ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.c
Revision: 1.6
Committed: Sun May 7 09:10:28 2006 UTC (18 years, 1 month ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -1 lines
Log Message:
Fixed bug with unapplying through applying other item.

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_apply_c =
3 elmex 1.3 * "$Id$";
4 root 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 elmex 1.3 /* 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 root 1.1 /**
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     int apply_potion(object *op, object *tmp)
337     {
338     int got_one=0,i;
339     object *force;
340    
341     if(op->type==PLAYER) {
342     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
343     identify(tmp);
344     }
345    
346     handle_apply_yield(tmp);
347    
348     /* Potion of restoration - only for players */
349     if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) {
350     object *depl;
351     archetype *at;
352    
353     if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
354     drain_stat(op);
355     fix_player(op);
356     decrease_ob(tmp);
357     return 1;
358     }
359     if ((at = find_archetype(ARCH_DEPLETION))==NULL) {
360     LOG(llevError,"Could not find archetype depletion\n");
361     return 0;
362     }
363     depl = present_arch_in_ob(at, op);
364     if (depl!=NULL) {
365     for (i = 0; i < NUM_STATS; i++)
366     if (get_attr_value(&depl->stats, i)) {
367     new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]);
368     }
369     remove_ob(depl);
370     free_object(depl);
371     fix_player(op);
372     }
373     else
374     new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect.");
375    
376     decrease_ob(tmp);
377     return 1;
378     }
379    
380     /* improvement potion - only for players */
381     if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) {
382    
383     for(i=1;i<MIN(11,op->level);i++) {
384     if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) {
385     if (op->contr->levhp[i]!=1) {
386     op->contr->levhp[i]=1;
387     break;
388     }
389     if (op->contr->levsp[i]!=1) {
390     op->contr->levsp[i]=1;
391     break;
392     }
393     if (op->contr->levgrace[i]!=1) {
394     op->contr->levgrace[i]=1;
395     break;
396     }
397     }
398     else {
399     if(op->contr->levhp[i]<9) {
400     op->contr->levhp[i]=9;
401     break;
402     }
403     if(op->contr->levsp[i]<6) {
404     op->contr->levsp[i]=6;
405     break;
406     }
407     if(op->contr->levgrace[i]<3) {
408     op->contr->levgrace[i]=3;
409     break;
410     }
411     }
412     }
413     /* Just makes checking easier */
414     if (i<MIN(11, op->level)) got_one=1;
415     if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) {
416     if (got_one) {
417     fix_player(op);
418     new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you");
419     new_draw_info(NDI_UNIQUE,0,op,"a little more in their image.");
420     new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect.");
421     }
422     else
423     new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424     }
425     else { /* cursed potion */
426     if (got_one) {
427     fix_player(op);
428     new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429     }
430     else
431     new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432     }
433     decrease_ob(tmp);
434     return 1;
435     }
436    
437    
438     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439     * and heroism all fit into this category. Given the spell object code,
440     * there is no limit to the number of spells that potions can be cast,
441     * but direction is problematic to try and imbue fireball potions for example.
442     */
443     if (tmp->inv) {
444     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
445     object *fball;
446    
447     new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!");
448     /* Explodes a fireball centered at player */
449     fball = get_archetype(EXPLODING_FIREBALL);
450     fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1;
451     fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2;
452     fball->x = op->x;
453     fball->y = op->y;
454     insert_ob_in_map(fball, op->map, NULL, 0);
455     } else
456     cast_spell(op,tmp, op->facing, tmp->inv, NULL);
457    
458     decrease_ob(tmp);
459     /* if youre dead, no point in doing this... */
460     if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op);
461     return 1;
462     }
463    
464     /* Deal with protection potions */
465     force=NULL;
466     for (i=0; i<NROFATTACKS; i++) {
467     if (tmp->resist[i]) {
468     if (!force) force=get_archetype(FORCE_NAME);
469     memcpy(force->resist, tmp->resist, sizeof(tmp->resist));
470     force->type=POTION_EFFECT;
471     break; /* Only need to find one protection since we copy entire batch */
472     }
473     }
474     /* This is a protection potion */
475     if (force) {
476     /* cursed items last longer */
477     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
478     force->stats.food*=10;
479     for (i=0; i<NROFATTACKS; i++)
480     if (force->resist[i] > 0)
481     force->resist[i] = -force->resist[i]; /* prot => vuln */
482     }
483     force->speed_left= -1;
484     force = insert_ob_in_ob(force,op);
485     CLEAR_FLAG(tmp, FLAG_APPLIED);
486     SET_FLAG(force,FLAG_APPLIED);
487     change_abil(op,force);
488     decrease_ob(tmp);
489     return 1;
490     }
491    
492     /* Only thing left are the stat potions */
493     if(op->type==PLAYER) { /* only for players */
494     if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0)
495     CLEAR_FLAG(tmp, FLAG_APPLIED);
496     else
497     SET_FLAG(tmp, FLAG_APPLIED);
498     if(!change_abil(op,tmp))
499     new_draw_info(NDI_UNIQUE,0,op,"Nothing happened.");
500     }
501    
502     /* CLEAR_FLAG is so that if the character has other potions
503     * that were grouped with the one consumed, his
504     * stat will not be raised by them. fix_player just clears
505     * up all the stats.
506     */
507     CLEAR_FLAG(tmp, FLAG_APPLIED);
508     fix_player(op);
509     decrease_ob(tmp);
510     return 1;
511     }
512    
513     /****************************************************************************
514     * Weapon improvement code follows
515     ****************************************************************************/
516    
517     /**
518     * This returns the sum of nrof of item (arch name).
519     */
520 elmex 1.3 static int check_item(object *op, const char *item)
521 root 1.1 {
522     int count=0;
523    
524    
525     if (item==NULL) return 0;
526     op=op->below;
527     while(op!=NULL) {
528     if (strcmp(op->arch->name,item)==0){
529     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530     /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
531     {
532     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
533     count++;
534     else
535     count += op->nrof;
536     }
537     }
538     op=op->below;
539     }
540     return count;
541     }
542    
543     /**
544     * This removes 'nrof' of what item->slaying says to remove.
545     * op is typically the player, which is only
546     * really used to determine what space to look at.
547     * Modified to only eat 'nrof' of objects.
548     */
549     static void eat_item(object *op,const char *item, uint32 nrof)
550     {
551     object *prev;
552    
553     prev = op;
554     op=op->below;
555    
556     while(op!=NULL) {
557     if (strcmp(op->arch->name,item)==0) {
558     if (op->nrof >= nrof) {
559     decrease_ob_nr(op,nrof);
560     return;
561     } else {
562     decrease_ob_nr(op,op->nrof);
563     nrof -= op->nrof;
564     }
565     op=prev;
566     }
567     prev = op;
568     op=op->below;
569     }
570     }
571    
572     /**
573     * This checks to see of the player (who) is sufficient level to use a weapon
574     * with improvs improvements (typically last_eat). We take an int here
575     * instead of the object so that the improvement code can pass along the
576     * increased value to see if the object is usuable.
577     * we return 1 (true) if the player can use the weapon.
578     */
579 elmex 1.3 static int check_weapon_power(const object *who, int improvs)
580 root 1.1 {
581     /* Old code is below (commented out). Basically, since weapons are the only
582     * object players really have any control to improve, it's a bit harsh to
583     * require high level in some combat skill, so we just use overall level.
584     */
585     #if 1
586     if (((who->level/5)+5) >= improvs) return 1;
587     else return 0;
588    
589     #else
590     int level=0;
591    
592     /* The skill system hands out wc and dam bonuses to fighters
593     * more generously than the old system (see fix_player). Thus
594     * we need to curtail the power of player enchanted weapons.
595     * I changed this to 1 improvement per "fighter" level/5 -b.t.
596     * Note: Nothing should break by allowing this ratio to be different or
597     * using normal level - it is just a matter of play balance.
598     */
599     if(who->type==PLAYER) {
600     object *wc_obj=NULL;
601    
602     for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
603     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
604     level = wc_obj->level;
605    
606     if (!level ) {
607     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
608     level = who->level;
609     }
610     }
611     else
612     level=who->level;
613    
614     return (improvs <= ((level/5)+5));
615     #endif
616     }
617    
618     /**
619     * Returns how many items of type improver->slaying there are under op.
620     * Will display a message if none found, and 1 if improver->slaying is NULL.
621     */
622 elmex 1.3 static int check_sacrifice(object *op, const object *improver)
623 root 1.1 {
624     int count=0;
625    
626     if (improver->slaying!=NULL) {
627     count = check_item(op,improver->slaying);
628     if (count<1) {
629     char buf[200];
630     sprintf(buf,"The gods want more %ss",improver->slaying);
631     new_draw_info(NDI_UNIQUE,0,op,buf);
632     return 0;
633     }
634     }
635     else
636     count=1;
637    
638     return count;
639     }
640    
641     /**
642     * Actually improves the weapon, and tells user.
643     */
644     int improve_weapon_stat(object *op,object *improver,object *weapon,
645     signed char *stat,int sacrifice_count,const char *statname)
646     {
647    
648     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
649     *stat += sacrifice_count;
650     weapon->last_eat++;
651     new_draw_info_format(NDI_UNIQUE,0,op,
652     "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653     decrease_ob(improver);
654    
655     /* So it updates the players stats and the window */
656     fix_player(op);
657     return 1;
658     }
659    
660     /* Types of improvements, hidden in the sp field. */
661     #define IMPROVE_PREPARE 1
662     #define IMPROVE_DAMAGE 2
663     #define IMPROVE_WEIGHT 3
664     #define IMPROVE_ENCHANT 4
665     #define IMPROVE_STR 5
666     #define IMPROVE_DEX 6
667     #define IMPROVE_CON 7
668     #define IMPROVE_WIS 8
669     #define IMPROVE_CHA 9
670     #define IMPROVE_INT 10
671     #define IMPROVE_POW 11
672    
673    
674     /**
675     * This does the prepare weapon scroll.
676     * Checks for sacrifice, and so on.
677     */
678    
679     int prepare_weapon(object *op, object *improver, object *weapon)
680     {
681     int sacrifice_count,i;
682     char buf[MAX_BUF];
683    
684     if (weapon->level!=0) {
685     new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
686     return 0;
687     }
688     for (i=0; i<NROFATTACKS; i++)
689     if (weapon->resist[i]) break;
690    
691     /* If we break out, i will be less than nrofattacks, preventing
692     * improvement of items that already have protections.
693     */
694     if (i<NROFATTACKS ||
695     weapon->stats.hp || /* regeneration */
696     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697     weapon->stats.exp || /* speed */
698     weapon->stats.ac) /* AC - only taifu's I think */
699     {
700     new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
701     return 0;
702     }
703     sacrifice_count=check_sacrifice(op,improver);
704     if (sacrifice_count<=0)
705     return 0;
706     weapon->level=isqrt(sacrifice_count);
707     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
708     eat_item(op, improver->slaying, sacrifice_count);
709    
710     new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
711     weapon->name,weapon->level);
712    
713     sprintf(buf,"%s's %s",op->name,weapon->name);
714     FREE_AND_COPY(weapon->name, buf);
715     FREE_AND_COPY(weapon->name_pl, buf);
716     weapon->nrof=0; /* prevents preparing n weapons in the same
717     slot at once! */
718     decrease_ob(improver);
719     weapon->last_eat=0;
720     return 1;
721     }
722    
723    
724     /**
725     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
726     * This is the new improve weapon code.
727     * Returns 0 if it was not able to work for some reason.
728     *
729     * Checks if weapon was prepared, if enough potions on the floor, ...
730     *
731     * We are hiding extra information about the weapon in the level and
732     * last_eat numbers for an object. Hopefully this won't break anything ??
733     * level == max improve last_eat == current improve
734     */
735     int improve_weapon(object *op,object *improver,object *weapon)
736     {
737     int sacrifice_count, sacrifice_needed=0;
738    
739     if(improver->stats.sp==IMPROVE_PREPARE) {
740     return prepare_weapon(op, improver, weapon);
741     }
742     if (weapon->level==0) {
743     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
744     return 0;
745     }
746     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
747     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
748     return 0;
749     }
750     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
751     !check_weapon_power(op, weapon->last_eat+1)) {
752     new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
753     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
754     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
755     return 0;
756     }
757     /* This just increases damage by 5 points, no matter what. No sacrifice
758     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759     * don't put any maximum value on damage - the limit is how much the
760     * weapon can be improved.
