     if (op->type==PLAYER)
2664     (void) esrv_apply_container (op, tmp);
2665     else
2666     (void) apply_container (op, tmp);
2667     return 1;
2668    
2669     case TREASURE:
2670     if (op->type == PLAYER) {
2671     apply_treasure (op, tmp);
2672     return 1;
2673     } else {
2674     return 0;
2675     }
2676    
2677     case WEAPON:
2678     case ARMOUR:
2679     case BOOTS:
2680     case GLOVES:
2681     case AMULET:
2682     case GIRDLE:
2683     case BRACERS:
2684     case SHIELD:
2685     case HELMET:
2686     case RING:
2687     case CLOAK:
2688     case WAND:
2689     case ROD:
2690     case HORN:
2691     case SKILL:
2692     case BOW:
2693     case LAMP:
2694     case BUILDER:
2695     case SKILL_TOOL:
2696     if (tmp->env != op)
2697     return 2; /* not in inventory */
2698     (void) apply_special (op, tmp, aflag);
2699     return 1;
2700    
2701     case DRINK:
2702     case FOOD:
2703     case FLESH:
2704     apply_food (op, tmp);
2705     return 1;
2706    
2707     case POISON:
2708     apply_poison (op, tmp);
2709     return 1;
2710    
2711     case SAVEBED:
2712     if (op->type == PLAYER) {
2713     apply_savebed (op);
2714     return 1;
2715     } else {
2716     return 0;
2717     }
2718    
2719     case ARMOUR_IMPROVER:
2720     if (op->type == PLAYER) {
2721     apply_armour_improver (op, tmp);
2722     return 1;
2723     } else {
2724     return 0;
2725     }
2726    
2727     case WEAPON_IMPROVER:
2728     (void) check_improve_weapon(op, tmp);
2729     return 1;
2730    
2731     case CLOCK:
2732     if (op->type == PLAYER) {
2733     char buf[MAX_BUF];
2734     timeofday_t tod;
2735    
2736     get_tod(&tod);
2737     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2738     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2739     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2740     ((tod.hour >= 14) ? "pm" : "am"));
2741     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2742     new_draw_info(NDI_UNIQUE, 0,op, buf);
2743     return 1;
2744     } else {
2745     return 0;
2746     }
2747    
2748     case MENU:
2749     if (op->type == PLAYER) {
2750     shop_listing (op);
2751     return 1;
2752     } else {
2753     return 0;
2754     }
2755    
2756     case POWER_CRYSTAL:
2757     apply_power_crystal(op,tmp); /* see egoitem.c */
2758     return 1;
2759    
2760     case LIGHTER: /* for lighting torches/lanterns/etc */
2761     if (op->type == PLAYER) {
2762     apply_lighter(op,tmp);
2763     return 1;
2764     } else {
2765     return 0;
2766     }
2767    
2768     case ITEM_TRANSFORMER:
2769     apply_item_transformer( op, tmp );
2770     return 1;
2771    
2772     default:
2773     return 0;
2774     }
2775     }
2776    
2777    
2778     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2779     * messages as needed by player_apply_below(). But there can still be
2780     * "but you are floating high above the ground" messages.
2781     *
2782     * Same return value as apply() function.
2783     */
2784     int player_apply (object *pl, object *op, int aflag, int quiet)
2785     {
2786     int tmp;
2787    
2788     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2789     /* player is flying and applying object not in inventory */
2790     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2791     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2792     "above the ground!");
2793     return 0;
2794     }
2795     }
2796    
2797     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2798     * applied.
2799     */
2800     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2801     {
2802     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2803     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2804     "of smoke!");
2805     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2806     remove_ob (op);
2807     free_object (op);
2808     return 1;
2809     }
2810    
2811     pl->contr->last_used = op;
2812     pl->contr->last_used_id = op->count;
2813    
2814     tmp = manual_apply (pl, op, aflag);
2815     if ( ! quiet) {
2816     if (tmp == 0)
2817     new_draw_info_format (NDI_UNIQUE, 0, pl,
2818     "I don't know how to apply the %s.",
2819     query_name (op));
2820     else if (tmp == 2)
2821     new_draw_info_format (NDI_UNIQUE, 0, pl,
2822     "You must get it first!\n");
2823     }
2824     return tmp;
2825     }
2826    
2827     /**
2828     * player_apply_below attempts to apply the object 'below' the player.
2829     * If the player has an open container, we use that for below, otherwise
2830     * we use the ground.
2831     */
2832    
2833     void player_apply_below (object *pl)
2834     {
2835     object *tmp, *next;
2836     int floors;
2837    
2838     if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2839     apply_transport(pl, pl->contr->transport, 0);
2840     return;
2841     }
2842    
2843     /* If using a container, set the starting item to be the top
2844     * item in the container. Otherwise, use the map.
2845     */
2846     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847    
2848     /* This is perhaps more complicated. However, I want to make sure that
2849     * we don't use a corrupt pointer for the next object, so we get the
2850     * next object in the stack before applying. This is can only be a
2851     * problem if player_apply() has a bug in that it uses the object but does
2852     * not return a proper value.
2853     */
2854     for (floors = 0; tmp!=NULL; tmp=next) {
2855     next = tmp->below;
2856     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2857     floors++;
2858     else if (floors > 0)
2859     return; /* process only floor objects after first floor object */
2860    
2861     /* If it is visible, player can apply it. If it is applied by
2862     * person moving on it, also activate. Added code to make it
2863     * so that at least one of players movement types be that which
2864     * the item needs.
