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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.62 by root, Thu Jan 18 19:42:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <tod.h> 29#include <tod.h>
29 30
30#ifndef __CEXTRACT__
31# include <sproto.h> 31#include <sproto.h>
32#endif
33 32
34/* Want this regardless of rplay. */ 33/* Want this regardless of rplay. */
35#include <sounds.h> 34#include <sounds.h>
36 35
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
195apply_potion (object *op, object *tmp) 194apply_potion (object *op, object *tmp)
196{ 195{
197 int got_one = 0, i; 196 int got_one = 0, i;
198 object *force = 0, *floor = 0; 197 object *force = 0, *floor = 0;
199 198
200 floor = get_map_ob (op->map, op->x, op->y); 199 floor = GET_MAP_OB (op->map, op->x, op->y);
201 200
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 202 {
204 if (op->type == PLAYER) 203 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 205 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 206 return 0;
208 } 207 }
209 208
210 if (op->type == PLAYER) 209 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 210 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 211 identify (tmp);
214 }
215 212
216 handle_apply_yield (tmp); 213 handle_apply_yield (tmp);
217 214
218 /* Potion of restoration - only for players */ 215 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 216 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 218 object *depl;
222 archetype *at; 219 archetype *at;
223 220
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 222 {
226 drain_stat (op); 223 op->drain_stat ();
227 fix_player (op); 224 op->update_stats ();
228 decrease_ob (tmp); 225 decrease_ob (tmp);
229 return 1; 226 return 1;
230 } 227 }
228
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 229 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 230 {
233 LOG (llevError, "Could not find archetype depletion\n"); 231 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 232 return 0;
235 } 233 }
236 depl = present_arch_in_ob (at, op); 234 depl = present_arch_in_ob (at, op);
235
237 if (depl != NULL) 236 if (depl)
238 { 237 {
239 for (i = 0; i < NUM_STATS; i++) 238 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 239 if (get_attr_value (&depl->stats, i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 } 241
244 remove_ob (depl); 242 depl->destroy ();
245 free_object (depl); 243 op->update_stats ();
246 fix_player (op);
247 } 244 }
248 else 245 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250 247
251 decrease_ob (tmp); 248 decrease_ob (tmp);
253 } 250 }
254 251
255 /* improvement potion - only for players */ 252 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 { 254 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 255 for (i = 1; i < MIN (11, op->level); i++)
260 { 256 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 258 {
263 if (op->contr->levhp[i] != 1) 259 if (op->contr->levhp[i] != 1)
293 op->contr->levgrace[i] = 3; 289 op->contr->levgrace[i] = 3;
294 break; 290 break;
295 } 291 }
296 } 292 }
297 } 293 }
294
298 /* Just makes checking easier */ 295 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 296 if (i < MIN (11, op->level))
300 got_one = 1; 297 got_one = 1;
298
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 300 {
303 if (got_one) 301 if (got_one)
304 { 302 {
305 fix_player (op); 303 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 } 307 }
310 else 308 else
312 } 310 }
313 else 311 else
314 { /* cursed potion */ 312 { /* cursed potion */
315 if (got_one) 313 if (got_one)
316 { 314 {
317 fix_player (op); 315 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 } 317 }
320 else 318 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 } 320 }
321
323 decrease_ob (tmp); 322 decrease_ob (tmp);
324 return 1; 323 return 1;
325 } 324 }
326 325
327 326
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 349
351 decrease_ob (tmp); 350 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 351 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 352 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 353 op->update_stats ();
355 return 1; 354 return 1;
356 } 355 }
357 356
358 /* Deal with protection potions */ 357 /* Deal with protection potions */
359 force = NULL; 358 force = NULL;
403 * that were grouped with the one consumed, his 402 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 403 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 404 * up all the stats.