761     */
762     if (improver->stats.sp==IMPROVE_DAMAGE) {
763     weapon->stats.dam += 5;
764     weapon->weight += 5000; /* 5 KG's */
765     new_draw_info_format(NDI_UNIQUE, 0, op,
766     "Damage has been increased by 5 to %d", weapon->stats.dam);
767     weapon->last_eat++;
768    
769     weapon->item_power++;
770     decrease_ob(improver);
771     return 1;
772     }
773     if (improver->stats.sp == IMPROVE_WEIGHT) {
774     /* Reduce weight by 20% */
775     weapon->weight = (weapon->weight * 8)/10;
776     if (weapon->weight < 1) weapon->weight = 1;
777     new_draw_info_format(NDI_UNIQUE, 0, op,
778     "Weapon weight reduced to %6.1f kg",
779     (float)weapon->weight/1000.0);
780     weapon->last_eat++;
781     weapon->item_power++;
782     decrease_ob(improver);
783     return 1;
784     }
785     if (improver->stats.sp == IMPROVE_ENCHANT) {
786     weapon->magic++;
787     weapon->last_eat++;
788     new_draw_info_format(NDI_UNIQUE, 0, op
789     ,"Weapon magic increased to %d",weapon->magic);
790     decrease_ob(improver);
791     weapon->item_power++;
792     return 1;
793     }
794    
795     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
796     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
797     weapon->stats.Wis;
798    
799     if (sacrifice_needed<1)
800     sacrifice_needed =1;
801     sacrifice_needed *=2;
802    
803     sacrifice_count = check_sacrifice(op,improver);
804     if (sacrifice_count < sacrifice_needed) {
805     new_draw_info_format(NDI_UNIQUE, 0, op,
806     "You need at least %d %s", sacrifice_needed, improver->slaying);
807     return 0;
808     }
809     eat_item(op,improver->slaying, sacrifice_needed);
810     weapon->item_power++;
811    
812     switch (improver->stats.sp) {
813     case IMPROVE_STR:
814     return improve_weapon_stat(op,improver,weapon,
815     (signed char *) &(weapon->stats.Str),
816 elmex 1.3 1, "strength");
817 root 1.1 case IMPROVE_DEX:
818     return improve_weapon_stat(op,improver,weapon,
819     (signed char *) &(weapon->stats.Dex),
820 elmex 1.3 1, "dexterity");
821 root 1.1 case IMPROVE_CON:
822     return improve_weapon_stat(op,improver,weapon,
823     (signed char *) &(weapon->stats.Con),
824 elmex 1.3 1, "constitution");
825 root 1.1 case IMPROVE_WIS:
826     return improve_weapon_stat(op,improver,weapon,
827     (signed char *) &(weapon->stats.Wis),
828 elmex 1.3 1, "wisdom");
829 root 1.1 case IMPROVE_CHA:
830     return improve_weapon_stat(op,improver,weapon,
831     (signed char *) &(weapon->stats.Cha),
832 elmex 1.3 1, "charisma");
833 root 1.1 case IMPROVE_INT:
834     return improve_weapon_stat(op,improver,weapon,
835     (signed char *) &(weapon->stats.Int),
836 elmex 1.3 1, "intelligence");
837 root 1.1 case IMPROVE_POW:
838     return improve_weapon_stat(op,improver,weapon,
839     (signed char *) &(weapon->stats.Pow),
840 elmex 1.3 1, "power");
841 root 1.1 default:
842     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
843     }
844     LOG(llevError,"improve_weapon: Got to end of function\n");
845     return 0;
846     }
847    
848     /**
849     * Handles the applying of improve/prepare/enchant weapon scroll.
850     * Checks a few things (not on a non-magic square, marked weapon, ...),
851     * then calls improve_weapon to do the dirty work.
852     */
853     int check_improve_weapon (object *op, object *tmp)
854     {
855     object *otmp;
856    
857     if(op->type!=PLAYER)
858     return 0;
859     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861     return 0;
862     }
863     otmp=find_marked_object(op);
864     if(!otmp) {
865     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
866     return 0;
867     }
868     if (otmp->type != WEAPON && otmp->type != BOW) {
869     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
870     return 0;
871     }
872     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
873     improve_weapon(op,tmp,otmp);
874     esrv_send_item(op, otmp);
875     return 1;
876     }
877    
878     /**
879     * This code deals with the armour improvment scrolls.
880     * Change limits on improvement - let players go up to
881     * +5 no matter what level, but they are limited by item
882     * power.
883     * Try to use same improvement code as in the common/treasure.c
884     * file, so that if you make a +2 full helm, it will be just
885     * the same as one you find in a shop.
886     *
887     * deprecated comment:
888     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
889     * only 'enchantment' of armour is possible - improving
890     * the stats of a player w/ armour as well as a weapon
891     * will probably horribly unbalance the game. Magic enchanting
892     * depends on the level of the character - ie the plus
893     * value (magic) of the armour can never be increased beyond
894     * the level of the character / 10 -- rounding upish, nor may
895     * the armour value of the piece of equipment exceed either
896     * the users level or 90)
897     * Modified by MSW for partial resistance. Only support
898     * changing of physical area right now.
899     */
900     int improve_armour(object *op, object *improver, object *armour)
901     {
902     object *tmp;
903    
904     if (armour->magic >= settings.armor_max_enchant) {
905     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
906     return 0;
907     }
908     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909     * etc), so take the easy way out and don't worry about it.
910     * Note - maybe add scrolls which make the random artifact versions (eg, armour
911     * of gnarg and what not?)
912     */
913     if (armour->title) {
914     new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915     return 0;
916     }
917    
918     /* Split objects if needed. Can't insert tmp until the
919     * end of this function - otherwise it will just re-merge.
920     */
921     if(armour->nrof > 1)
922     tmp = get_split_ob(armour,armour->nrof - 1);
923     else
924     tmp = NULL;
925    
926     armour->magic++;
927    
928     if ( !settings.armor_speed_linear )
929     {
930     int base = 100;
931     int pow = 0;
932     while ( pow < armour->magic )
933     {
934     base = base - ( base * settings.armor_speed_improvement ) / 100;
935     pow++;
936     }
937    
938     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
939     }
940     else
941     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
942    
943     if ( !settings.armor_weight_linear )
944     {
945     int base = 100;
946     int pow = 0;
947     while ( pow < armour->magic )
948     {
949     base = base - ( base * settings.armor_weight_reduction ) / 100;
950     pow++;
951     }
952    
953     armour->weight = ( armour->arch->clone.weight * base ) / 100;
954     }
955     else
956     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
957    
958     if ( armour->weight <= 0 )
959     {
960     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
961     armour->weight = 1;
962     }
963    
964     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
965    
966     if (op->type == PLAYER) {
967     esrv_send_item(op, armour);
968     if(QUERY_FLAG(armour, FLAG_APPLIED))
969     fix_player(op);
970     }
971     decrease_ob(improver);
972     if (tmp) {
973     insert_ob_in_ob(tmp, op);
974     esrv_send_item(op, tmp);
975     }
976     return 1;
977     }
978    
979    
980     /*
981     * convert_item() returns 1 if anything was converted, 0 if the item was not
982     * what the converter wants, -1 if the converter is broken.
983     */
984     #define CONV_FROM(xyz) xyz->slaying
985     #define CONV_TO(xyz) xyz->other_arch
986     #define CONV_NR(xyz) (unsigned char) xyz->stats.sp
987     #define CONV_NEED(xyz) (unsigned long) xyz->stats.food
988    
989     /* Takes one items and makes another.
990     * converter is the object that is doing the conversion.
991     * item is the object that triggered the converter - if it is not
992     * what the converter wants, this will not do anything.
993     */
994     int convert_item(object *item, object *converter) {
995     int nr=0;
996     object *tmp;
997     int is_in_shop;
998     uint32 price_in;
999    
1000     for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1001     tmp != NULL;
1002     tmp = tmp->above) {
1003     if(tmp->type == SHOP_FLOOR)
1004     break;
1005     }
1006     is_in_shop = (tmp != NULL);
1007    
1008     /* We make some assumptions - we assume if it takes money as it type,
1009     * it wants some amount. We don't make change (ie, if something costs
1010     * 3 gp and player drops a platinum, tough luck)
1011     */
1012     if (!strcmp(CONV_FROM(converter),"money")) {
1013     int cost;
1014    
1015     if(item->type!=MONEY)
1016     return 0;
1017    
1018     nr=(item->nrof*item->value)/CONV_NEED(converter);
1019     if (!nr) return 0;
1020     cost=nr*CONV_NEED(converter)/item->value;
1021     /* take into account rounding errors */
1022     if (nr*CONV_NEED(converter)%item->value) cost++;
1023     decrease_ob_nr(item, cost);
1024    
1025     price_in = cost*item->value;
1026     }
1027     else {
1028     if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1029     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1030     return 0;
1031    
1032     if(CONV_NEED(converter)) {
1033     nr=item->nrof/CONV_NEED(converter);
1034     decrease_ob_nr(item,nr*CONV_NEED(converter));
1035     price_in = nr*CONV_NEED(converter)*item->value;
1036     } else {
1037     price_in = item->value;
1038     remove_ob(item);
1039     free_object(item);
1040     }
1041     }
1042    
1043     if (converter->inv != NULL) {
1044     object *ob;
1045     int i;
1046     object *ob_to_copy;
1047    
1048     /* select random object from inventory to copy */
1049     ob_to_copy = converter->inv;
1050     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1051     if (rndm(0, i) == 0) {
1052     ob_to_copy = ob;
1053     }
1054     }
1055     item = object_create_clone(ob_to_copy);
1056     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057     unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058     } else {
1059     if (converter->other_arch == NULL) {
1060     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);
1061     return -1;
1062     }
1063    
1064     item = object_create_arch(converter->other_arch);
1065     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1066     }
1067    
1068     if(CONV_NR(converter))
1069     item->nrof=CONV_NR(converter);
1070     if(nr)
1071     item->nrof*=nr;
1072     if(is_in_shop)
1073     SET_FLAG(item,FLAG_UNPAID);
1074     else if(price_in < item->nrof*item->value) {
1075     LOG(llevError, "Broken converter %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076     converter->name, converter->map->path, converter->x, converter->y, price_in,
1077     item->nrof*item->value, item->name);
1078     free_object(item);
1079     return -1;
1080     }
1081     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1082     return 1;
1083     }
1084    
1085     /**
1086     * Handle apply on containers.
1087     * By Eneq(@csd.uu.se).
1088     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1089     * added the alchemical cauldron to the code -b.t.
1090     */
1091    
1092     int apply_container (object *op, object *sack)
1093     {
1094     char buf[MAX_BUF];
1095     object *tmp;
1096    
1097     if(op->type!=PLAYER)
1098     return 0; /* This might change */
1099    
1100     if (sack==NULL || sack->type != CONTAINER) {
1101     LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1102     return 0;
1103     }
1104     op->contr->last_used = NULL;
1105     op->contr->last_used_id = 0;
1106    
1107     if (sack->env!=op) {
1108     if (sack->other_arch == NULL || sack->env != NULL) {
1109     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1110     return 1;
1111     }
1112     /* It's on the ground, the problems begin */
1113     if (op->container != sack) {
1114     /* it's closed OR some player has opened it */
1115     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1116     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1117     tmp && tmp->container != sack; tmp=tmp->above);
1118     if (tmp) {
1119     /* some other player have opened it */
1120     new_draw_info_format(NDI_UNIQUE, 0, op,
1121     "%s is already occupied.", query_name(sack));
1122     return 1;
1123     }
1124     }
1125     }
1126     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1127     if (op->container == NULL) {
1128     tmp = arch_to_object (sack->other_arch);
1129     /* not good, but insert_ob_in_ob() is too smart */
1130     CLEAR_FLAG (tmp, FLAG_REMOVED);
1131     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1132     tmp->map = NULL;
1133     tmp->env = sack;
1134     if (sack->inv)
1135     sack->inv->above = tmp;
1136     tmp->below = sack->inv;
1137     tmp->above = NULL;
1138     sack->inv = tmp;
1139     sack->move_off = MOVE_ALL; /* trying force closing it */
1140     } else {
1141     sack->move_off = 0;
1142     tmp = sack->inv;
1143     if (tmp && tmp->type == CLOSE_CON) {
1144     remove_ob(tmp);
1145     free_object (tmp);
1146     }
1147     }
1148     }
1149     }
1150    
1151     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1152     if (op->container) {
1153     if (op->container != sack) {
1154     tmp = op->container;
1155     apply_container (op, tmp);
1156     sprintf (buf, "You close %s and open ", query_name(tmp));
1157     op->container = sack;
1158     strcat (buf, query_name(sack));
1159     strcat (buf, ".");
1160     } else {
1161     CLEAR_FLAG (sack, FLAG_APPLIED);
1162     op->container = NULL;
1163     sprintf (buf, "You close %s.", query_name(sack));
1164     }
1165     } else {
1166     CLEAR_FLAG (sack, FLAG_APPLIED);
1167     sprintf (buf, "You open %s.", query_name(sack));
1168     SET_FLAG (sack, FLAG_APPLIED);
1169     op->container = sack;
1170     }
1171     } else { /* not applied */
1172     if (sack->slaying) { /* it's locked */
1173     tmp = find_key(op, op, sack);
1174     if (tmp) {
1175     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1176     SET_FLAG (sack, FLAG_APPLIED);
1177     if (sack->env == NULL) { /* if it's on ground,open it also */
1178     new_draw_info (NDI_UNIQUE,0,op, buf);
1179     apply_container (op, sack);
1180     return 1;
1181     }
1182     } else {
1183     sprintf (buf, "You don't have the key to unlock %s.",
1184     query_name(sack));
1185     }
1186     } else {
1187     sprintf (buf, "You readied %s.", query_name(sack));
1188     SET_FLAG (sack, FLAG_APPLIED);
1189     if (sack->env == NULL) { /* if it's on ground,open it also */
1190     new_draw_info (NDI_UNIQUE, 0, op, buf);
1191     apply_container (op, sack);
1192     return 1;
1193     }
1194     }
1195     }
1196     new_draw_info (NDI_UNIQUE, 0, op, buf);
1197     if (op->contr) op->contr->socket.update_look=1;
1198     return 1;
1199     }
1200    
1201     /**
1202     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1203     * the player has in their inventory, eg, sacks, luggages, etc.
1204     *
1205     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1206     * This version is for client/server mode.
1207     * op is the player, sack is the container the player is opening or closing.
1208     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1209     *
1210     * Reminder - there are three states for any container - closed (non applied),
1211     * applied (not open, but objects that match get tossed into it), and open
1212     * (applied flag set, and op->container points to the open container)
1213     */
1214    
1215     int esrv_apply_container (object *op, object *sack)
1216     {
1217     object *tmp=op->container;
1218     if(op->type!=PLAYER)
1219     return 0; /* This might change */
1220    
1221     if (sack==NULL || sack->type != CONTAINER) {
1222     LOG (llevError,
1223     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1224     return 0;
1225     }
1226    
1227     /* If we have a currently open container, then it needs to be closed in all cases
1228     * if we are opening this one up. We then fall through if appropriate for
1229     * openening the new container.
1230     */
1231    
1232     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1233     if (op->container->env != op) { /* if container is on the ground */
1234     op->container->move_off = 0;
1235     }
1236     /* Lauwenmark: Handle for plugin close event */
1237     if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1238     return 1;
1239    
1240     new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1241     query_name(op->container));
1242     CLEAR_FLAG(op->container, FLAG_APPLIED);
1243     op->container=NULL;
1244     esrv_update_item (UPD_FLAGS, op, tmp);
1245     if (tmp == sack) return 1;
1246     }
1247    
1248    
1249     /* If the player is trying to open it (which he must be doing if we got here),
1250     * and it is locked, check to see if player has the equipment to open it.