2865     */
2866     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2867     if (player_apply (pl, tmp, 0, 1) == 1)
2868     return;
2869     }
2870     if (floors >= 2)
2871     return; /* process at most two floor objects */
2872     }
2873     }
2874    
2875     /**
2876     * Unapplies specified item.
2877     * No check done on cursed/damned.
2878     * Break this out of apply_special - this is just done
2879     * to keep the size of apply_special to a more managable size.
2880     */
2881     static int unapply_special (object *who, object *op, int aflags)
2882     {
2883     object *tmp2;
2884    
2885     CLEAR_FLAG(op, FLAG_APPLIED);
2886     switch(op->type) {
2887     case WEAPON:
2888     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2889    
2890     (void) change_abil (who,op);
2891     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2892     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2893     /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2894     who->current_weapon_script = NULL;
2895     who->current_weapon = NULL;
2896     clear_skill(who);
2897     break;
2898    
2899     case SKILL: /* allows objects to impart skills */
2900     case SKILL_TOOL:
2901     if (op != who->chosen_skill) {
2902     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2903     }
2904     if (who->type==PLAYER) {
2905     if (who->contr->shoottype == range_skill)
2906     who->contr->shoottype = range_none;
2907     if ( ! op->invisible) {
2908     new_draw_info_format (NDI_UNIQUE, 0, who,
2909     "You stop using the %s.", query_name(op));
2910     } else {
2911     new_draw_info_format (NDI_UNIQUE, 0, who,
2912     "You can no longer use the skill: %s.",
2913     op->skill);
2914     }
2915     }
2916     (void) change_abil (who, op);
2917     who->chosen_skill = NULL;
2918     CLEAR_FLAG (who, FLAG_READY_SKILL);
2919     break;
2920    
2921     case ARMOUR:
2922     case HELMET:
2923     case SHIELD:
2924     case RING:
2925     case BOOTS:
2926     case GLOVES:
2927     case AMULET:
2928     case GIRDLE:
2929     case BRACERS:
2930     case CLOAK:
2931     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2932     (void) change_abil (who,op);
2933     break;
2934     case LAMP:
2935     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2936     op->name);
2937     tmp2 = arch_to_object(op->other_arch);
2938     tmp2->x = op->x;
2939     tmp2->y = op->y;
2940     tmp2->map = op->map;
2941     tmp2->below = op->below;
2942     tmp2->above = op->above;
2943     tmp2->stats.food = op->stats.food;
2944     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2945     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2946     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2947     if (who->type == PLAYER)
2948     esrv_del_item(who->contr, (tag_t)op->count);
2949     remove_ob(op);
2950     free_object(op);
2951     insert_ob_in_ob(tmp2, who);
2952     fix_player(who);
2953     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2954     if (who->type == PLAYER) {
2955     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2956     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2957     }
2958     }
2959     if(who->type==PLAYER)
2960     esrv_send_item(who, tmp2);
2961     return 1; /* otherwise, an attempt to drop causes problems */
2962     break;
2963     case BOW:
2964     case WAND:
2965     case ROD:
2966     case HORN:
2967     clear_skill(who);
2968     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2969     if(who->type==PLAYER) {
2970     who->contr->shoottype = range_none;
2971     } else {
2972     if (op->type == BOW)
2973     CLEAR_FLAG (who, FLAG_READY_BOW);
2974     else
2975     CLEAR_FLAG(who, FLAG_READY_RANGE);
2976     }
2977     break;
2978    
2979     case BUILDER:
2980     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2981     who->contr->shoottype = range_none;
2982     who->contr->ranges[ range_builder ] = NULL;
2983     break;
2984    
2985     default:
2986     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2987     break;
2988     }
2989    
2990     fix_player(who);
2991    
2992     if ( ! (aflags & AP_NO_MERGE)) {
2993     object *tmp;
2994    
2995     tag_t del_tag = op->count;
2996     tmp = merge_ob (op, NULL);
2997     if (who->type == PLAYER) {
2998     if (tmp) { /* it was merged */
2999     esrv_del_item (who->contr, del_tag);
3000     op = tmp;
3001     }
3002     esrv_send_item (who, op);
3003     }
3004     }
3005     return 0;
3006     }
3007    
3008     /**
3009     * Returns the object that is using location 'loc'.
3010     * Note that 'start' is the first object to start examing - we
3011     * then go through the below of this. In this way, you can do
3012     * something like:
3013     * tmp = get_item_from_body_location(who->inv, 1);
3014     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3015     * to find the second object that may use this location, etc.
3016     * Returns NULL if no match is found.
3017     * loc is the index into the array we are looking for a match.
3018     * don't return invisible objects unless they are skill objects
3019     * invisible other objects that use
3020     * up body locations can be used as restrictions.
3021     */
3022     object *get_item_from_body_location(object *start, int loc)
3023     {
3024     object *tmp;
3025    
3026     if (!start) return NULL;
3027    
3028     for (tmp=start; tmp; tmp=tmp->below)
3029     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3030     (!tmp->invisible || tmp->type==SKILL)) return tmp;
3031    
3032     return NULL;
3033     }
3034    
3035    
3036    
3037     /**
3038     * 'op' wants to apply an object, but can't because of other equipment.
3039     * This should only be called when it is known
3040     * that there are objects to unapply. This makes pretty heavy
3041     * use of get_item_from_body_location. It makes no intelligent choice
3042     * on objects - rather, the first that is matched is used.
3043     * Returns 0 on success, returns 1 if there is some problem.