406 */ 405 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 406 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 407 op->update_stats ();
409 decrease_ob (tmp); 408 decrease_ob (tmp);
410 return 1; 409 return 1;
411} 410}
412 411
413/**************************************************************************** 412/****************************************************************************
570 weapon->last_eat++; 569 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 571 decrease_ob (improver);
573 572
574 /* So it updates the players stats and the window */ 573 /* So it updates the players stats and the window */
575 fix_player (op); 574 op->update_stats ();
576 return 1; 575 return 1;
577} 576}
578 577
579/* Types of improvements, hidden in the sp field. */ 578/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 579#define IMPROVE_PREPARE 1
883 882
884 if (op->type == PLAYER) 883 if (op->type == PLAYER)
885 { 884 {
886 esrv_send_item (op, armour); 885 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 887 op->update_stats ();
889 } 888 }
890 decrease_ob (improver); 889 decrease_ob (improver);
891 if (tmp) 890 if (tmp)
892 { 891 {
893 insert_ob_in_ob (tmp, op); 892 insert_ob_in_ob (tmp, op);
952 price_in = nr * CONV_NEED (converter) * item->value; 951 price_in = nr * CONV_NEED (converter) * item->value;
953 } 952 }
954 else 953 else
955 { 954 {
956 price_in = item->value; 955 price_in = item->value;
957 remove_ob (item); 956 item->destroy ();
958 free_object (item);
959 } 957 }
960 } 958 }
961 959
962 if (converter->inv != NULL) 960 if (converter->inv != NULL)
963 { 961 {
981 else 979 else
982 { 980 {
983 if (converter->other_arch == NULL) 981 if (converter->other_arch == NULL)
984 { 982 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y); 984 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 985 return -1;
988 } 986 }
989 987
990 item = object_create_arch (converter->other_arch); 988 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 if (is_in_shop (converter)) 996 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 997 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 998 else if (price_in < item->nrof * item->value)
1001 { 999 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1002
1005 /** 1003 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1004 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1005 * propably had something in mind when doing this
1008 */ 1006 */
1027 if (op->type != PLAYER) 1025 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1026 return 0; /* This might change */
1029 1027
1030 if (sack == NULL || sack->type != CONTAINER) 1028 if (sack == NULL || sack->type != CONTAINER)
1031 { 1029 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1031 return 0;
1034 } 1032 }
1035 op->contr->last_used = NULL; 1033
1036 op->contr->last_used_id = 0; 1034 op->contr->last_used = 0;
1037 1035
1038 if (sack->env != op) 1036 if (sack->env != op)
1039 { 1037 {
1040 if (sack->other_arch == NULL || sack->env != NULL) 1038 if (sack->other_arch == NULL || sack->env != NULL)
1041 { 1039 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1043 return 1; 1041 return 1;
1044 } 1042 }
1043
1045 /* It's on the ground, the problems begin */ 1044 /* It's on the ground, the problems begin */
1046 if (op->container != sack) 1045 if (op->container != sack)
1047 { 1046 {
1048 /* it's closed OR some player has opened it */ 1047 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1049 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp) 1051 if (tmp)
1053 { 1052 {
1054 /* some other player have opened it */ 1053 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1055 return 1;
1076 } 1075 }
1077 else 1076 else
1078 { 1077 {
1079 sack->move_off = 0; 1078 sack->move_off = 0;
1080 tmp = sack->inv; 1079 tmp = sack->inv;
1080
1081 if (tmp && tmp->type == CLOSE_CON) 1081 if (tmp && tmp->type == CLOSE_CON)
1082 { 1082 tmp->destroy ();
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 } 1083 }
1087 } 1084 }
1088 } 1085 }
1089 1086
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1122 tmp = find_key (op, op, sack); 1119 tmp = find_key (op, op, sack);
1123 if (tmp) 1120 if (tmp)
1124 { 1121 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED); 1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1127 if (sack->env == NULL) 1125 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */ 1126 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf); 1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack); 1128 apply_container (op, sack);
1131 return 1; 1129 return 1;
1132 } 1130 }
1133 } 1131 }
1134 else 1132 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 } 1134 }
1139 else 1135 else
1140 { 1136 {
1141 sprintf (buf, "You readied %s.", query_name (sack)); 1137 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED); 1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1143 if (sack->env == NULL) 1140 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */ 1141 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf); 1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack); 1143 apply_container (op, sack);
1147 return 1; 1144 return 1;
1148 } 1145 }
1149 } 1146 }
1150 } 1147 }
1148
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150
1152 if (op->contr) 1151 if (op->contr)
1153 op->contr->socket.update_look = 1; 1152 op->contr->ns->floorbox_update ();
1153
1154 return 1; 1154 return 1;
1155} 1155}
1156 1156
1157/** 1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1176 if (op->type != PLAYER) 1176 if (op->type != PLAYER)
1177 return 0; /* This might change */ 1177 return 0; /* This might change */
1178 1178
1179 if (sack == NULL || sack->type != CONTAINER) 1179 if (sack == NULL || sack->type != CONTAINER)
1180 { 1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name); 1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0; 1182 return 0;
1183 } 1183 }
1184 1184
1185 /* If we have a currently open container, then it needs to be closed in all cases 1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for 1186 * if we are opening this one up. We then fall through if appropriate for
1346 1346
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1348 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1350
1351 remove_ob (tmp); 1351 tmp->remove ();
1352 1352
1353 if (i == -1) 1353 if (i == -1)
1354 i = 0; 1354 i = 0;
1355 1355
1356 tmp->map = op->map; 1356 tmp->map = op->map;
1420 { 1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1422 } 1422 }
1423 else 1423 else
1424 { 1424 {
1425 remove_ob (op); 1425 op->remove ();
1426 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1429 }
1430 } 1430 }
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1679 {
1680 /* Basically, don't show exits leading to random maps the 1680 /* Basically, don't show exits leading to random maps the
1681 * players output. 1681 * players output.