1251     */
1252    
1253     if (sack->slaying) { /* it's locked */
1254     tmp=find_key(op, op, sack);
1255     if (tmp) {
1256     new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1257     } else {
1258     new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1259     query_name(sack));
1260     return 0;
1261     }
1262     }
1263    
1264     /* By the time we get here, we have made sure any other container has been closed and
1265     * if this is a locked container, the player they key to open it.
1266     */
1267    
1268     /* There are really two cases - the sack is either on the ground, or the sack is
1269     * part of the players inventory. If on the ground, we assume that the player is
1270     * opening it, since if it was being closed, that would have been taken care of above.
1271     */
1272    
1273    
1274     if (sack->env != op) {
1275     /* Hypothetical case - the player is trying to open a sack that belong to someone
1276     * else. This normally should not happen, but a misbehaving client/player could
1277     * try to do it, so lets handle it gracefully.
1278     */
1279     if (sack->env) {
1280     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1281     query_name(sack));
1282     return 0;
1283     }
1284     /* set these so when the player walks off, we can unapply the sack */
1285     sack->move_off = MOVE_ALL; /* trying force closing it */
1286    
1287     CLEAR_FLAG (sack, FLAG_APPLIED);
1288     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1289     SET_FLAG (sack, FLAG_APPLIED);
1290     op->container = sack;
1291     esrv_update_item (UPD_FLAGS, op, sack);
1292     esrv_send_inventory (op, sack);
1293    
1294     } else { /* sack is in players inventory */
1295     if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1296     CLEAR_FLAG (sack, FLAG_APPLIED);
1297     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1298     SET_FLAG (sack, FLAG_APPLIED);
1299     op->container = sack;
1300     esrv_update_item (UPD_FLAGS, op, sack);
1301     esrv_send_inventory (op, sack);
1302     }
1303     else {
1304     CLEAR_FLAG (sack, FLAG_APPLIED);
1305     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1306     SET_FLAG (sack, FLAG_APPLIED);
1307     esrv_update_item (UPD_FLAGS, op, sack);
1308     }
1309     }
1310     return 1;
1311     }
1312    
1313    
1314     /**
1315     * Handles dropping things on altar.
1316     * Returns true if sacrifice was accepted.
1317     */
1318     static int apply_altar (object *altar, object *sacrifice, object *originator)
1319     {
1320     /* Only players can make sacrifices on spell casting altars. */
1321     if (altar->inv && ( ! originator || originator->type != PLAYER))
1322     return 0;
1323    
1324     if (operate_altar (altar, &sacrifice)) {
1325     /* Simple check. Unfortunately, it means you can't cast magic bullet
1326     * with an altar. We call it a Potion - altars are stationary - it
1327     * is up to map designers to use them properly.
1328     */
1329     if (altar->inv && altar->inv->type==SPELL) {
1330     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1331     altar->inv->name);
1332     cast_spell (originator, altar, 0, altar->inv, NULL);
1333     /* If it is connected, push the button. Fixes some problems with
1334     * old maps.
1335     */
1336     /* push_button (altar);*/
1337     } else {
1338     altar->value = 1; /* works only once */
1339     push_button (altar);
1340     }
1341     return sacrifice == NULL;
1342     } else {
1343     return 0;
1344     }
1345     }
1346    
1347    
1348     /**
1349     * Handles 'movement' of shop mats.
1350     * Returns 1 if 'op' was destroyed, 0 if not.
1351     * Largely re-written to not use nearly as many gotos, plus
1352     * some of this code just looked plain out of date.
1353     * MSW 2001-08-29
1354     */
1355     static int apply_shop_mat (object *shop_mat, object *op)
1356     {
1357     int rv = 0;
1358     double opinion;
1359     object *tmp, *next;
1360    
1361     SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1362    
1363     if (op->type != PLAYER) {
1364     /* Remove all the unpaid objects that may be carried here.
1365     * This could be pets or monsters that are somehow in
1366     * the shop.
1367     */
1368     for (tmp=op->inv; tmp; tmp=next) {
1369     next = tmp->below;
1370     if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1371     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1372    
1373     remove_ob(tmp);
1374     if (i==-1) i=0;
1375     tmp->map = op->map;
1376     tmp->x = op->x + freearr_x[i];
1377     tmp->y = op->y + freearr_y[i];
1378     insert_ob_in_map(tmp, op->map, op, 0);
1379     }
1380     }
1381    
1382     /* Don't teleport things like spell effects */
1383     if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1384    
1385     /* unpaid objects, or non living objects, can't transfer by
1386     * shop mats. Instead, put it on a nearby space.
1387     */
1388     if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1389    
1390     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1391     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1392     if (i != -1) {
1393     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1394     shop_mat);
1395     }
1396     return 0;
1397     }
1398     /* Removed code that checked for multipart objects - it appears that
1399     * the teleport function should be able to handle this just fine.
1400     */
1401     rv = teleport (shop_mat, SHOP_MAT, op);
1402     }
1403     /* immediate block below is only used for players */
1404     else if (can_pay(op)) {
1405     get_payment (op, op->inv);
1406     rv = teleport (shop_mat, SHOP_MAT, op);
1407     if (shop_mat->msg) {
1408     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1409     }
1410     /* This check below is a bit simplistic - generally it should be correct,
1411     * but there is never a guarantee that the bottom space on the map is
1412     * actually the shop floor.
1413     */
1414     else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1415     && tmp->type != SHOP_FLOOR) {
1416     opinion = shopkeeper_approval(op->map, op);
1417     if ( opinion > 0.9)
1418     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1419     else if ( opinion > 0.75)
1420     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1421     else if ( opinion > 0.5)
1422     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1423     else
1424     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1425     }
1426     }
1427     else {
1428     /* if we get here, a player tried to leave a shop but was not able
1429     * to afford the items he has. We try to move the player so that
1430     * they are not on the mat anymore
1431     */
1432    
1433     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1434     if(i == -1) {
1435     LOG (llevError, "Internal shop-mat problem.\n");
1436     } else {
1437     remove_ob (op);
1438     op->x += freearr_x[i];
1439     op->y += freearr_y[i];
1440     rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1441     esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1442     op->contr->socket.update_look=1;
1443     op->contr->socket.look_position=0;
1444     }
1445     }
1446     CLEAR_FLAG (op, FLAG_NO_APPLY);
1447     return rv;
1448     }
1449    
1450     /**
1451     * Handles applying a sign.
1452     */
1453     static void apply_sign (object *op, object *sign, int autoapply)
1454     {
1455     readable_message_type* msgType;
1456     char newbuf[HUGE_BUF];
1457     if (sign->msg == NULL) {
1458     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1459     return;
1460     }
1461    
1462     if (sign->stats.food) {
1463     if (sign->last_eat >= sign->stats.food) {
1464     if (!sign->move_on)
1465     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1466     return;
1467     }
1468    
1469     if (!QUERY_FLAG(op, FLAG_WIZPASS))
1470     sign->last_eat++;
1471     }
1472    
1473     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1474     * No way to know for sure. The presumption is basically that if
1475     * move_on is zero, it needs to be manually applied (doesn't talk
1476     * to us).
1477     */
1478     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1479     new_draw_info (NDI_UNIQUE, 0, op,
1480     "You are unable to read while blind.");
1481     return;
1482     }
1483     msgType=get_readable_message_type(sign);
1484     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1485     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1486     }
1487    
1488    
1489     /**
1490     * 'victim' moves onto 'trap'
1491     * 'victim' leaves 'trap'
1492     * effect is determined by move_on/move_off of trap and move_type of victime.
1493     *
1494     * originator: Player, monster or other object that caused 'victim' to move
1495     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1496     * However, some types of traps require an originator to function.
1497     */
1498     void move_apply (object *trap, object *victim, object *originator)
1499     {
1500     static int recursion_depth = 0;
1501    
1502     /* Only exits affect DMs. */
1503     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1504     return;
1505    
1506     /* move_apply() is the most likely candidate for causing unwanted and
1507     * possibly unlimited recursion.
1508     */
1509     /* The following was changed because it was causing perfeclty correct
1510     * maps to fail. 1) it's not an error to recurse:
1511     * rune detonates, summoning monster. monster lands on nearby rune.
1512     * nearby rune detonates. This sort of recursion is expected and
1513     * proper. This code was causing needless crashes.
1514     */
1515     if (recursion_depth >= 500) {
1516     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1517     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1518     trap->arch->name, trap->name, victim->arch->name, victim->name);
1519     return;
1520     }
1521     recursion_depth++;
1522     if (trap->head) trap=trap->head;
1523    
1524     /* Lauwenmark: Handle for plugin trigger event */
1525     if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1526     goto leave;
1527    
1528     switch (trap->type) {
1529     case PLAYERMOVER:
1530     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1531     !should_director_abort(trap, victim)) {
1532     if (!trap->stats.maxsp) trap->stats.maxsp=2.0;
1533    
1534     /* Is this correct? From the docs, it doesn't look like it
1535     * should be divided by trap->speed
1536     */
1537     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1538    
1539     /* Just put in some sanity check. I think there is a bug in the
1540     * above with some objects have zero speed, and thus the player
1541     * getting permanently paralyzed.
1542     */
1543     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1544     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1545     }
1546     goto leave;
1547    
1548     case SPINNER:
1549     if(victim->direction) {
1550     victim->direction=absdir(victim->direction-trap->stats.sp);
1551     update_turn_face(victim);
1552     }
1553     goto leave;
1554    
1555     case DIRECTOR:
1556     if(victim->direction && !should_director_abort(trap, victim)) {
1557     victim->direction=trap->stats.sp;
1558     update_turn_face(victim);
1559     }
1560     goto leave;
1561    
1562     case BUTTON:
1563     case PEDESTAL:
1564     update_button(trap);
1565     goto leave;
1566    
1567     case ALTAR:
1568     /* sacrifice victim on trap */
1569     apply_altar (trap, victim, originator);
1570     goto leave;
1571    
1572     case THROWN_OBJ:
1573     if (trap->inv == NULL)
1574     goto leave;
1575     /* fallthrough */
1576    
1577     case ARROW:
1578    
1579     /* bad bug: monster throw a object, make a step forwards, step on object ,
1580     * trigger this here and get hit by own missile - and will be own enemy.
1581     * Victim then is his own enemy and will start to kill herself (this is
1582     * removed) but we have not synced victim and his missile. To avoid senseless
1583     * action, we avoid hits here
1584     */
1585     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1586     hit_with_arrow (trap, victim);
1587     goto leave;
1588    
1589     case SPELL_EFFECT:
1590     apply_spell_effect(trap, victim);
1591     goto leave;
1592    
1593     case TRAPDOOR:
1594     {
1595     int max, sound_was_played;
1596     object *ab, *ab_next;
1597     if(!trap->value) {
1598     int tot;
1599     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1600     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1601     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1602    
1603     if(!(trap->value=(tot>trap->weight)?1:0))
1604     goto leave;
1605    
1606     SET_ANIMATION(trap, trap->value);
1607     update_object(trap,UP_OBJ_FACE);
1608     }
1609    
1610     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1611     /* need to set this up, since if we do transfer the object,
1612     * ab->above would be bogus
1613     */
1614     ab_next = ab->above;
1615    
1616     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1617     if ( ! sound_was_played) {
1618     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619     sound_was_played = 1;
1620     }
1621     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1622     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1623     }
1624     }
1625     goto leave;
1626     }
1627    
1628    
1629     case CONVERTER:
1630     if (convert_item (victim, trap) < 0) {
1631     object *op;
1632    
1633     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1634    
1635     op = get_archetype("burnout");
1636     if (op != NULL) {
1637     op->x = trap->x;
1638     op->y = trap->y;
1639     insert_ob_in_map(op, trap->map, trap, 0);
1640     }
1641     }
1642     goto leave;
1643    
1644     case TRIGGER_BUTTON:
1645     case TRIGGER_PEDESTAL:
1646     case TRIGGER_ALTAR:
1647     check_trigger (trap, victim);
1648     goto leave;
1649    
1650     case DEEP_SWAMP:
1651     walk_on_deep_swamp (trap, victim);
1652     goto leave;
1653    
1654     case CHECK_INV:
1655     check_inv (victim, trap);
1656     goto leave;
1657    
1658     case HOLE:
1659     /* Hole not open? */
1660     if(trap->stats.wc > 0)
1661     goto leave;
1662    
1663     /* Is this a multipart monster and not the head? If so, return.
1664     * Processing will happen if the head runs into the pit
1665     */
1666     if (victim->head)
1667     goto leave;
1668    
1669     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672     goto leave;
1673    
1674     case EXIT:
1675     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1676     /* Basically, don't show exits leading to random maps the
1677     * players output.
1678     */
1679     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1680     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1681     enter_exit (victim, trap);
1682     }
1683     goto leave;
1684    
1685     case ENCOUNTER:
1686     /* may be some leftovers on this */
1687     goto leave;
1688    
1689     case SHOP_MAT:
1690     apply_shop_mat (trap, victim);
1691     goto leave;
1692    
1693     /* Drop a certain amount of gold, and have one item identified */
1694     case IDENTIFY_ALTAR:
1695     apply_id_altar (victim, trap, originator);
1696     goto leave;
1697    
1698     case SIGN:
1699     if (victim->type != PLAYER && trap->stats.food > 0)
1700     goto leave; /* monsters musn't apply magic_mouths with counters */
1701    
1702     apply_sign (victim, trap, 1);
1703     goto leave;
1704    
1705     case CONTAINER:
1706     if (victim->type==PLAYER)
1707     (void) esrv_apply_container (victim, trap);
1708     else
1709     (void) apply_container (victim, trap);
1710     goto leave;
1711    
1712     case RUNE:
1713     case TRAP:
1714     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1715     spring_trap(trap, victim);
1716     }
1717     goto leave;
1718    
1719     default:
1720     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1721     "handled in move_apply()\n", trap->name, trap->arch->name,
1722     trap->type);
1723     goto leave;
1724     }
1725    
1726     leave:
1727     recursion_depth--;
1728     }
1729    
1730     /**
1731     * Handles reading a regular (ie not containing a spell) book.