3044     * if aflags is AP_PRINT, we instead print out waht to unapply
3045     * instead of doing it. This is a lot less code than having
3046     * another function that does just that.
3047     */
3048     int unapply_for_ob(object *who, object *op, int aflags)
3049     {
3050     int i;
3051     object *tmp=NULL, *last;
3052    
3053     /* If we are applying a shield or weapon, unapply any equipped shield
3054     * or weapons first - only allowed to use one weapon/shield at a time.
3055     */
3056     if (op->type == WEAPON || op->type == SHIELD) {
3057     for (tmp=who->inv; tmp; tmp=tmp->below) {
3058     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3059     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3060     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3061     if (aflags & AP_PRINT)
3062     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3063     else
3064     unapply_special(who, tmp, aflags);
3065     }
3066     else {
3067     /* In this case, we want to try and remove a cursed item.
3068     * While we know it won't work, we want unapply_special to
3069     * at least generate the message.
3070     */
3071     new_draw_info_format(NDI_UNIQUE, 0, who,
3072     "No matter how hard you try, you just can't\nremove %s.",
3073     query_name(tmp));
3074     return 1;
3075     }
3076    
3077     }
3078     }
3079     }
3080    
3081     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3082     /* this used up a slot that we need to free */
3083     if (op->body_info[i]) {
3084     last = who->inv;
3085    
3086     /* We do a while loop - may need to remove several items in order
3087     * to free up enough slots.
3088     */
3089     while ((who->body_used[i] + op->body_info[i]) < 0) {
3090     tmp = get_item_from_body_location(last, i);
3091     if (!tmp) {
3092     #if 0
3093     /* Not a bug - we'll get this if the player has cursed items
3094     * equipped.
3095     */
3096     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3097     i, body_locations[i].save_name, who->name);
3098     #endif
3099     return 1;
3100     }
3101     /* If we are just printing, we don't care about cursed status */
3102     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3103     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3104     if (aflags & AP_PRINT)
3105     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3106     else
3107     unapply_special(who, tmp, aflags);
3108     }
3109     else {
3110     /* Cursed item that we can't unequip - tell the player.
3111     * Note this could be annoying if this is just one of a few,
3112     * so it may not be critical (eg, putting on a ring and you have
3113     * one cursed ring.)
3114     */
3115     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3116     }
3117     last = tmp->below;
3118     }
3119     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3120     * return in the !tmp would have kicked in.
3121     */
3122     } /* if op is using this body location */
3123     } /* for body lcoations */
3124     return 0;
3125     }
3126    
3127     /**
3128     * Checks to see if 'who' can apply object 'op'.
3129     * Returns 0 if apply can be done without anything special.
3130     * Otherwise returns a bitmask - potentially several of these may be
3131     * set, but largely depends on circumstance - in the future, processing
3132     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3133     * is set, do we really are what the other flags may be?)
3134     *
3135     * See include/define.h for detailed description of the meaning of
3136     * these return values.
3137     */
3138     int can_apply_object(object *who, object *op)
3139     {
3140     int i, retval=0;
3141     object *tmp=NULL, *ws=NULL;
3142    
3143     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3144     * 2 weapons, but we don't want to let them do that. So if they are
3145     * trying to equip a weapon or shield, see if they already have one
3146     * in place and store that way.
3147     */
3148     if (op->type == WEAPON || op->type == SHIELD) {
3149     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3150     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3151     retval = CAN_APPLY_UNAPPLY;
3152     ws = tmp;
3153     }
3154     }
3155     }
3156    
3157    
3158     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3159     if (op->body_info[i]) {
3160     /* Item uses more slots than we have */
3161     if (FABS(op->body_info[i]) > who->body_info[i]) {
3162     /* Could return now for efficiently - rest of info below isn'
3163     * really needed.
3164     */
3165     retval |= CAN_APPLY_NEVER;
3166     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3167     /* in this case, equipping this would use more free spots than
3168     * we have.
3169     */
3170     object *tmp1;
3171    
3172    
3173     /* if we have an applied weapon/shield, and unapply it would free
3174     * enough slots to equip the new item, then just set this can
3175     * continue. We don't care about the logic below - if you have
3176     * shield equipped and try to equip another shield, there is only
3177     * one choice. However, the check for the number of body locations
3178     * does take into the account cases where what is being applied
3179     * may be two handed for example.
3180     */
3181     if (ws) {
3182     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3183     retval |= CAN_APPLY_UNAPPLY;
3184     continue;
3185     }
3186     }
3187    
3188     tmp1 = get_item_from_body_location(who->inv, i);
3189     if (!tmp1) {
3190     #if 0
3191     /* This is sort of an error, but happens a lot when old players
3192     * join in with more stuff equipped than they are now allowed.
3193     */
3194     LOG(llevError,"Can't find object using location %d on %s\n",
3195     i, who->name);
3196     #endif
3197     retval |= CAN_APPLY_NEVER;
3198     } else {
3199     /* need to unapply something. However, if this something
3200     * is different than we had found before, it means they need
3201     * to apply multiple objects
3202     */
3203     retval |= CAN_APPLY_UNAPPLY;
3204     if (!tmp) tmp = tmp1;
3205     else if (tmp != tmp1) {
3206     retval |= CAN_APPLY_UNAPPLY_MULT;
3207     }
3208     /* This object isn't using up all the slots, so there must
3209     * be another. If so, and it the new item doesn't need all
3210     * the slots, the player then has a choice.
3211     */
3212     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3213     (FABS(op->body_info[i]) < who->body_info[i]))
3214     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3215    
3216     /* Does unequippint 'tmp1' free up enough slots for this to be
3217     * equipped? If not, there must be something else to unapply.