1682 */ 1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1685 enter_exit (victim, trap); 1686 victim->enter_exit (trap);
1686 } 1687 }
1687 goto leave; 1688 goto leave;
1688 1689
1689 case ENCOUNTER: 1690 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1789 1790
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1792 {
1792 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1794 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1795 if (tmp->env) 1797 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1799 else
1798 op->contr->socket.update_look = 1; 1800 op->contr->ns->floorbox_update ();
1799 } 1801 }
1802
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1805 }
1803} 1806}
1804 1807
1853 } 1856 }
1854 return; 1857 return;
1855 } 1858 }
1856 1859
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object (); 1861 tmp = spell->clone ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op); 1862 insert_ob_in_ob (tmp, op);
1861 1863
1862 if (special_prayer) 1864 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1866
1867 esrv_add_spells (op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1868} 1868}
1869 1869
1870/** 1870/**
1887 } 1887 }
1888 1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1892 spob->destroy ();
1893 free_object (spob);
1894} 1893}
1895 1894
1896/** 1895/**
1897 * Handles player applying a spellbook. 1896 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return; 1936 return;
1938 } 1937 }
1939 1938
1940 spell = tmp->inv; 1939 spell = tmp->inv;
1940
1941 if (!spell) 1941 if (!spell)
1942 { 1942 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return; 1945 return;
1946 } 1946 }
1947 1947
1948 if (spell->level > (skop->level + 10)) 1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1949 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return; 1951 return;
1952 } 1952 }
1953 1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1955
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1957 {
1958 identify (tmp); 1958 identify (tmp);
1959
1959 if (tmp->env) 1960 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1962 else
1962 op->contr->socket.update_look = 1; 1963 op->contr->ns->floorbox_update ();
1963 } 1964 }
1964 1965
1965 /* I removed the check for special_prayer_mark here - it didn't make 1966 /* I removed the check for special_prayer_mark here - it didn't make
1966 * a lot of sense - special prayers are not found in spellbooks, and 1967 * a lot of sense - special prayers are not found in spellbooks, and
1967 * if the player doesn't know the spell, doesn't make a lot of sense that 1968 * if the player doesn't know the spell, doesn't make a lot of sense that
2103 } 2104 }
2104 while (tmp->inv) 2105 while (tmp->inv)
2105 { 2106 {
2106 treas = tmp->inv; 2107 treas = tmp->inv;
2107 2108
2108 remove_ob (treas); 2109 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 2111
2111 treas->x = op->x; 2112 treas->x = op->x;
2112 treas->y = op->y; 2113 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 2115
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 2117 spring_trap (treas, op);
2118
2117 /* If either player or container was destroyed, no need to do 2119 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 2120 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 2121 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 2122 * any way for the treasure chest or player to get killed
2121 */ 2123 */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2228 return 0;
2227 2229
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2231 from the player's inventory */
2232 shstr_cmp dragon_ability_force ("dragon_ability_force");
2233 shstr_cmp dragon_skin_force ("dragon_skin_force");
2234
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2235 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2236 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2237 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2238 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2239 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2240 abil = tmp;
2238 }
2239 }
2240 2241
2241 /* if either skin or ability are missing, this is an old player 2242 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2243 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2244 if (skin == NULL || abil == NULL)
2244 return 0; 2245 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2286 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2287 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2288 chance = MIN (100., chance * 2.);
2288 2289
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2290 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2291 if (rndm (10000) < (int) (chance * 100))
2291 { 2292 {
2292 atnr_winner[winners] = i; 2293 atnr_winner[winners] = i;
2293 winners++; 2294 winners++;
2294 } 2295 }
2295 2296
2326 2327
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2329 {
2329 /* resistance increased! */ 2330 /* resistance increased! */
2330 skin->resist[i]++; 2331 skin->resist[i]++;
2331 fix_player (op); 2332 op->update_stats ();
2332 2333
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2334 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2336 }
2336 2337
2355 } 2356 }
2356 } 2357 }
2357 return 1; 2358 return 1;
2358} 2359}
2359 2360
2360static void
2361apply_savebed (object *pl)
2362{
2363#ifndef COZY_SERVER
2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2366 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2367 return;
2368 }
2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2371 /* Need to call terminate_all_pets() before we remove the player ob */
2372 terminate_all_pets (pl);
2373 remove_ob (pl);
2374 pl->direction = 0;
2375 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2376
2377 /* update respawn position */
2378 strcpy (pl->contr->savebed_map, pl->map->path);
2379 pl->contr->bed_x = pl->x;
2380 pl->contr->bed_y = pl->y;
2381
2382 strcpy (pl->contr->killer, "left");
2383 check_score (pl); /* Always check score */
2384 (void) save_player (pl, 0);
2385 pl->map->players--;
2386#if MAP_MAXTIMEOUT
2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2388#endif
2389 play_again (pl);
2390 pl->speed = 0;
2391 update_ob_speed (pl);
2392}
2393
2394/** 2361/**
2395 * Handles applying an improve armor scroll. 2362 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2363 * Does some sanity checks, then calls improve_armour.