1732     */
1733     static void apply_book (object *op, object *tmp)
1734     {
1735     int lev_diff;
1736     object *skill_ob;
1737    
1738     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1739     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1740     return;
1741     }
1742     if(tmp->msg==NULL) {
1743     new_draw_info_format(NDI_UNIQUE, 0, op,
1744     "You open the %s and find it empty.", tmp->name);
1745     return;
1746     }
1747    
1748     /* need a literacy skill to read stuff! */
1749     skill_ob = find_skill_by_name(op, tmp->skill);
1750     if ( ! skill_ob) {
1751     new_draw_info(NDI_UNIQUE, 0,op,
1752     "You are unable to decipher the strange symbols.");
1753     return;
1754     }
1755     lev_diff = tmp->level - (skill_ob->level + 5);
1756     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1757     if (lev_diff < 2)
1758     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1759     else if (lev_diff < 3)
1760     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1761     else if (lev_diff < 5)
1762     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1763     else if (lev_diff < 8)
1764     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1765     else if (lev_diff < 15)
1766     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1767     else
1768     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1769     return;
1770     }
1771    
1772    
1773     /* Lauwenmark: Handle for plugin book event */
1774     /*printf("Book apply: %s\n", tmp->name);
1775     execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1776     printf("Book applied: %s\n", tmp->name);*/
1777     /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1778     {
1779     CFParm CFP;
1780     int k, l, m;
1781     uint32 n;
1782     new_draw_info_format (NDI_UNIQUE, 0, op,
1783     "You open the %s and start reading.", tmp->name);
1784     k = EVENT_APPLY;
1785     l = SCRIPT_FIX_ALL;
1786     m = 0;
1787     n = 0;
1788     CFP.Value[0] = &k;
1789     CFP.Value[1] = op;
1790     CFP.Value[2] = tmp;
1791     CFP.Value[3] = NULL;
1792     CFP.Value[4] = NULL;
1793     CFP.Value[5] = &n;
1794     CFP.Value[6] = &m;
1795     CFP.Value[7] = &m;
1796     CFP.Value[8] = &l;
1797     CFP.Value[9] = (void*)evt->hook;
1798     CFP.Value[10]= (void*)evt->options;
1799     if (findPlugin(evt->plugin)>=0)
1800     ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1801     }
1802     else*/{
1803     readable_message_type* msgType = get_readable_message_type(tmp);
1804     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1805     msgType->message_type, msgType->message_subtype,
1806     "You open the %s and start reading.\n%s",
1807     "%s\n%s",
1808     long_desc(tmp,op), tmp->msg);
1809     }
1810    
1811     /* gain xp from reading */
1812     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1813     int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1814     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1815     /*exp_gain *= 2; because they just identified it too */
1816     SET_FLAG(tmp,FLAG_IDENTIFIED);
1817     /* If in a container, update how it looks */
1818     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1819     else op->contr->socket.update_look=1;
1820     }
1821     change_exp(op,exp_gain, skill_ob->skill, 0);
1822     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1823     }
1824     }
1825    
1826     /**
1827     * Handles the applying of a skill scroll, calling learn_skill straight.
1828     * op is the person learning the skill, tmp is the skill scroll object
1829     */
1830     static void apply_skillscroll (object *op, object *tmp)
1831     {
1832     switch ((int) learn_skill (op, tmp)) {
1833     case 0:
1834     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1835     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1836     return;
1837    
1838     case 1:
1839     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1840     tmp->skill);
1841     new_draw_info_format(NDI_UNIQUE, 0, op,
1842     "Type 'bind ready_skill %s",tmp->skill);
1843     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1844     decrease_ob(tmp);
1845     return;
1846    
1847     default:
1848     new_draw_info_format(NDI_UNIQUE,0,op,
1849     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1850     decrease_ob(tmp);
1851     return;
1852     }
1853     }
1854    
1855     /**
1856     * Actually makes op learn spell.
1857     * Informs player of what happens.
1858     */
1859     void do_learn_spell (object *op, object *spell, int special_prayer)
1860     {
1861     object *tmp;
1862    
1863     if (op->type != PLAYER) {
1864     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1865     return;
1866     }
1867    
1868     /* Upgrade special prayers to normal prayers */
1869     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1870     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1871     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1872     return;
1873     }
1874     return;
1875     }
1876    
1877     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1878     tmp = get_object();
1879     copy_object(spell, tmp);
1880     insert_ob_in_ob(tmp, op);
1881    
1882     if (special_prayer) {
1883     SET_FLAG(tmp, FLAG_STARTEQUIP);
1884     }
1885    
1886     new_draw_info_format (NDI_UNIQUE, 0, op,
1887     "Type 'bind cast %s", spell->name);
1888     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1889     esrv_add_spells(op->contr, tmp);
1890     }
1891    
1892     /**
1893     * Erases spell from player's inventory.
1894     */
1895     void do_forget_spell (object *op, const char *spell)
1896     {
1897     object *spob;
1898    
1899     if (op->type != PLAYER) {
1900     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1901     return;
1902     }
1903     if ( (spob=check_spell_known (op, spell)) == NULL) {
1904     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1905     return;
1906     }
1907    
1908     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1909     "You lose knowledge of %s.", spell);
1910     player_unready_range_ob(op->contr, spob);
1911     esrv_remove_spell(op->contr, spob);
1912     remove_ob(spob);
1913     free_object(spob);
1914     }
1915    
1916     /**
1917     * Handles player applying a spellbook.
1918     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1919     * stuff like that. Random learning failure too.
1920     */
1921     static void apply_spellbook (object *op, object *tmp)
1922     {
1923     object *skop, *spell, *spell_skill;
1924    
1925     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1926     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1927     return;
1928     }
1929    
1930     /* artifact_spellbooks have 'slaying' field point to a spell name,
1931     * instead of having their spell stored in stats.sp. These are
1932     * legacy spellbooks
1933     */
1934    
1935     if(tmp->slaying != NULL) {
1936     spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1937     if (!spell) {
1938     new_draw_info_format(NDI_UNIQUE, 0, op,
1939     "The book's formula for %s is incomplete", tmp->slaying);
1940     return;
1941     }
1942     else
1943     insert_ob_in_ob(spell, tmp);
1944     free_string(tmp->slaying);
1945     tmp->slaying=NULL;
1946     }
1947    
1948     skop = find_skill_by_name(op, tmp->skill);
1949    
1950     /* need a literacy skill to learn spells. Also, having a literacy level
1951     * lower than the spell will make learning the spell more difficult */
1952     if ( !skop) {
1953     new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1954     return;
1955     }
1956    
1957     spell = tmp->inv;
1958     if (!spell) {
1959     LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1960     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1961     return;
1962     }
1963     if (spell->level > (skop->level+10)) {
1964     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1965     return;
1966     }
1967    
1968     new_draw_info_format(NDI_UNIQUE, 0, op,
1969     "The spellbook contains the %s level spell %s.",
1970     get_levelnumber(spell->level), spell->name);
1971    
1972     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1973     identify(tmp);
1974     if (tmp->env)
1975     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1976     else
1977     op->contr->socket.update_look=1;
1978     }
1979    
1980     /* I removed the check for special_prayer_mark here - it didn't make
1981     * a lot of sense - special prayers are not found in spellbooks, and
1982     * if the player doesn't know the spell, doesn't make a lot of sense that
1983     * they would have a special prayer mark.
1984     */
1985     if (check_spell_known (op, spell->name)) {
1986     new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1987     return;
1988     }
1989    
1990     if (spell->skill) {
1991     spell_skill = find_skill_by_name(op, spell->skill);
1992     if (!spell_skill) {
1993     new_draw_info_format(NDI_UNIQUE, 0, op,
1994     "You lack the skill %s to use this spell",
1995     spell->skill);
1996     return;
1997     }
1998     if (spell_skill->level < spell->level) {
1999     new_draw_info_format(NDI_UNIQUE, 0, op,
2000     "You need to be level %d in %s to learn this spell.",
2001     spell->level, spell->skill);
2002     return;
2003     }
2004     }
2005    
2006     /* Logic as follows
2007     *
2008     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2009     *
2010     * 2- The learner's skill level in literacy adjusts the chance to learn
2011     * a spell.
2012     *
2013     * 3 -Automatically fail to learn if you read while confused
2014     *
2015     * Overall, chances are the same but a player will find having a high
2016     * literacy rate very useful! -b.t.
2017     */
2018     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2019     new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2020     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2021     } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2022     (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2023     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2024    
2025     new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2026     do_learn_spell (op, spell, 0);
2027    
2028     /* xp gain to literacy for spell learning */
2029     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2030     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2031     } else {
2032     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2033     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2034     }
2035     decrease_ob(tmp);
2036     }
2037    
2038     /**
2039     * Handles applying a spell scroll.
2040     */
2041     void apply_scroll (object *op, object *tmp, int dir)
2042     {
2043     object *skop;
2044    
2045     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2046     new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2047     return;
2048     }
2049    
2050     if (!tmp->inv || tmp->inv->type != SPELL) {
2051     new_draw_info (NDI_UNIQUE, 0, op,
2052     "The scroll just doesn't make sense!");
2053     return;
2054     }
2055    
2056     if(op->type==PLAYER) {
2057     /* players need a literacy skill to read stuff! */
2058     int exp_gain=0;
2059    
2060     /* hard code literacy - tmp->skill points to where the exp
2061     * should go for anything killed by the spell.
2062     */
2063     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2064    
2065     if ( ! skop) {
2066     new_draw_info(NDI_UNIQUE, 0,op,
2067     "You are unable to decipher the strange symbols.");
2068     return;
2069     }
2070    
2071     if((exp_gain = calc_skill_exp(op,tmp, skop)))
2072     change_exp(op,exp_gain, skop->skill, 0);
2073     }
2074    
2075 elmex 1.3 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2076     identify(tmp);
2077    
2078 root 1.1 new_draw_info_format(NDI_BLACK, 0, op,
2079     "The scroll of %s turns to dust.", tmp->inv->name);
2080    
2081    
2082     cast_spell(op,tmp,dir,tmp->inv, NULL);
2083     decrease_ob(tmp);
2084     }
2085    
2086     /**
2087     * Applies a treasure object - by default, chest. op
2088     * is the person doing the applying, tmp is the treasure
2089     * chest.
2090     */
2091     static void apply_treasure (object *op, object *tmp)
2092     {
2093     object *treas;
2094     tag_t tmp_tag = tmp->count, op_tag = op->count;
2095    
2096    
2097     /* Nice side effect of new treasure creation method is that the treasure
2098     * for the chest is done when the chest is created, and put into the chest
2099     * inventory. So that when the chest burns up, the items still exist. Also
2100     * prevents people fromt moving chests to more difficult maps to get better
2101     * treasure
2102     */
2103    
2104     treas = tmp->inv;
2105     if(treas==NULL) {
2106     new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2107     decrease_ob(tmp);
2108     return;
2109     }
2110     while (tmp->inv) {
2111     treas = tmp->inv;
2112    
2113     remove_ob(treas);
2114     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2115     query_name(treas));
2116    
2117     treas->x=op->x;
2118     treas->y=op->y;
2119     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2120    
2121     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2122     && QUERY_FLAG (op, FLAG_ALIVE))
2123     spring_trap (treas, op);
2124     /* If either player or container was destroyed, no need to do
2125     * further processing. I think this should be enclused with
2126     * spring trap above, as I don't think there is otherwise
2127     * any way for the treasure chest or player to get killed
2128     */
2129     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2130     break;
2131     }
2132    
2133     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2134     decrease_ob (tmp);
2135    
2136     }
2137    
2138     /**
2139     * op eats food.
2140     * If player, takes care of messages and dragon special food.
2141     */
2142     static void apply_food (object *op, object *tmp)
2143     {
2144     int capacity_remaining;
2145    
2146     if(op->type!=PLAYER)
2147     op->stats.hp=op->stats.maxhp;
2148     else {
2149     /* check if this is a dragon (player), eating some flesh */
2150     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2151     ;
2152     else {
2153     /* usual case - no dragon meal: */
2154     if(op->stats.food+tmp->stats.food>999) {
2155     if(tmp->type==FOOD || tmp->type==FLESH)
2156     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2157     else
2158     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2159     }
2160    
2161     if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2162     char buf[MAX_BUF];
2163    
2164     if (!is_dragon_pl(op)) {
2165     /* eating message for normal players*/
2166     if(tmp->type==DRINK)
2167     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2168     else
2169     sprintf(buf,"The %s tasted %s",tmp->name,
2170     tmp->type==FLESH?"terrible!":"good.");
2171     }
2172     else {
2173     /* eating message for dragon players*/
2174     sprintf(buf,"The %s tasted terrible!",tmp->name);
2175     }
2176    
2177     new_draw_info(NDI_UNIQUE, 0,op,buf);
2178     capacity_remaining = 999 - op->stats.food;
2179     op->stats.food+=tmp->stats.food;
2180     if(capacity_remaining < tmp->stats.food)
2181     op->stats.hp += capacity_remaining / 50;
2182     else
2183     op->stats.hp+=tmp->stats.food/50;
2184     if(op->stats.hp>op->stats.maxhp)
2185     op->stats.hp=op->stats.maxhp;
2186     if (op->stats.food > 999)
2187     op->stats.food = 999;
2188     }
2189    
2190     /* special food hack -b.t. */
2191     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2192     eat_special_food(op,tmp);
2193     }
2194     }
2195     handle_apply_yield(tmp);
2196     decrease_ob(tmp);
2197     }
2198    
2199     /**
2200     * A dragon is eating some flesh. If the flesh contains resistances,
2201     * there is a chance for the dragon's skin to get improved.