3218     */
3219     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3220     retval |= CAN_APPLY_UNAPPLY_MULT;
3221    
3222     }
3223     } /* if not enough free slots */
3224     } /* if this object uses location i */
3225     } /* for i -> num_body_locations loop */
3226    
3227     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3228     * really be controlled by use of body locations. We do have
3229     * the weapon/shield checks, and the range checks for monsters,
3230     * because you can't control those just by body location - bows, shields,
3231     * and weapons all use the same slot. Similar for horn/rod/wand - they
3232     * all use the same location.
3233     */
3234     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3235     retval |= CAN_APPLY_RESTRICTION;
3236     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3237     retval |= CAN_APPLY_RESTRICTION;
3238    
3239    
3240     if (who->type != PLAYER) {
3241     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3242     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3243     retval |= CAN_APPLY_RESTRICTION;
3244     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3245     retval |= CAN_APPLY_RESTRICTION;
3246     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3247     retval |= CAN_APPLY_RESTRICTION;
3248     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3249     retval |= CAN_APPLY_RESTRICTION;
3250     }
3251     return retval;
3252     }
3253    
3254    
3255    
3256     /**
3257     * who is the object using the object. It can be a monster.
3258     * op is the object they are using. op is an equipment type item,
3259     * eg, one which you put on and keep on for a while, and not something
3260     * like a potion or scroll.
3261     *
3262     * function returns 1 if the action could not be completed, 0 on
3263     * success. However, success is a matter of meaning - if the
3264     * user passes the 'apply' flag to an object already applied,
3265     * nothing is done, and 0 is returned.
3266     *
3267     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3268     * AP_UNAPPLY=always unapply).
3269     *
3270     * Optional flags:
3271     * AP_NO_MERGE: don't merge an unapplied object with other objects
3272     * AP_IGNORE_CURSE: unapply cursed items
3273     *
3274     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3275     *
3276     * apply_special() doesn't check for unpaid items.
3277     */
3278     int apply_special (object *who, object *op, int aflags)
3279     {
3280     int basic_flag = aflags & AP_BASIC_FLAGS;
3281     object *tmp, *tmp2, *skop=NULL;
3282     int i;
3283    
3284     if(who==NULL) {
3285     LOG(llevError,"apply_special() from object without environment.\n");
3286     return 1;
3287     }
3288    
3289     if(op->env!=who)
3290     return 1; /* op is not in inventory */
3291    
3292     /* trying to unequip op */
3293     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3294     /* always apply, so no reason to unapply */
3295     if (basic_flag == AP_APPLY) return 0;
3296    
3297     if ( ! (aflags & AP_IGNORE_CURSE)
3298     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3299     new_draw_info_format(NDI_UNIQUE, 0, who,
3300     "No matter how hard you try, you just can't\nremove %s.",
3301     query_name(op));
3302     return 1;
3303     }
3304     return unapply_special(who, op, aflags);
3305     }
3306    
3307     if (basic_flag == AP_UNAPPLY) return 0;
3308    
3309     i = can_apply_object(who, op);
3310    
3311     /* Can't just apply this object. Lets see what not and what to do */
3312     if (i) {
3313     if (i & CAN_APPLY_NEVER) {
3314     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3315     return 1;
3316     } else if (i & CAN_APPLY_RESTRICTION) {
3317     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3318     return 1;
3319     }
3320     if (who->type != PLAYER) {
3321     /* Some error, so don't try to equip something more */
3322     if (unapply_for_ob(who, op, aflags)) return 1;
3323     } else {
3324     if (who->contr->unapply == unapply_never ||
3325     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3326     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3327     unapply_for_ob(who, op, AP_PRINT);
3328     return 1;
3329     }
3330     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3331     i = unapply_for_ob(who, op, aflags);
3332     if (i) return 1;
3333     }
3334     }
3335     }
3336     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3337     skop=find_skill_by_name(who, op->skill);
3338     if (!skop) {
3339     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3340     return 1;
3341     } else {
3342     /* While experience will be credited properly, we want to change the
3343     * skill so that the dam and wc get updated
3344     */
3345     change_skill(who, skop, 0);
3346     }
3347     }
3348    
3349     if (who->type == PLAYER && op->item_power &&
3350     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3351     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3352     return 1;
3353     }
3354    
3355    
3356     /* Ok. We are now at the state where we can apply the new object.
3357     * Note that we don't have the checks for can_use_...
3358     * below - that is already taken care of by can_apply_object.