2202     *
2203     * attributes:
2204     * object *op the object (dragon player) eating the flesh
2205     * object *meal the flesh item, getting chewed in dragon's mouth
2206     * return:
2207     * int 1 if eating successful, 0 if it doesn't work
2208     */
2209     int dragon_eat_flesh(object *op, object *meal) {
2210     object *skin = NULL; /* pointer to dragon skin force*/
2211     object *abil = NULL; /* pointer to dragon ability force*/
2212     object *tmp = NULL; /* tmp. object */
2213    
2214     char buf[MAX_BUF]; /* tmp. string buffer */
2215     double chance; /* improvement-chance of one resistance type */
2216     double totalchance=1; /* total chance of gaining one resistance */
2217     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2218     double mbonus=0; /* monster bonus */
2219     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2220     int winners=0; /* number of winners */
2221     int i; /* index */
2222    
2223     /* let's make sure and doublecheck the parameters */
2224     if (meal->type!=FLESH || !is_dragon_pl(op))
2225     return 0;
2226    
2227     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2228     from the player's inventory */
2229     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2230     if (tmp->type == FORCE) {
2231     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2232     skin = tmp;
2233     else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2234     abil = tmp;
2235     }
2236     }
2237    
2238     /* if either skin or ability are missing, this is an old player
2239     which is not to be considered a dragon -> bail out */
2240     if (skin == NULL || abil == NULL) return 0;
2241    
2242     /* now start by filling stomache and health, according to food-value */
2243     if((999 - op->stats.food) < meal->stats.food)
2244     op->stats.hp += (999 - op->stats.food) / 50;
2245     else
2246     op->stats.hp += meal->stats.food/50;
2247     if(op->stats.hp>op->stats.maxhp)
2248     op->stats.hp=op->stats.maxhp;
2249    
2250     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2251    
2252     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2253    
2254     /* on to the interesting part: chances for adding resistance */
2255     for (i=0; i<NROFATTACKS; i++) {
2256     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2257     /* got positive resistance, now calculate improvement chance (0-100) */
2258    
2259     /* this bonus makes resistance increase easier at lower levels */
2260     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2261     if (i == abil->stats.exp)
2262     bonus += 5; /* additional bonus for resistance of ability-focus */
2263    
2264     /* monster bonus increases with level, because high-level
2265     flesh is too rare */
2266     mbonus = op->level * 20. / ((double)settings.max_level);
2267    
2268     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2269     ((double)settings.max_level)) - skin->resist[i];
2270    
2271     if (chance >= 0.)
2272     chance += 1.;
2273     else
2274     chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2275    
2276     /* chance is proportional to amount of resistance (max. 50) */
2277     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2278    
2279     /* doubled chance for resistance of ability-focus */
2280     if (i == abil->stats.exp)
2281     chance = MIN(100., chance*2.);
2282    
2283     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2284     if (RANDOM()%10000 < (int)(chance*100)) {
2285     atnr_winner[winners] = i;
2286     winners++;
2287     }
2288    
2289     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2290    
2291     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2292     }
2293     }
2294    
2295     /* inverse totalchance as until now we have the failure-chance */
2296     totalchance = 100 - totalchance*100;
2297     /* print message according to totalchance */
2298     if (totalchance > 50.)
2299     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2300     else if (totalchance > 10.)
2301     sprintf(buf, "The %s tasted very good.", meal->name);
2302     else if (totalchance > 1.)
2303     sprintf(buf, "The %s tasted good.", meal->name);
2304     else if (totalchance > 0.1)
2305     sprintf(buf, "The %s tasted bland.", meal->name);
2306     else if (totalchance >= 0.01)
2307     sprintf(buf, "The %s had a boring taste.", meal->name);
2308     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2309     sprintf(buf, "The %s tasted strange.", meal->name);
2310     else
2311     sprintf(buf, "The %s had no taste.", meal->name);
2312     new_draw_info(NDI_UNIQUE, 0, op, buf);
2313    
2314     /* now choose a winner if we have any */
2315     i = -1;
2316     if (winners>0)
2317     i = atnr_winner[RANDOM()%winners];
2318    
2319     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2320     /* resistance increased! */
2321     skin->resist[i]++;
2322     fix_player(op);
2323    
2324     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2325     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2326     }
2327    
2328     /* if this flesh contains a new ability focus, we mark it
2329     into the ability_force and it will take effect on next level */
2330     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2331     && meal->last_eat != abil->last_eat) {
2332     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2333    
2334     if (meal->last_eat != abil->stats.exp) {
2335     sprintf(buf, "Your metabolism prepares to focus on %s!",
2336     change_resist_msg[meal->last_eat]);
2337     new_draw_info(NDI_UNIQUE, 0, op, buf);
2338     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2339     new_draw_info(NDI_UNIQUE, 0, op, buf);
2340     }
2341     else {
2342     sprintf(buf, "Your metabolism will continue to focus on %s.",
2343     change_resist_msg[meal->last_eat]);
2344     new_draw_info(NDI_UNIQUE, 0, op, buf);
2345     abil->last_eat = 0;
2346     }
2347     }
2348     return 1;
2349     }
2350    
2351     static void apply_savebed (object *pl)
2352     {
2353 root 1.2 #ifndef COZY_SERVER
2354 root 1.1 if(!pl->contr->name_changed||!pl->stats.exp) {
2355     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2356     return;
2357     }
2358 root 1.2 #endif
2359 root 1.1 if(QUERY_FLAG(pl,FLAG_WAS_WIZ)) {
2360     new_draw_info(NDI_UNIQUE, 0,pl,"Since you have cheated you can't save.");
2361     return;
2362     }
2363    
2364     /* Lauwenmark : Here we handle the LOGOUT global event */
2365     execute_global_event(EVENT_LOGOUT, pl->contr, pl->contr->socket.host);
2366    
2367     /* Need to call terminate_all_pets() before we remove the player ob */
2368     terminate_all_pets(pl);
2369     remove_ob(pl);
2370     pl->direction=0;
2371     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2372     "%s leaves the game.",pl->name);
2373    
2374     /* update respawn position */
2375     strcpy(pl->contr->savebed_map, pl->map->path);
2376     pl->contr->bed_x = pl->x;
2377     pl->contr->bed_y = pl->y;
2378    
2379     strcpy(pl->contr->killer,"left");
2380     check_score(pl); /* Always check score */
2381     (void)save_player(pl,0);
2382     pl->map->players--;
2383     #if MAP_MAXTIMEOUT
2384     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2385     #endif
2386     play_again(pl);
2387     pl->speed = 0;
2388     update_ob_speed(pl);
2389     }
2390    
2391     /**
2392     * Handles applying an improve armor scroll.
2393     * Does some sanity checks, then calls improve_armour.
2394     */
2395     static void apply_armour_improver (object *op, object *tmp)
2396     {
2397     object *armor;
2398    
2399     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2400     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2401     return;
2402     }
2403     armor=find_marked_object(op);
2404     if ( ! armor) {
2405     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2406     return;
2407     }
2408     if (armor->type != ARMOUR
2409     && armor->type != CLOAK
2410     && armor->type != BOOTS && armor->type != GLOVES
2411     && armor->type != BRACERS && armor->type != SHIELD
2412     && armor->type != HELMET)
2413     {
2414     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2415     return;
2416     }
2417    
2418     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2419     improve_armour(op,tmp,armor);
2420     }
2421    
2422    
2423     extern void apply_poison (object *op, object *tmp)
2424     {
2425     if (op->type == PLAYER) {
2426     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2427     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2428     strcpy(op->contr->killer,"poisonous booze");
2429     }
2430     if (tmp->stats.hp > 0) {
2431     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2432     tmp->stats.hp);
2433     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2434     }
2435     op->stats.food-=op->stats.food/4;
2436     handle_apply_yield(tmp);
2437     decrease_ob(tmp);
2438     }
2439    
2440     /**
2441     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2442     * A valid 2 way exit means:
2443     * -You can come back (there is another exit at the other side)
2444     * -You are
2445     * ° the owner of the exit
2446     * ° or in the same party as the owner
2447     *
2448     * Note: a owner in a 2 way exit is saved as the owner's name
2449     * in the field exit->name cause the field exit->owner doesn't
2450     * survive in the swapping (in fact the whole exit doesn't survive).
2451     */
2452     int is_legal_2ways_exit (object* op, object *exit)
2453     {
2454     object * tmp;
2455     object * exit_owner;
2456     player * pp;
2457     mapstruct * exitmap;
2458     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2459     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2460     /* To know if an exit has a correspondant, we look at
2461     * all the exits in destination and try to find one with same path as
2462     * the current exit's position */
2463     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2464     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2465     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2466     if (exitmap)
2467     {
2468     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2469     if (!tmp) return 0;
2470     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2471     {
2472     if (tmp->type!=EXIT) continue; /*Not an exit*/
2473     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2474     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2475     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2476    
2477     /* From here we have found the exit is valid. However we do
2478     * here the check of the exit owner. It is important for the
2479     * town portals to prevent strangers from visiting your appartments
2480     */
2481     if (!exit->race) return 1; /*No owner, free for all!*/
2482     exit_owner=NULL;
2483     for (pp=first_player;pp;pp=pp->next)
2484     {
2485     if (!pp->ob) continue;
2486     if (pp->ob->name!=exit->race) continue;
2487     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2488     break;
2489     }
2490     if (!exit_owner) return 0; /* No more owner*/
2491     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2492     if ( exit_owner && /*There is a owner*/
2493     (op->contr) && /*A player tries to pass */
2494     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2495     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2496     return 0;
2497     return 1;
2498     }
2499     }
2500     return 0;
2501     }
2502    
2503    
2504     /**
2505     * Main apply handler.
2506     *
2507     * Checks for unpaid items before applying.
2508     *
2509     * Return value:
2510     * 0: player or monster can't apply objects of that type
2511 elmex 1.3 * 1: has been applied, or there was an error applying the object
2512 root 1.1 * 2: objects of that type can't be applied if not in inventory
2513     *
2514     * op is the object that is causing object to be applied, tmp is the object
2515     * being applied.
2516     *
2517     * aflag is special (always apply/unapply) flags. Nothing is done with
2518     * them in this function - they are passed to apply_special
2519     */
2520    
2521     int manual_apply (object *op, object *tmp, int aflag)
2522     {
2523 elmex 1.3 if (tmp->head) tmp=tmp->head;
2524 root 1.1
2525 elmex 1.3 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2526     if (op->type == PLAYER) {
2527     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2528     return 1;
2529     } else {
2530     return 0; /* monsters just skip unpaid items */
2531     }
2532 root 1.1 }
2533    
2534    
2535     /* Lauwenmark: Handle for plugin apply event */
2536     if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2537     return 1;
2538    
2539 elmex 1.3 switch (tmp->type) {
2540    
2541     case TRANSPORT:
2542     return apply_transport(op, tmp, aflag);
2543    
2544     case CF_HANDLE:
2545     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2546     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2547     tmp->value=tmp->value?0:1;
2548     SET_ANIMATION(tmp, tmp->value);
2549     update_object(tmp,UP_OBJ_FACE);
2550     push_button(tmp);
2551     return 1;
2552    
2553     case TRIGGER:
2554     if (check_trigger (tmp, op)) {
2555     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2556     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2557     } else {
2558     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2559     }
2560     return 1;
2561 root 1.1
2562 elmex 1.3 case EXIT:
2563     if (op->type != PLAYER)
2564     return 0;
2565     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2566     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2567 root 1.1 query_name(tmp));
2568 elmex 1.3 } else {
2569     /* Don't display messages for random maps. */
2570     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2571     strncmp(EXIT_PATH(tmp), "/random/", 8))
2572     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2573     enter_exit(op,tmp);
2574     }
2575     return 1;
2576    
2577     case SIGN:
2578     apply_sign (op, tmp, 0);
2579     return 1;
2580 root 1.1
2581 elmex 1.3 case BOOK:
2582     if (op->type == PLAYER) {
2583     apply_book (op, tmp);
2584     return 1;
2585     } else {
2586     return 0;
2587     }
2588 root 1.1
2589 elmex 1.3 case SKILLSCROLL:
2590     if (op->type == PLAYER) {
2591     apply_skillscroll (op, tmp);
2592     return 1;
2593     }
2594     return 0;
2595 root 1.1
2596 elmex 1.3 case SPELLBOOK:
2597     if (op->type == PLAYER) {
2598     apply_spellbook (op, tmp);
2599     return 1;
2600     }
2601     return 0;
2602 root 1.1
2603 elmex 1.3 case SCROLL:
2604     apply_scroll (op, tmp, 0);
2605     return 1;
2606 root 1.1
2607 elmex 1.3 case POTION:
2608     (void) apply_potion(op, tmp);
2609     return 1;
2610 root 1.1
2611 elmex 1.3 /* Eneq(@csd.uu.se): Handle apply on containers. */
2612     case CLOSE_CON:
2613     if (op->type==PLAYER)
2614     (void) esrv_apply_container (op, tmp->env);
2615     else
2616     (void) apply_container (op, tmp->env);
2617     return 1;
2618 root 1.1
2619 elmex 1.3 case CONTAINER:
2620     if (op->type==PLAYER)
2621     (void) esrv_apply_container (op, tmp);
2622     else
2623     (void) apply_container (op, tmp);
2624     return 1;
2625 root 1.1
2626 elmex 1.3 case TREASURE:
2627     if (op->type == PLAYER) {
2628     apply_treasure (op, tmp);
2629     return 1;
2630     } else {
2631     return 0;
2632     }
2633 root 1.1
2634 elmex 1.3 case WEAPON:
2635     case ARMOUR:
2636     case BOOTS:
2637     case GLOVES:
2638     case AMULET:
2639     case GIRDLE:
2640     case BRACERS:
2641     case SHIELD:
2642     case HELMET:
2643     case RING:
2644     case CLOAK:
2645     case WAND:
2646     case ROD:
2647     case HORN:
2648     case SKILL:
2649     case BOW:
2650     case LAMP:
2651     case BUILDER:
2652     case SKILL_TOOL:
2653     if (tmp->env != op)
2654     return 2; /* not in inventory */
2655     (void) apply_special (op, tmp, aflag);
2656     return 1;
2657 root 1.1
2658 elmex 1.3 case DRINK:
2659     case FOOD:
2660     case FLESH:
2661     apply_food (op, tmp);
2662     return 1;
2663 root 1.1
2664 elmex 1.3 case POISON:
2665     apply_poison (op, tmp);
2666     return 1;
2667 root 1.1
2668 elmex 1.3 case SAVEBED:
2669     if (op->type == PLAYER) {
2670     apply_savebed (op);
2671     return 1;
2672     } else {
2673     return 0;
2674     }
2675 root 1.1
2676 elmex 1.3 case ARMOUR_IMPROVER:
2677     if (op->type == PLAYER) {
2678     apply_armour_improver (op, tmp);
2679     return 1;
2680     } else {
2681     return 0;
2682     }
2683 root 1.1
2684 elmex 1.3 case WEAPON_IMPROVER:
2685     (void) check_improve_weapon(op, tmp);
2686     return 1;
2687 root 1.1
2688 elmex 1.3 case CLOCK:
2689     if (op->type == PLAYER) {
2690     char buf[MAX_BUF];
2691     timeofday_t tod;
2692    
2693     get_tod(&tod);
2694     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2695     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2696     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2697     ((tod.hour >= 14) ? "pm" : "am"));
2698     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2699     new_draw_info(NDI_UNIQUE, 0,op, buf);
2700     return 1;
2701     } else {
2702     return 0;
2703     }
2704 root 1.1
2705 elmex 1.3 case MENU:
2706     if (op->type == PLAYER) {
2707     shop_listing (op);
2708     return 1;
2709     } else {
2710     return 0;
2711     }
2712 root 1.1
2713 elmex 1.3 case POWER_CRYSTAL:
2714     apply_power_crystal(op,tmp); /* see egoitem.c */
2715     return 1;
2716 root 1.1
2717 elmex 1.3 case LIGHTER: /* for lighting torches/lanterns/etc */
2718     if (op->type == PLAYER) {
2719     apply_lighter(op,tmp);
2720     return 1;
2721     } else {
2722     return 0;
2723     }
2724 root 1.1
2725 elmex 1.3 case ITEM_TRANSFORMER:
2726     apply_item_transformer( op, tmp );
2727     return 1;
2728 root 1.1
2729 elmex 1.3 default:
2730     return 0;
2731 root 1.1 }
2732     }
2733    
2734    
2735     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2736     * messages as needed by player_apply_below(). But there can still be
2737     * "but you are floating high above the ground" messages.
2738     *
2739     * Same return value as apply() function.
2740     */
2741     int player_apply (object *pl, object *op, int aflag, int quiet)
2742     {
2743     int tmp;
2744    
2745     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2746     /* player is flying and applying object not in inventory */
2747     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2748     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2749     "above the ground!");
2750     return 0;
2751     }
2752     }
2753    
2754     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2755     * applied.
2756     */
2757     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2758     {
2759     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2760     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2761     "of smoke!");
2762     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2763     remove_ob (op);
2764     free_object (op);
2765     return 1;
2766     }
2767    
2768     pl->contr->last_used = op;
2769     pl->contr->last_used_id = op->count;
2770    
2771     tmp = manual_apply (pl, op, aflag);
2772     if ( ! quiet) {
2773     if (tmp == 0)
2774     new_draw_info_format (NDI_UNIQUE, 0, pl,
2775     "I don't know how to apply the %s.",
2776     query_name (op));
2777     else if (tmp == 2)
2778     new_draw_info_format (NDI_UNIQUE, 0, pl,
2779     "You must get it first!\n");
2780     }
2781     return tmp;
2782     }
2783    
2784     /**
2785     * player_apply_below attempts to apply the object 'below' the player.
2786     * If the player has an open container, we use that for below, otherwise
2787     * we use the ground.
2788     */
2789    
2790     void player_apply_below (object *pl)
2791     {
2792     object *tmp, *next;
2793     int floors;
2794    
2795 elmex 1.3 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2796     apply_transport(pl, pl->contr->transport, 0);
2797     return;
2798     }
2799    
2800 root 1.1 /* If using a container, set the starting item to be the top
2801     * item in the container. Otherwise, use the map.
2802     */
2803     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2804    
2805     /* This is perhaps more complicated. However, I want to make sure that
2806     * we don't use a corrupt pointer for the next object, so we get the
2807     * next object in the stack before applying. This is can only be a
2808     * problem if player_apply() has a bug in that it uses the object but does
2809     * not return a proper value.
2810     */
2811     for (floors = 0; tmp!=NULL; tmp=next) {
2812     next = tmp->below;
2813     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2814     floors++;
2815     else if (floors > 0)
2816     return; /* process only floor objects after first floor object */
2817    
2818     /* If it is visible, player can apply it. If it is applied by
2819     * person moving on it, also activate. Added code to make it
2820     * so that at least one of players movement types be that which
2821     * the item needs.
2822     */
2823     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2824     if (player_apply (pl, tmp, 0, 1) == 1)
2825     return;
2826     }
2827     if (floors >= 2)
2828     return; /* process at most two floor objects */
2829     }
2830     }
2831    
2832     /**
2833     * Unapplies specified item.
2834     * No check done on cursed/damned.
2835     * Break this out of apply_special - this is just done
2836     * to keep the size of apply_special to a more managable size.
2837     */
2838     static int unapply_special (object *who, object *op, int aflags)
2839     {
2840     object *tmp2;
2841    
2842     CLEAR_FLAG(op, FLAG_APPLIED);
2843     switch(op->type) {
2844     case WEAPON:
2845     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2846    
2847     (void) change_abil (who,op);
2848     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2849     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2850     /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2851     who->current_weapon_script = NULL;
2852     who->current_weapon = NULL;
2853     clear_skill(who);
2854     break;
2855    
2856     case SKILL: /* allows objects to impart skills */
2857     case SKILL_TOOL:
2858     if (op != who->chosen_skill) {
2859     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2860     }
2861     if (who->type==PLAYER) {
2862     if (who->contr->shoottype == range_skill)
2863     who->contr->shoottype = range_none;
2864     if ( ! op->invisible) {
2865     new_draw_info_format (NDI_UNIQUE, 0, who,
2866     "You stop using the %s.", query_name(op));
2867     } else {
2868     new_draw_info_format (NDI_UNIQUE, 0, who,
2869     "You can no longer use the skill: %s.",
2870     op->skill);
2871     }
2872     }
2873     (void) change_abil (who, op);
2874     who->chosen_skill = NULL;
2875     CLEAR_FLAG (who, FLAG_READY_SKILL);
2876     break;
2877    
2878     case ARMOUR:
2879     case HELMET:
2880     case SHIELD:
2881     case RING:
2882     case BOOTS:
2883     case GLOVES:
2884     case AMULET:
2885     case GIRDLE:
2886     case BRACERS:
2887     case CLOAK:
2888     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2889     (void) change_abil (who,op);
2890     break;
2891     case LAMP:
2892     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2893     op->name);
2894     tmp2 = arch_to_object(op->other_arch);
2895     tmp2->x = op->x;
2896     tmp2->y = op->y;
2897     tmp2->map = op->map;
2898     tmp2->below = op->below;
2899     tmp2->above = op->above;
2900     tmp2->stats.food = op->stats.food;
2901     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2902     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2903     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2904     if (who->type == PLAYER)
2905     esrv_del_item(who->contr, (tag_t)op->count);
2906     remove_ob(op);
2907     free_object(op);
2908     insert_ob_in_ob(tmp2, who);
2909     fix_player(who);
2910     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2911     if (who->type == PLAYER) {
2912     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2913     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2914     }
2915     }
2916     if(who->type==PLAYER)
2917     esrv_send_item(who, tmp2);
2918     return 1; /* otherwise, an attempt to drop causes problems */
2919     break;
2920     case BOW:
2921     case WAND:
2922     case ROD:
2923     case HORN:
2924     clear_skill(who);
2925     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2926     if(who->type==PLAYER) {
2927     who->contr->shoottype = range_none;
2928     } else {
2929     if (op->type == BOW)
2930     CLEAR_FLAG (who, FLAG_READY_BOW);
2931     else
2932     CLEAR_FLAG(who, FLAG_READY_RANGE);
2933     }
2934     break;
2935    
2936     case BUILDER:
2937     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2938     who->contr->shoottype = range_none;
2939     who->contr->ranges[ range_builder ] = NULL;
2940     break;
2941    
2942     default:
2943     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2944     break;
2945     }
2946    
2947     fix_player(who);
2948    
2949     if ( ! (aflags & AP_NO_MERGE)) {
2950     object *tmp;
2951    
2952     tag_t del_tag = op->count;
2953     tmp = merge_ob (op, NULL);
2954     if (who->type == PLAYER) {
2955     if (tmp) { /* it was merged */
2956     esrv_del_item (who->contr, del_tag);
2957     op = tmp;
2958     }
2959     esrv_send_item (who, op);
2960     }
2961     }
2962     return 0;
2963     }
2964    
2965     /**
2966     * Returns the object that is using location 'loc'.
2967     * Note that 'start' is the first object to start examing - we
2968     * then go through the below of this. In this way, you can do
2969     * something like:
2970     * tmp = get_item_from_body_location(who->inv, 1);
2971     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2972     * to find the second object that may use this location, etc.
2973     * Returns NULL if no match is found.
2974     * loc is the index into the array we are looking for a match.
2975     * don't return invisible objects unless they are skill objects
2976     * invisible other objects that use
2977     * up body locations can be used as restrictions.
2978     */
2979     object *get_item_from_body_location(object *start, int loc)
2980     {
2981     object *tmp;
2982    
2983     if (!start) return NULL;
2984    
2985     for (tmp=start; tmp; tmp=tmp->below)
2986     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2987     (!tmp->invisible || tmp->type==SKILL)) return tmp;
2988    
2989     return NULL;
2990     }
2991    
2992    
2993    
2994     /**
2995     * 'op' wants to apply an object, but can't because of other equipment.
2996     * This should only be called when it is known
2997     * that there are objects to unapply. This makes pretty heavy
2998     * use of get_item_from_body_location. It makes no intelligent choice
2999     * on objects - rather, the first that is matched is used.
3000     * Returns 0 on success, returns 1 if there is some problem.
3001     * if aflags is AP_PRINT, we instead print out waht to unapply
3002     * instead of doing it. This is a lot less code than having
3003     * another function that does just that.
3004     */
3005     int unapply_for_ob(object *who, object *op, int aflags)
3006     {
3007     int i;
3008     object *tmp=NULL, *last;
3009    
3010     /* If we are applying a shield or weapon, unapply any equipped shield
3011     * or weapons first - only allowed to use one weapon/shield at a time.
3012     */
3013     if (op->type == WEAPON || op->type == SHIELD) {
3014     for (tmp=who->inv; tmp; tmp=tmp->below) {
3015     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3016     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3017     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3018     if (aflags & AP_PRINT)
3019     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3020     else
3021     unapply_special(who, tmp, aflags);
3022     }
3023     else {
3024     /* In this case, we want to try and remove a cursed item.
3025     * While we know it won't work, we want unapply_special to
3026     * at least generate the message.
3027     */
3028     new_draw_info_format(NDI_UNIQUE, 0, who,
3029     "No matter how hard you try, you just can't\nremove %s.",
3030     query_name(tmp));
3031     return 1;
3032     }
3033    
3034     }
3035     }
3036     }
3037    
3038     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3039     /* this used up a slot that we need to free */
3040     if (op->body_info[i]) {
3041     last = who->inv;
3042    
3043     /* We do a while loop - may need to remove several items in order
3044     * to free up enough slots.
3045     */
3046     while ((who->body_used[i] + op->body_info[i]) < 0) {
3047     tmp = get_item_from_body_location(last, i);
3048     if (!tmp) {
3049     #if 0
3050     /* Not a bug - we'll get this if the player has cursed items
3051     * equipped.
3052     */
3053     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3054     i, body_locations[i].save_name, who->name);
3055     #endif
3056     return 1;
3057     }
3058     /* If we are just printing, we don't care about cursed status */
3059     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3060 pippijn 1.6 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3061 root 1.1 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     /* Cursed item that we can't unequip - tell the player.
3068     * Note this could be annoying if this is just one of a few,
3069     * so it may not be critical (eg, putting on a ring and you have
3070     * one cursed ring.)
3071     */
3072     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3073     }
3074     last = tmp->below;
3075     }
3076     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3077     * return in the !tmp would have kicked in.
3078     */
3079     } /* if op is using this body location */
3080     } /* for body lcoations */
3081     return 0;
3082     }
3083    
3084     /**
3085     * Checks to see if 'who' can apply object 'op'.
3086     * Returns 0 if apply can be done without anything special.
3087     * Otherwise returns a bitmask - potentially several of these may be
3088     * set, but largely depends on circumstance - in the future, processing
3089     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3090     * is set, do we really are what the other flags may be?)
3091     *
3092     * See include/define.h for detailed description of the meaning of
3093     * these return values.
3094     */
3095     int can_apply_object(object *who, object *op)
3096     {
3097     int i, retval=0;
3098     object *tmp=NULL, *ws=NULL;
3099    
3100     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3101     * 2 weapons, but we don't want to let them do that. So if they are
3102     * trying to equip a weapon or shield, see if they already have one
3103     * in place and store that way.
3104     */
3105     if (op->type == WEAPON || op->type == SHIELD) {
3106     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3107     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3108     retval = CAN_APPLY_UNAPPLY;
3109     ws = tmp;
3110     }
3111     }
3112     }
3113    
3114    
3115     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3116     if (op->body_info[i]) {
3117     /* Item uses more slots than we have */
3118     if (FABS(op->body_info[i]) > who->body_info[i]) {
3119     /* Could return now for efficiently - rest of info below isn'
3120     * really needed.
3121     */
3122     retval |= CAN_APPLY_NEVER;
3123     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3124     /* in this case, equipping this would use more free spots than
3125     * we have.
3126     */
3127     object *tmp1;
3128    
3129    
3130     /* if we have an applied weapon/shield, and unapply it would free
3131     * enough slots to equip the new item, then just set this can
3132     * continue. We don't care about the logic below - if you have
3133     * shield equipped and try to equip another shield, there is only
3134     * one choice. However, the check for the number of body locations
3135     * does take into the account cases where what is being applied
3136     * may be two handed for example.
3137     */
3138     if (ws) {
3139     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3140     retval |= CAN_APPLY_UNAPPLY;
3141     continue;
3142     }
3143     }
3144    
3145     tmp1 = get_item_from_body_location(who->inv, i);
3146     if (!tmp1) {
3147     #if 0
3148     /* This is sort of an error, but happens a lot when old players
3149     * join in with more stuff equipped than they are now allowed.