3359     */
3360    
3361    
3362     if(op->nrof > 1)
3363     tmp = get_split_ob(op,op->nrof - 1);
3364     else
3365     tmp = NULL;
3366    
3367     switch(op->type) {
3368     case WEAPON:
3369     if (!check_weapon_power(who, op->last_eat)) {
3370     new_draw_info(NDI_UNIQUE, 0,who,
3371     "That weapon is too powerful for you to use.");
3372     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3373     if(tmp!=NULL)
3374     (void) insert_ob_in_ob(tmp,who);
3375     return 1;
3376     }
3377     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3378     /* if the weapon does not have the name as the character, can't use it. */
3379     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3380     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3381     if(tmp!=NULL)
3382     (void) insert_ob_in_ob(tmp,who);
3383     return 1;
3384     }
3385     SET_FLAG(op, FLAG_APPLIED);
3386    
3387     if (skop) change_skill(who, skop, 1);
3388     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3389     SET_FLAG(who, FLAG_READY_WEAPON);
3390    
3391     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3392    
3393     (void) change_abil (who,op);
3394     /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3395     /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3396     LOG(llevDebug, "Scripting Weapon wielded\n");
3397     if (who->current_weapon_script) free_string(who->current_weapon_script);
3398     who->current_weapon_script=add_string(query_name(op));
3399     }
3400     who->current_weapon = op;*/
3401     break;
3402    
3403     case ARMOUR:
3404     case HELMET:
3405     case SHIELD:
3406     case BOOTS:
3407     case GLOVES:
3408     case GIRDLE:
3409     case BRACERS:
3410     case CLOAK:
3411     case RING:
3412     case AMULET:
3413     SET_FLAG(op, FLAG_APPLIED);
3414     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3415     (void) change_abil (who,op);
3416     break;
3417     case LAMP:
3418     if (op->stats.food < 1) {
3419     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3420     " fuel!", op->name);
3421     return 1;
3422     }
3423     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3424     op->name);
3425     tmp2 = arch_to_object(op->other_arch);
3426     tmp2->stats.food = op->stats.food;
3427     SET_FLAG(tmp2, FLAG_APPLIED);
3428     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3429     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3430     insert_ob_in_ob(tmp2, who);
3431    
3432     /* Remove the old lantern */
3433     if (who->type == PLAYER)
3434     esrv_del_item(who->contr, (tag_t)op->count);
3435     remove_ob(op);
3436     free_object(op);
3437    
3438     /* insert the portion that was split off */
3439     if(tmp!=NULL) {
3440     (void) insert_ob_in_ob(tmp,who);
3441     if(who->type==PLAYER)
3442     esrv_send_item(who, tmp);
3443     }
3444     fix_player(who);
3445     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3446     if (who->type == PLAYER) {
3447     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3448     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3449     }
3450     }
3451     if(who->type==PLAYER)
3452     esrv_send_item(who, tmp2);
3453     return 0;
3454     break;
3455    
3456     /* this part is needed for skill-tools */
3457     case SKILL:
3458     case SKILL_TOOL:
3459     if (who->chosen_skill) {
3460     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3461     return 1;
3462     }
3463     if (who->type == PLAYER) {
3464     who->contr->shoottype = range_skill;
3465     who->contr->ranges[range_skill] = op;
3466     if ( ! op->invisible) {
3467     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3468     query_name (op));
3469     new_draw_info_format (NDI_UNIQUE, 0, who,
3470     "You can now use the skill: %s.",
3471     op->skill);
3472     } else {
3473     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3474     op->skill? op->skill:op->name);
3475     }
3476     }
3477     SET_FLAG (op, FLAG_APPLIED);
3478     (void) change_abil (who, op);
3479     who->chosen_skill = op;
3480     SET_FLAG (who, FLAG_READY_SKILL);
3481     break;
3482    
3483     case BOW:
3484     if (!check_weapon_power(who, op->last_eat)) {
3485     new_draw_info(NDI_UNIQUE, 0, who,
3486     "That item is too powerful for you to use.");
3487     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3488     if(tmp != NULL)
3489     (void)insert_ob_in_ob(tmp,who);
3490     return 1;
3491     }
3492     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3493     new_draw_info(NDI_UNIQUE, 0, who,
3494     "The weapon does not recognize you as its owner.");
3495     if(tmp != NULL)
3496     (void)insert_ob_in_ob(tmp,who);
3497     return 1;
3498     }
3499     /*FALLTHROUGH*/
3500     case WAND:
3501     case ROD:
3502     case HORN:
3503     /* check for skill, alter player status */
3504     SET_FLAG(op, FLAG_APPLIED);
3505     if (skop) change_skill(who, skop, 0);
3506     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3507    
3508     if(who->type==PLAYER) {
3509     if (op->type == BOW) {
3510     (void)change_abil(who, op);
3511     new_draw_info_format (NDI_UNIQUE, 0, who,
3512     "You will now fire %s with %s.",
3513     op->race ? op->race : "nothing", query_name(op));
3514     who->contr->shoottype = range_bow;
3515     } else {
3516     who->contr->shoottype = range_misc;
3517     }
3518     } else {
3519     if (op->type == BOW)
3520     SET_FLAG (who, FLAG_READY_BOW);
3521     else
3522     SET_FLAG (who, FLAG_READY_RANGE);
3523     }
3524     break;
3525    
3526     case BUILDER:
3527     if ( who->contr->ranges[ range_builder ] )
3528     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3529     who->contr->shoottype = range_builder;
3530     who->contr->ranges[ range_builder ] = op;
3531     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3532     break;
3533    
3534     default:
3535     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3536     } /* end of switch op->type */
3537    
3538     SET_FLAG(op, FLAG_APPLIED);
3539    
3540     if(tmp!=NULL)
3541     tmp = insert_ob_in_ob(tmp,who);
3542    
3543     fix_player(who);
3544    
3545     /* We exclude spell casting objects. The fire code will set the
3546     * been applied flag when they are used - until that point,
3547     * you don't know anything about them.
3548     */
3549     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3550     op->type!=ROD)
3551     SET_FLAG(op,FLAG_BEEN_APPLIED);
3552    
3553     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3554     if (who->type == PLAYER) {
3555     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3556     SET_FLAG(op,FLAG_KNOWN_CURSED);
3557     }
3558     }
3559     if(who->type==PLAYER) {
3560     /* if multiple objects were applied, update both slots */
3561     if (tmp)
3562     esrv_send_item(who, tmp);
3563     esrv_send_item(who, op);
3564     }
3565     return 0;
3566     }
3567    
3568    
3569     int monster_apply_special (object *who, object *op, int aflags)
3570     {
3571     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3572     return 1;
3573     return apply_special (who, op, aflags);
3574     }
3575    
3576     /**
3577     * Map was just loaded, handle op's initialisation.