3150     */
3151     LOG(llevError,"Can't find object using location %d on %s\n",
3152     i, who->name);
3153     #endif
3154     retval |= CAN_APPLY_NEVER;
3155     } else {
3156     /* need to unapply something. However, if this something
3157     * is different than we had found before, it means they need
3158     * to apply multiple objects
3159     */
3160     retval |= CAN_APPLY_UNAPPLY;
3161     if (!tmp) tmp = tmp1;
3162     else if (tmp != tmp1) {
3163     retval |= CAN_APPLY_UNAPPLY_MULT;
3164     }
3165     /* This object isn't using up all the slots, so there must
3166     * be another. If so, and it the new item doesn't need all
3167     * the slots, the player then has a choice.
3168     */
3169     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3170     (FABS(op->body_info[i]) < who->body_info[i]))
3171     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3172    
3173     /* Does unequippint 'tmp1' free up enough slots for this to be
3174     * equipped? If not, there must be something else to unapply.
3175     */
3176     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3177     retval |= CAN_APPLY_UNAPPLY_MULT;
3178    
3179     }
3180     } /* if not enough free slots */
3181     } /* if this object uses location i */
3182     } /* for i -> num_body_locations loop */
3183    
3184     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3185     * really be controlled by use of body locations. We do have
3186     * the weapon/shield checks, and the range checks for monsters,
3187     * because you can't control those just by body location - bows, shields,
3188     * and weapons all use the same slot. Similar for horn/rod/wand - they
3189     * all use the same location.
3190     */
3191     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3192     retval |= CAN_APPLY_RESTRICTION;
3193     if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3194     retval |= CAN_APPLY_RESTRICTION;
3195    
3196    
3197     if (who->type != PLAYER) {
3198     if ((op->type == WAND || op->type == HORN || op->type==ROD)
3199     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3200     retval |= CAN_APPLY_RESTRICTION;
3201     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3202     retval |= CAN_APPLY_RESTRICTION;
3203     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3204     retval |= CAN_APPLY_RESTRICTION;
3205     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3206     retval |= CAN_APPLY_RESTRICTION;
3207     }
3208     return retval;
3209     }
3210    
3211    
3212    
3213     /**
3214 root 1.4 * who is the object using the object. It can be a monster.
3215 root 1.1 * op is the object they are using. op is an equipment type item,
3216     * eg, one which you put on and keep on for a while, and not something
3217     * like a potion or scroll.
3218     *
3219     * function returns 1 if the action could not be completed, 0 on
3220     * success. However, success is a matter of meaning - if the
3221     * user passes the 'apply' flag to an object already applied,
3222     * nothing is done, and 0 is returned.
3223     *
3224     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3225     * AP_UNAPPLY=always unapply).
3226     *
3227     * Optional flags:
3228     * AP_NO_MERGE: don't merge an unapplied object with other objects
3229     * AP_IGNORE_CURSE: unapply cursed items
3230     *
3231     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3232     *
3233     * apply_special() doesn't check for unpaid items.
3234     */
3235     int apply_special (object *who, object *op, int aflags)
3236     {
3237     int basic_flag = aflags & AP_BASIC_FLAGS;
3238     object *tmp, *tmp2, *skop=NULL;
3239     int i;
3240    
3241     if(who==NULL) {
3242     LOG(llevError,"apply_special() from object without environment.\n");
3243     return 1;
3244     }
3245    
3246     if(op->env!=who)
3247     return 1; /* op is not in inventory */
3248    
3249     /* trying to unequip op */
3250     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3251     /* always apply, so no reason to unapply */
3252     if (basic_flag == AP_APPLY) return 0;
3253    
3254     if ( ! (aflags & AP_IGNORE_CURSE)
3255     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3256     new_draw_info_format(NDI_UNIQUE, 0, who,
3257     "No matter how hard you try, you just can't\nremove %s.",
3258     query_name(op));
3259     return 1;
3260     }
3261     return unapply_special(who, op, aflags);
3262     }
3263    
3264     if (basic_flag == AP_UNAPPLY) return 0;
3265    
3266     i = can_apply_object(who, op);
3267    
3268     /* Can't just apply this object. Lets see what not and what to do */
3269     if (i) {
3270     if (i & CAN_APPLY_NEVER) {
3271     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3272     return 1;
3273     } else if (i & CAN_APPLY_RESTRICTION) {
3274     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3275     return 1;
3276     }
3277     if (who->type != PLAYER) {
3278     /* Some error, so don't try to equip something more */
3279     if (unapply_for_ob(who, op, aflags)) return 1;
3280     } else {
3281     if (who->contr->unapply == unapply_never ||
3282     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3283     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3284     unapply_for_ob(who, op, AP_PRINT);
3285     return 1;
3286     }
3287     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3288     i = unapply_for_ob(who, op, aflags);
3289     if (i) return 1;
3290     }
3291     }
3292     }
3293     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3294     skop=find_skill_by_name(who, op->skill);
3295     if (!skop) {
3296     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3297     return 1;
3298     } else {
3299     /* While experience will be credited properly, we want to change the
3300     * skill so that the dam and wc get updated
3301     */
3302     change_skill(who, skop, 0);
3303     }
3304     }
3305    
3306     if (who->type == PLAYER && op->item_power &&
3307     (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3308     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3309     return 1;
3310     }
3311    
3312    
3313     /* Ok. We are now at the state where we can apply the new object.
3314     * Note that we don't have the checks for can_use_...
3315     * below - that is already taken care of by can_apply_object.
3316     */
3317    
3318    
3319     if(op->nrof > 1)
3320     tmp = get_split_ob(op,op->nrof - 1);
3321     else
3322     tmp = NULL;
3323    
3324     switch(op->type) {
3325     case WEAPON:
3326     if (!check_weapon_power(who, op->last_eat)) {
3327     new_draw_info(NDI_UNIQUE, 0,who,
3328     "That weapon is too powerful for you to use.");
3329     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3330     if(tmp!=NULL)
3331     (void) insert_ob_in_ob(tmp,who);
3332     return 1;
3333     }
3334     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3335     /* if the weapon does not have the name as the character, can't use it. */
3336     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3337     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3338     if(tmp!=NULL)
3339     (void) insert_ob_in_ob(tmp,who);
3340     return 1;
3341     }
3342     SET_FLAG(op, FLAG_APPLIED);
3343    
3344     if (skop) change_skill(who, skop, 1);
3345     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3346     SET_FLAG(who, FLAG_READY_WEAPON);
3347    
3348     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3349    
3350     (void) change_abil (who,op);
3351     /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3352     /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3353     LOG(llevDebug, "Scripting Weapon wielded\n");
3354     if (who->current_weapon_script) free_string(who->current_weapon_script);
3355     who->current_weapon_script=add_string(query_name(op));
3356     }
3357     who->current_weapon = op;*/
3358     break;
3359    
3360     case ARMOUR:
3361     case HELMET:
3362     case SHIELD:
3363     case BOOTS:
3364     case GLOVES:
3365     case GIRDLE:
3366     case BRACERS:
3367     case CLOAK:
3368     case RING:
3369     case AMULET:
3370     SET_FLAG(op, FLAG_APPLIED);
3371     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3372     (void) change_abil (who,op);
3373     break;
3374     case LAMP:
3375     if (op->stats.food < 1) {
3376     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3377     " fuel!", op->name);
3378     return 1;
3379     }
3380     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3381     op->name);
3382     tmp2 = arch_to_object(op->other_arch);
3383     tmp2->stats.food = op->stats.food;
3384     SET_FLAG(tmp2, FLAG_APPLIED);
3385     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3386     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3387     insert_ob_in_ob(tmp2, who);
3388    
3389     /* Remove the old lantern */
3390     if (who->type == PLAYER)
3391     esrv_del_item(who->contr, (tag_t)op->count);
3392     remove_ob(op);
3393     free_object(op);
3394    
3395     /* insert the portion that was split off */
3396     if(tmp!=NULL) {
3397     (void) insert_ob_in_ob(tmp,who);
3398     if(who->type==PLAYER)
3399     esrv_send_item(who, tmp);
3400     }
3401     fix_player(who);
3402     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3403     if (who->type == PLAYER) {
3404     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3405     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3406     }
3407     }
3408     if(who->type==PLAYER)
3409     esrv_send_item(who, tmp2);
3410     return 0;
3411     break;
3412    
3413     /* this part is needed for skill-tools */
3414     case SKILL:
3415     case SKILL_TOOL:
3416     if (who->chosen_skill) {
3417     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3418     return 1;
3419     }
3420     if (who->type == PLAYER) {
3421     who->contr->shoottype = range_skill;
3422     who->contr->ranges[range_skill] = op;
3423     if ( ! op->invisible) {
3424     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3425     query_name (op));
3426     new_draw_info_format (NDI_UNIQUE, 0, who,
3427     "You can now use the skill: %s.",
3428     op->skill);
3429     } else {
3430     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3431     op->skill? op->skill:op->name);
3432     }
3433     }
3434     SET_FLAG (op, FLAG_APPLIED);
3435     (void) change_abil (who, op);
3436     who->chosen_skill = op;
3437     SET_FLAG (who, FLAG_READY_SKILL);
3438     break;
3439    
3440     case BOW:
3441     if (!check_weapon_power(who, op->last_eat)) {
3442     new_draw_info(NDI_UNIQUE, 0, who,
3443     "That item is too powerful for you to use.");
3444     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3445     if(tmp != NULL)
3446     (void)insert_ob_in_ob(tmp,who);
3447     return 1;
3448     }
3449     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3450     new_draw_info(NDI_UNIQUE, 0, who,
3451     "The weapon does not recognize you as its owner.");
3452     if(tmp != NULL)
3453     (void)insert_ob_in_ob(tmp,who);
3454     return 1;
3455     }
3456     /*FALLTHROUGH*/
3457     case WAND:
3458     case ROD:
3459     case HORN:
3460     /* check for skill, alter player status */
3461     SET_FLAG(op, FLAG_APPLIED);
3462     if (skop) change_skill(who, skop, 0);
3463     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3464    
3465     if(who->type==PLAYER) {
3466     if (op->type == BOW) {
3467     (void)change_abil(who, op);
3468     new_draw_info_format (NDI_UNIQUE, 0, who,
3469     "You will now fire %s with %s.",
3470     op->race ? op->race : "nothing", query_name(op));
3471     who->contr->shoottype = range_bow;
3472     } else {
3473     who->contr->shoottype = range_misc;
3474     }
3475     } else {
3476     if (op->type == BOW)
3477     SET_FLAG (who, FLAG_READY_BOW);
3478     else
3479     SET_FLAG (who, FLAG_READY_RANGE);
3480     }
3481     break;
3482    
3483     case BUILDER:
3484     if ( who->contr->ranges[ range_builder ] )
3485     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3486     who->contr->shoottype = range_builder;
3487     who->contr->ranges[ range_builder ] = op;
3488     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3489     break;
3490    
3491     default:
3492     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3493     } /* end of switch op->type */
3494    
3495     SET_FLAG(op, FLAG_APPLIED);
3496    
3497     if(tmp!=NULL)
3498     tmp = insert_ob_in_ob(tmp,who);
3499    
3500     fix_player(who);
3501    
3502     /* We exclude spell casting objects. The fire code will set the
3503     * been applied flag when they are used - until that point,
3504     * you don't know anything about them.
3505     */
3506     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3507     op->type!=ROD)
3508     SET_FLAG(op,FLAG_BEEN_APPLIED);
3509    
3510     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3511     if (who->type == PLAYER) {
3512     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3513     SET_FLAG(op,FLAG_KNOWN_CURSED);
3514     }
3515     }
3516     if(who->type==PLAYER) {
3517     /* if multiple objects were applied, update both slots */
3518     if (tmp)
3519     esrv_send_item(who, tmp);
3520     esrv_send_item(who, op);
3521     }
3522     return 0;
3523     }
3524    
3525    
3526     int monster_apply_special (object *who, object *op, int aflags)
3527     {
3528     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3529     return 1;
3530     return apply_special (who, op, aflags);
3531     }
3532    
3533     /**
3534     * Map was just loaded, handle op's initialisation.
3535     *
3536     * Generates shop floor's item, and treasures.
3537     */
3538     int auto_apply (object *op) {
3539     object *tmp = NULL, *tmp2;
3540     int i;
3541    
3542     switch(op->type) {
3543     case SHOP_FLOOR:
3544     if (!HAS_RANDOM_ITEMS(op)) return 0;
3545     do {
3546     i=10; /* let's give it 10 tries */
3547     while((tmp=generate_treasure(op->randomitems,
3548     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3549     if(tmp==NULL)
3550     return 0;
3551     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3552     free_object(tmp);
3553     tmp = NULL;
3554     }
3555     } while(!tmp);
3556     tmp->x=op->x;
3557     tmp->y=op->y;
3558     SET_FLAG(tmp,FLAG_UNPAID);
3559     insert_ob_in_map(tmp,op->map,NULL,0);
3560     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3561     identify(tmp);
3562     break;
3563    
3564     case TREASURE:
3565     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3566     return 0;
3567     while ((op->stats.hp--)>0)
3568     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3569     op->stats.exp ? (int)op->stats.exp :
3570     op->map == NULL ? 14: op->map->difficulty,0);
3571    
3572     /* If we generated an object and put it in this object inventory,
3573     * move it to the parent object as the current object is about
3574     * to disappear. An example of this item is the random_* stuff
3575     * that is put inside other objects.
3576     */
3577     for (tmp=op->inv; tmp; tmp=tmp2) {
3578     tmp2 = tmp->below;
3579     remove_ob(tmp);
3580     if (op->env) insert_ob_in_ob(tmp, op->env);
3581     else free_object(tmp);
3582     }
3583     remove_ob(op);
3584     free_object(op);
3585     break;
3586     }
3587     return tmp ? 1 : 0;
3588     }
3589    
3590     /**
3591     * fix_auto_apply goes through the entire map (only the first time
3592     * when an original map is loaded) and performs special actions for
3593     * certain objects (most initialization of chests and creation of
3594     * treasures and stuff). Calls auto_apply if appropriate.
3595     */
3596    
3597     void fix_auto_apply(mapstruct *m) {
3598     object *tmp,*above=NULL;
3599     int x,y;
3600    
3601     if(m==NULL) return;
3602    
3603     for(x=0;x<MAP_WIDTH(m);x++)
3604     for(y=0;y<MAP_HEIGHT(m);y++)
3605     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3606     above=tmp->above;
3607    
3608     if (tmp->inv) {
3609     object *invtmp, *invnext;
3610    
3611     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3612     invnext = invtmp->below;
3613    
3614     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3615     auto_apply(invtmp);
3616     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3617     while ((invtmp->stats.hp--)>0)
3618     create_treasure(invtmp->randomitems, invtmp, 0,
3619     m->difficulty,0);
3620     invtmp->randomitems = NULL;
3621     }
3622     else if (invtmp && invtmp->arch &&
3623     invtmp->type!=TREASURE &&
3624     invtmp->type != SPELL &&
3625     invtmp->type != CLASS &&
3626     HAS_RANDOM_ITEMS(invtmp)) {
3627     create_treasure(invtmp->randomitems, invtmp, 0,
3628     m->difficulty,0);
3629     /* Need to clear this so that we never try to create
3630     * treasure again for this object
3631     */
3632     invtmp->randomitems = NULL;
3633     }
3634     }
3635     /* This is really temporary - the code at the bottom will
3636     * also set randomitems to null. The problem is there are bunches
3637     * of maps/players already out there with items that have spells
3638     * which haven't had the randomitems set to null yet.
3639     * MSW 2004-05-13
3640     *
3641     * And if it's a spellbook, it's better to set randomitems to NULL too,
3642     * else you get two spells in the book ^_-
3643     * Ryo 2004-08-16
3644     */
3645     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3646     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3647     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3648     tmp->randomitems = NULL;
3649    
3650     }
3651    
3652     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3653     auto_apply(tmp);
3654     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3655     while ((tmp->stats.hp--)>0)
3656     create_treasure(tmp->randomitems, tmp, 0,
3657     m->difficulty,0);
3658     tmp->randomitems = NULL;
3659     }
3660     else if(tmp->type==TIMED_GATE) {
3661     object *head = tmp->head != NULL ? tmp->head : tmp;
3662     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3663     tmp->speed = 0;
3664     update_ob_speed(tmp);
3665     }
3666     }
3667     /* This function can be called everytime a map is loaded, even when
3668     * swapping back in. As such, we don't want to create the treasure
3669     * over and ove again, so after we generate the treasure, blank out
3670     * randomitems so if it is swapped in again, it won't make anything.
3671     * This is a problem for the above objects, because they have counters
3672     * which say how many times to make the treasure.
3673     */
3674     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3675     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3676     HAS_RANDOM_ITEMS(tmp)) {
3677     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3678     m->difficulty,0);
3679     tmp->randomitems = NULL;
3680     }
3681     }
3682    
3683     for(x=0;x<MAP_WIDTH(m);x++)
3684     for(y=0;y<MAP_HEIGHT(m);y++)
3685     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3686     if (tmp->above &&
3687     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688     check_trigger (tmp, tmp->above);
3689     }
3690    
3691     /**
3692     * Handles player eating food that temporarily changes status (resistances, stats).
3693     * This used to call cast_change_attr(), but
3694     * that doesn't work with the new spell code. Since we know what
3695     * the food changes, just grab a force and use that instead.
3696     */
3697    
3698     void eat_special_food(object *who, object *food) {
3699     object *force;
3700     int i, did_one=0;
3701     sint8 k;
3702    
3703     force = get_archetype(FORCE_NAME);
3704    
3705     for (i=0; i < NUM_STATS; i++) {
3706     k = get_attr_value(&food->stats, i);
3707     if (k) {
3708     set_attr_value(&force->stats, i, k);
3709     did_one = 1;
3710     }
3711     }
3712    
3713     /* check if we can protect the eater */
3714     for (i=0; i<NROFATTACKS; i++) {
3715     if (food->resist[i]>0) {
3716     force->resist[i] = food->resist[i] / 2;
3717     did_one = 1;
3718     }
3719     }
3720     if (did_one) {
3721     force->speed = 0.1;
3722     update_ob_speed(force);
3723     /* bigger morsel of food = longer effect time */
3724     force->stats.food = food->stats.food / 5;
3725     SET_FLAG(force, FLAG_IS_USED_UP);
3726     SET_FLAG(force, FLAG_APPLIED);
3727     change_abil(who, force);
3728     insert_ob_in_ob(force, who);
3729     } else {
3730     free_object(force);
3731     }
3732    
3733     /* check for hp, sp change */
3734     if(food->stats.hp!=0) {
3735     if(QUERY_FLAG(food, FLAG_CURSED)) {
3736     strcpy(who->contr->killer,food->name);
3737     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3738     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3739     } else {
3740     if(food->stats.hp>0)
3741     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3742     else
3743     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3744     who->stats.hp += food->stats.hp;
3745     }
3746     }
3747     if(food->stats.sp!=0) {
3748     if(QUERY_FLAG(food, FLAG_CURSED)) {
3749     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3750     who->stats.sp -= food->stats.sp;
3751     if(who->stats.sp<0) who->stats.sp=0;
3752     } else {
3753     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3754     who->stats.sp += food->stats.sp;
3755     /* place limit on max sp from food? */
3756     }
3757     }
3758     fix_player(who);
3759     }
3760    
3761    
3762     /**
3763     * Designed primarily to light torches/lanterns/etc.
3764     * Also burns up burnable material too. First object in the inventory is
3765     * the selected object to "burn". -b.t.
3766     */
3767    
3768     void apply_lighter(object *who, object *lighter) {
3769     object *item;
3770     int is_player_env=0;
3771     uint32 nrof;
3772     tag_t count;
3773     char item_name[MAX_BUF];
3774    
3775     item=find_marked_object(who);
3776     if(item) {
3777     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3778     /* Split multiple lighters if they're being used up. Otherwise *
3779     * one charge from each would be used up. --DAMN */
3780     if(lighter->nrof > 1) {
3781     object *oneLighter = get_object();
3782     copy_object(lighter, oneLighter);
3783     lighter->nrof -= 1;
3784     oneLighter->nrof = 1;
3785     oneLighter->stats.food--;
3786     esrv_send_item(who, lighter);
3787     oneLighter=insert_ob_in_ob(oneLighter, who);
3788     esrv_send_item(who, oneLighter);
3789     } else {
3790     lighter->stats.food--;
3791     }
3792    
3793     } else if(lighter->last_eat) { /* no charges left in lighter */
3794     new_draw_info_format(NDI_UNIQUE, 0,who,
3795     "You attempt to light the %s with a used up %s.",
3796     item->name, lighter->name);
3797     return;
3798     }
3799     /* Perhaps we should split what we are trying to light on fire?
3800     * I can't see many times when you would want to light multiple
3801     * objects at once.
3802     */
3803     nrof=item->nrof;
3804     count=item->count;
3805     /* If the item is destroyed, we don't have a valid pointer to the
3806     * name object, so make a copy so the message we print out makes
3807     * some sense.
3808     */
3809     strcpy(item_name, item->name);
3810     if (who == is_player_inv(item)) is_player_env=1;
3811    
3812     save_throw_object(item,AT_FIRE,who);
3813     /* Change to check count and not freed, since the object pointer
3814     * may have gotten recycled
3815     */
3816     if ((nrof != item->nrof ) || (count != item->count)) {
3817     new_draw_info_format(NDI_UNIQUE, 0,who,
3818     "You light the %s with the %s.",item_name,lighter->name);
3819     /* Need to update the player so that the players glow radius
3820     * gets changed.
3821     */
3822     if (is_player_env) fix_player(who);
3823     } else {
3824     new_draw_info_format(NDI_UNIQUE, 0,who,
3825     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3826     }
3827    
3828     } else /* nothing to light */
3829     new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3830    
3831     }
3832    
3833     /**
3834     * op made some mistake with a scroll, this takes care of punishment.
3835     * scroll_failure()- hacked directly from spell_failure
3836     */
3837     void scroll_failure(object *op, int failure, int power)
3838     {
3839     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3840    
3841     if(failure<= -1&&failure > -15) {/* wonder */
3842     object *tmp;
3843    
3844     new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3845     tmp=get_archetype(SPELL_WONDER);
3846     cast_wonder(op, op, 0, tmp);
3847     free_object(tmp);
3848     } else if (failure <= -15&&failure > -35) {/* drain mana */
3849     new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3850     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3851     if(op->stats.sp<0) op->stats.sp = 0;
3852     } else if (settings.spell_failure_effects == TRUE) {
3853     if (failure <= -35&&failure > -60) { /* confusion */
3854     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3855     confuse_player(op,op,power);
3856     } else if (failure <= -60&&failure> -70) {/* paralysis */
3857     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3858     "you!");
3859     paralyze_player(op,op,power);
3860     } else if (failure <= -70&&failure> -80) {/* blind */
3861     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3862     blind_player(op,op,power);
3863     } else if (failure <= -80) {/* blast the immediate area */
3864     object *tmp;
3865     tmp=get_archetype(LOOSE_MANA);
3866     cast_magic_storm(op,tmp, power);
3867     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3868     free_object(tmp);
3869     }
3870     }
3871     }
3872    
3873     void apply_changes_to_player(object *pl, object *change) {
3874     int excess_stat=0; /* if the stat goes over the maximum
3875     for the race, put the excess stat some
3876     where else. */
3877    
3878     switch (change->type) {
3879     case CLASS: {
3880     living *stats = &(pl->contr->orig_stats);
3881     living *ns = &(change->stats);
3882     object *walk;
3883     int flag_change_face=1;
3884    
3885     /* the following code assigns stats up to the stat max
3886     * for the race, and if the stat max is exceeded,
3887     * tries to randomly reassign the excess stat
3888     */
3889     int i,j;
3890     for(i=0;i<NUM_STATS;i++) {
3891     sint8 stat=get_attr_value(stats,i);
3892     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3893     stat += get_attr_value(ns,i);
3894     if(stat > 20 + race_bonus) {
3895     excess_stat++;
3896     stat = 20+race_bonus;
3897     }
3898     set_attr_value(stats,i,stat);
3899     }
3900    
3901     for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3902     int i = rndm(0, 6);
3903     int stat=get_attr_value(stats,i);
3904     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3905     if(i==CHA) continue; /* exclude cha from this */
3906     if( stat < 20 + race_bonus) {
3907     change_attr_value(stats,i,1);
3908     excess_stat--;
3909     }
3910     }
3911    
3912     /* insert the randomitems from the change's treasurelist into
3913     * the player ref: player.c
3914     */
3915     if(change->randomitems!=NULL)
3916     give_initial_items(pl,change->randomitems);
3917    
3918    
3919     /* set up the face, for some races. */
3920    
3921     /* first, look for the force object banning
3922     * changing the face. Certain races never change face with class.
3923     */
3924     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3925     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3926    
3927     if(flag_change_face) {
3928     pl->animation_id = GET_ANIM_ID(change);
3929     pl->face = change->face;
3930    
3931     if(QUERY_FLAG(change,FLAG_ANIMATE))
3932     SET_FLAG(pl,FLAG_ANIMATE);
3933     else
3934     CLEAR_FLAG(pl,FLAG_ANIMATE);
3935     }
3936    
3937     /* check the special case of can't use weapons */
3938     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3939     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3940    
3941     break;
3942     }
3943     }
3944     }
3945    
3946     /**
3947     * This handles items of type 'transformer'.
3948     * Basically those items, used with a marked item, transform both items into something
3949     * else.
3950     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3951     * Change information is contained in the 'slaying' field of the marked item.
3952     * The format is as follow: transformer:[number ]yield[;transformer:...].
3953     * This way an item can be transformed in many things, and/or many objects.
3954     * The 'slaying' field for transformer is used as verb for the action.
3955     */
3956     void apply_item_transformer( object* pl, object* transformer )
3957     {
3958     object* marked;
3959     object* new_item;
3960     char* find;
3961     char* separator;
3962     int yield;
3963     char got[ MAX_BUF ];
3964     int len;
3965    
3966     if ( !pl || !transformer )
3967     return;
3968     marked = find_marked_object( pl );
3969     if ( !marked )
3970     {
3971     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3972     return;
3973     }
3974     if ( !marked->slaying )
3975     {
3976     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3977     return;
3978     }
3979     /* check whether they are compatible or not */
3980     find = strstr( marked->slaying, transformer->arch->name );
3981     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3982     {
3983     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3984     return;
3985     }
3986     find += strlen( transformer->arch->name ) + 1;
3987     /* Item can be used, now find how many and what it yields */
3988     if ( isdigit( *( find ) ) )
3989     {
3990     yield = atoi( find );
3991     if ( yield < 1 )
3992     {
3993     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3994     yield = 1;
3995     }
3996     }
3997     else
3998     yield = 1;
3999    
4000     while ( isdigit( *find ) )
4001     find++;
4002     while ( *find == ' ' )
4003     find++;
4004     memset( got, 0, MAX_BUF );
4005     if ( (separator = strchr( find, ';' ))!=NULL)
4006     {
4007     len = separator - find;
4008     }
4009     else
4010     {
4011     len = strlen(find);
4012     }
4013     if ( len > MAX_BUF-1)
4014     len = MAX_BUF-1;
4015     strcpy( got, find );
4016     got[len] = '\0';
4017    
4018     /* Now create new item, remove used ones when required. */
4019     new_item = get_archetype( got );
4020     if ( !new_item )
4021     {
4022     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4023     return;
4024     }
4025     new_item->nrof = yield;
4026     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4027     insert_ob_in_ob( new_item, pl );
4028     esrv_send_inventory( pl, pl );
4029     /* Eat up one item */
4030     decrease_ob_nr( marked, 1 );
4031     /* Eat one transformer if needed */
4032     if ( transformer->stats.food )
4033     if ( --transformer->stats.food == 0 )
4034     decrease_ob_nr( transformer, 1 );
4035     }