3578     *
3579     * Generates shop floor's item, and treasures.
3580     */
3581     int auto_apply (object *op) {
3582     object *tmp = NULL, *tmp2;
3583     int i;
3584    
3585     switch(op->type) {
3586     case SHOP_FLOOR:
3587     if (!HAS_RANDOM_ITEMS(op)) return 0;
3588     do {
3589     i=10; /* let's give it 10 tries */
3590     while((tmp=generate_treasure(op->randomitems,
3591     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3592     if(tmp==NULL)
3593     return 0;
3594     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3595     free_object(tmp);
3596     tmp = NULL;
3597     }
3598     } while(!tmp);
3599     tmp->x=op->x;
3600     tmp->y=op->y;
3601     SET_FLAG(tmp,FLAG_UNPAID);
3602     insert_ob_in_map(tmp,op->map,NULL,0);
3603     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3604     identify(tmp);
3605     break;
3606    
3607     case TREASURE:
3608     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3609     return 0;
3610     while ((op->stats.hp--)>0)
3611     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3612     op->stats.exp ? (int)op->stats.exp :
3613     op->map == NULL ? 14: op->map->difficulty,0);
3614    
3615     /* If we generated an object and put it in this object inventory,
3616     * move it to the parent object as the current object is about
3617     * to disappear. An example of this item is the random_* stuff
3618     * that is put inside other objects.
3619     */
3620     for (tmp=op->inv; tmp; tmp=tmp2) {
3621     tmp2 = tmp->below;
3622     remove_ob(tmp);
3623     if (op->env) insert_ob_in_ob(tmp, op->env);
3624     else free_object(tmp);
3625     }
3626     remove_ob(op);
3627     free_object(op);
3628     break;
3629     }
3630     return tmp ? 1 : 0;
3631     }
3632    
3633     /**
3634     * fix_auto_apply goes through the entire map (only the first time
3635     * when an original map is loaded) and performs special actions for
3636     * certain objects (most initialization of chests and creation of
3637     * treasures and stuff). Calls auto_apply if appropriate.
3638     */
3639    
3640     void fix_auto_apply(mapstruct *m) {
3641     object *tmp,*above=NULL;
3642     int x,y;
3643    
3644     if(m==NULL) return;
3645    
3646     for(x=0;x<MAP_WIDTH(m);x++)
3647     for(y=0;y<MAP_HEIGHT(m);y++)
3648     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3649     above=tmp->above;
3650    
3651     if (tmp->inv) {
3652     object *invtmp, *invnext;
3653    
3654     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3655     invnext = invtmp->below;
3656    
3657     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3658     auto_apply(invtmp);
3659     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3660     while ((invtmp->stats.hp--)>0)
3661     create_treasure(invtmp->randomitems, invtmp, 0,
3662     m->difficulty,0);
3663     invtmp->randomitems = NULL;
3664     }
3665     else if (invtmp && invtmp->arch &&
3666     invtmp->type!=TREASURE &&
3667     invtmp->type != SPELL &&
3668     invtmp->type != CLASS &&
3669     HAS_RANDOM_ITEMS(invtmp)) {
3670     create_treasure(invtmp->randomitems, invtmp, 0,
3671     m->difficulty,0);
3672     /* Need to clear this so that we never try to create
3673     * treasure again for this object
3674     */
3675     invtmp->randomitems = NULL;
3676     }
3677     }
3678     /* This is really temporary - the code at the bottom will
3679     * also set randomitems to null. The problem is there are bunches
3680     * of maps/players already out there with items that have spells
3681     * which haven't had the randomitems set to null yet.
3682     * MSW 2004-05-13
3683     *
3684     * And if it's a spellbook, it's better to set randomitems to NULL too,
3685     * else you get two spells in the book ^_-
3686     * Ryo 2004-08-16
3687     */
3688     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3689     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3690     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3691     tmp->randomitems = NULL;
3692    
3693     }
3694    
3695     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3696     auto_apply(tmp);
3697     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3698     while ((tmp->stats.hp--)>0)
3699     create_treasure(tmp->randomitems, tmp, 0,
3700     m->difficulty,0);
3701     tmp->randomitems = NULL;
3702     }
3703     else if(tmp->type==TIMED_GATE) {
3704     object *head = tmp->head != NULL ? tmp->head : tmp;
3705     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3706     tmp->speed = 0;
3707     update_ob_speed(tmp);
3708     }
3709     }
3710     /* This function can be called everytime a map is loaded, even when
3711     * swapping back in. As such, we don't want to create the treasure
3712     * over and ove again, so after we generate the treasure, blank out
3713     * randomitems so if it is swapped in again, it won't make anything.
3714     * This is a problem for the above objects, because they have counters
3715     * which say how many times to make the treasure.
3716     */
3717     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3718     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3719     HAS_RANDOM_ITEMS(tmp)) {
3720     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3721     m->difficulty,0);
3722     tmp->randomitems = NULL;
3723     }
3724     }
3725    
3726     for(x=0;x<MAP_WIDTH(m);x++)
3727     for(y=0;y<MAP_HEIGHT(m);y++)
3728     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3729     if (tmp->above &&
3730     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3731     check_trigger (tmp, tmp->above);
3732     }
3733    
3734     /**
3735     * Handles player eating food that temporarily changes status (resistances, stats).
3736     * This used to call cast_change_attr(), but
3737     * that doesn't work with the new spell code. Since we know what
3738     * the food changes, just grab a force and use that instead.
3739     */
3740    
3741     void eat_special_food(object *who, object *food) {
3742     object *force;
3743     int i, did_one=0;
3744     sint8 k;
3745    
3746     force = get_archetype(FORCE_NAME);
3747    
3748     for (i=0; i < NUM_STATS; i++) {
3749     k = get_attr_value(&food->stats, i);
3750     if (k) {
3751     set_attr_value(&force->stats, i, k);
3752     did_one = 1;
3753     }
3754     }
3755    
3756     /* check if we can protect the eater */
3757     for (i=0; i<NROFATTACKS; i++) {
3758     if (food->resist[i]>0) {
3759     force->resist[i] = food->resist[i] / 2;
3760     did_one = 1;
3761     }
3762     }
3763     if (did_one) {
3764     force->speed = 0.1;
3765     update_ob_speed(force);
3766     /* bigger morsel of food = longer effect time */
3767     force->stats.food = food->stats.food / 5;
3768     SET_FLAG(force, FLAG_IS_USED_UP);
3769     SET_FLAG(force, FLAG_APPLIED);
3770     change_abil(who, force);
3771     insert_ob_in_ob(force, who);
3772     } else {
3773     free_object(force);
3774     }
3775    
3776     /* check for hp, sp change */
3777     if(food->stats.hp!=0) {
3778     if(QUERY_FLAG(food, FLAG_CURSED)) {
3779     strcpy(who->contr->killer,food->name);
3780     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3781     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3782     } else {
3783     if(food->stats.hp>0)
3784     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3785     else
3786     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3787     who->stats.hp += food->stats.hp;
3788     }
3789     }
3790     if(food->stats.sp!=0) {
3791     if(QUERY_FLAG(food, FLAG_CURSED)) {
3792     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3793     who->stats.sp -= food->stats.sp;
3794     if(who->stats.sp<0) who->stats.sp=0;
3795     } else {
3796     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3797     who->stats.sp += food->stats.sp;
3798     /* place limit on max sp from food? */
3799     }
3800     }
3801     fix_player(who);
3802     }
3803    
3804    
3805     /**
3806     * Designed primarily to light torches/lanterns/etc.
3807     * Also burns up burnable material too. First object in the inventory is
3808     * the selected object to "burn". -b.t.
3809     */
3810    
3811     void apply_lighter(object *who, object *lighter) {
3812     object *item;
3813     int is_player_env=0;
3814     uint32 nrof;
3815     tag_t count;
3816     char item_name[MAX_BUF];
3817    
3818     item=find_marked_object(who);
3819     if(item) {
3820     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3821     /* Split multiple lighters if they're being used up. Otherwise *
3822     * one charge from each would be used up. --DAMN */
3823     if(lighter->nrof > 1) {
3824     object *oneLighter = get_object();
3825     copy_object(lighter, oneLighter);
3826     lighter->nrof -= 1;
3827     oneLighter->nrof = 1;
3828     oneLighter->stats.food--;
3829     esrv_send_item(who, lighter);
3830     oneLighter=insert_ob_in_ob(oneLighter, who);
3831     esrv_send_item(who, oneLighter);
3832     } else {
3833     lighter->stats.food--;
3834     }
3835    
3836     } else if(lighter->last_eat) { /* no charges left in lighter */
3837     new_draw_info_format(NDI_UNIQUE, 0,who,
3838     "You attempt to light the %s with a used up %s.",
3839     item->name, lighter->name);
3840     return;
3841     }
3842     /* Perhaps we should split what we are trying to light on fire?
3843     * I can't see many times when you would want to light multiple
3844     * objects at once.
3845     */
3846     nrof=item->nrof;
3847     count=item->count;
3848     /* If the item is destroyed, we don't have a valid pointer to the
3849     * name object, so make a copy so the message we print out makes
3850     * some sense.
3851     */
3852     strcpy(item_name, item->name);
3853     if (who == is_player_inv(item)) is_player_env=1;
3854    
3855     save_throw_object(item,AT_FIRE,who);
3856     /* Change to check count and not freed, since the object pointer
3857     * may have gotten recycled
3858     */
3859     if ((nrof != item->nrof ) || (count != item->count)) {
3860     new_draw_info_format(NDI_UNIQUE, 0,who,
3861     "You light the %s with the %s.",item_name,lighter->name);
3862     /* Need to update the player so that the players glow radius
3863     * gets changed.
3864     */
3865     if (is_player_env) fix_player(who);
3866     } else {
3867     new_draw_info_format(NDI_UNIQUE, 0,who,
3868     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3869     }
3870    
3871     } else /* nothing to light */
3872     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3873    
3874     }
3875    
3876     /**
3877     * op made some mistake with a scroll, this takes care of punishment.
3878     * scroll_failure()- hacked directly from spell_failure
3879     */
3880     void scroll_failure(object *op, int failure, int power)
3881     {
3882     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3883    
3884     if(failure<= -1&&failure > -15) {/* wonder */
3885     object *tmp;
3886    
3887     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3888     tmp=get_archetype(SPELL_WONDER);
3889     cast_wonder(op, op, 0, tmp);
3890     free_object(tmp);
3891     } else if (failure <= -15&&failure > -35) {/* drain mana */
3892     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3893     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3894     if(op->stats.sp<0) op->stats.sp = 0;
3895     } else if (settings.spell_failure_effects == TRUE) {
3896     if (failure <= -35&&failure > -60) { /* confusion */
3897     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3898     confuse_player(op,op,power);
3899     } else if (failure <= -60&&failure> -70) {/* paralysis */
3900     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3901     "you!");
3902     paralyze_player(op,op,power);
3903     } else if (failure <= -70&&failure> -80) {/* blind */
3904     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3905     blind_player(op,op,power);
3906     } else if (failure <= -80) {/* blast the immediate area */
3907     object *tmp;
3908     tmp=get_archetype(LOOSE_MANA);
3909     cast_magic_storm(op,tmp, power);
3910     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3911     free_object(tmp);
3912     }
3913     }
3914     }
3915    
3916     void apply_changes_to_player(object *pl, object *change) {
3917     int excess_stat=0; /* if the stat goes over the maximum
3918     for the race, put the excess stat some
3919     where else. */
3920    
3921     switch (change->type) {
3922     case CLASS: {
3923     living *stats = &(pl->contr->orig_stats);
3924     living *ns = &(change->stats);
3925     object *walk;
3926     int flag_change_face=1;
3927    
3928     /* the following code assigns stats up to the stat max
3929     * for the race, and if the stat max is exceeded,
3930     * tries to randomly reassign the excess stat
3931     */
3932     int i,j;
3933     for(i=0;i<NUM_STATS;i++) {
3934     sint8 stat=get_attr_value(stats,i);
3935     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3936     stat += get_attr_value(ns,i);
3937     if(stat > 20 + race_bonus) {
3938     excess_stat++;
3939     stat = 20+race_bonus;
3940     }
3941     set_attr_value(stats,i,stat);
3942     }
3943    
3944     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3945     int i = rndm(0, 6);
3946     int stat=get_attr_value(stats,i);
3947     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3948     if(i==CHA) continue; /* exclude cha from this */
3949     if( stat < 20 + race_bonus) {
3950     change_attr_value(stats,i,1);
3951     excess_stat--;
3952     }
3953     }
3954    
3955     /* insert the randomitems from the change's treasurelist into
3956     * the player ref: player.c
3957     */
3958     if(change->randomitems!=NULL)
3959     give_initial_items(pl,change->randomitems);
3960    
3961    
3962     /* set up the face, for some races. */
3963    
3964     /* first, look for the force object banning
3965     * changing the face. Certain races never change face with class.
3966     */
3967     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3968     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3969    
3970     if(flag_change_face) {
3971     pl->animation_id = GET_ANIM_ID(change);
3972     pl->face = change->face;
3973    
3974     if(QUERY_FLAG(change,FLAG_ANIMATE))
3975     SET_FLAG(pl,FLAG_ANIMATE);
3976     else
3977     CLEAR_FLAG(pl,FLAG_ANIMATE);
3978     }
3979    
3980     /* check the special case of can't use weapons */
3981     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3982     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3983    
3984     break;
3985     }
3986     }
3987     }
3988    
3989     /**
3990     * This handles items of type 'transformer'.
3991     * Basically those items, used with a marked item, transform both items into something
3992     * else.
3993     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3994     * Change information is contained in the 'slaying' field of the marked item.
3995     * The format is as follow: transformer:[number ]yield[;transformer:...].
3996     * This way an item can be transformed in many things, and/or many objects.
3997     * The 'slaying' field for transformer is used as verb for the action.
3998     */
3999     void apply_item_transformer( object* pl, object* transformer )
4000     {
4001     object* marked;
4002     object* new_item;
4003     char* find;
4004     char* separator;
4005     int yield;
4006     char got[ MAX_BUF ];
4007     int len;
4008    
4009     if ( !pl || !transformer )
4010     return;
4011     marked = find_marked_object( pl );
4012     if ( !marked )
4013     {
4014     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4015     return;
4016     }
4017     if ( !marked->slaying )
4018     {
4019     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4020     return;
4021     }
4022     /* check whether they are compatible or not */
4023     find = strstr( marked->slaying, transformer->arch->name );
4024     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4025     {
4026     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4027     return;
4028     }
4029     find += strlen( transformer->arch->name ) + 1;
4030     /* Item can be used, now find how many and what it yields */
4031     if ( isdigit( *( find ) ) )
4032     {
4033     yield = atoi( find );
4034     if ( yield < 1 )
4035     {
4036     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4037     yield = 1;
4038     }
4039     }
4040     else
4041     yield = 1;
4042    
4043     while ( isdigit( *find ) )
4044     find++;
4045     while ( *find == ' ' )
4046     find++;
4047     memset( got, 0, MAX_BUF );
4048     if ( (separator = strchr( find, ';' ))!=NULL)
4049     {
4050     len = separator - find;
4051     }
4052     else
4053     {
4054     len = strlen(find);
4055     }
4056     if ( len > MAX_BUF-1)
4057     len = MAX_BUF-1;
4058     strcpy( got, find );
4059     got[len] = '\0';
4060    
4061     /* Now create new item, remove used ones when required. */
4062     new_item = get_archetype( got );
4063     if ( !new_item )
4064     {
4065     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4066     return;
4067     }
4068     new_item->nrof = yield;
4069     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4070     insert_ob_in_ob( new_item, pl );
4071     esrv_send_inventory( pl, pl );
4072     /* Eat up one item */
4073     decrease_ob_nr( marked, 1 );
4074     /* Eat one transformer if needed */
4075     if ( transformer->stats.food )
4076     if ( --transformer->stats.food == 0 )
4077     decrease_ob_nr( transformer, 1 );
4078     }