2397 */ 2364 */
2398static void 2365static void
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2370 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 { 2371 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2372 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2406 return; 2373 return;
2407 } 2374 }
2375
2408 armor = find_marked_object (op); 2376 armor = find_marked_object (op);
2377
2409 if (!armor) 2378 if (!armor)
2410 { 2379 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2380 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return; 2381 return;
2413 } 2382 }
2383
2414 if (armor->type != ARMOUR 2384 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2385 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2386 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2387 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2391
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2393 improve_armour (op, tmp, armor);
2424} 2394}
2425 2395
2426
2427extern void 2396extern void
2428apply_poison (object *op, object *tmp) 2397apply_poison (object *op, object *tmp)
2429{ 2398{
2430 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2431 { 2400 {
2442 handle_apply_yield (tmp); 2411 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2412 decrease_ob (tmp);
2444} 2413}
2445 2414
2446/** 2415/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2416 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2448 * A valid 2 way exit means: 2417 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2418 * -You can come back (there is another exit at the other side)
2450 * -You are 2419 * -You are
2451 * ° the owner of the exit 2420 * ° the owner of the exit
2452 * ° or in the same party as the owner 2421 * ° or in the same party as the owner
2453 * 2422 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2423 * Note: a owner in a 2 way exit is saved as the owner's name
2455 * in the field exit->name cause the field exit->owner doesn't 2424 * in the field exit->name cause the field exit->owner doesn't
2456 * survive in the swapping (in fact the whole exit doesn't survive). 2425 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2426 */
2458int 2427int
2459is_legal_2ways_exit (object *op, object *exit) 2428is_legal_2ways_exit (object *op, object *exit)
2460{ 2429{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2430 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2431 return 1; /*This is not a 2 way, so it is legal */
2432
2433#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2435 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2436#endif
2471 * all the exits in destination and try to find one with same path as 2437
2472 * the current exit's position */ 2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2439
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap) 2440 if (exitmap)
2478 { 2441 {
2442 exitmap->load_sync ();
2443
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2444 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445
2480 if (!tmp) 2446 if (!tmp)
2481 return 0; 2447 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2448
2449 for (; tmp; tmp = tmp->above)
2483 { 2450 {
2484 if (tmp->type != EXIT) 2451 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2452 continue; /*Not an exit */
2453
2486 if (!EXIT_PATH (tmp)) 2454 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2455 continue; /*Not a valid exit */
2456
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2458 continue; /*Not in the same place */
2459
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2491 continue; /*Not in the same map */ 2461 continue; /*Not in the same map */
2492 2462
2493 /* From here we have found the exit is valid. However we do 2463 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2464 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2465 * town portals to prevent strangers from visiting your appartments
2496 */ 2466 */
2497 if (!exit->race) 2467 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2468 return 1; /*No owner, free for all! */
2469
2499 exit_owner = NULL; 2470 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2471
2472 for_all_players (pp)
2501 { 2473 {
2502 if (!pp->ob) 2474 if (!pp->ob)
2503 continue; 2475 continue;
2476
2504 if (pp->ob->name != exit->race) 2477 if (pp->ob->name != exit->race)
2505 continue; 2478 continue;
2479
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2480 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2481 break;
2508 } 2482 }
2483
2509 if (!exit_owner) 2484 if (!exit_owner)
2510 return 0; /* No more owner */ 2485 return 0; /* No more owner */
2486
2511 if (exit_owner->contr == op->contr) 2487 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2488 return 1; /*It is your exit */
2489
2513 if (exit_owner && /*There is a owner */ 2490 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2491 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2492 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2516 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2493 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2494 return 0;
2495
2518 return 1; 2496 return 1;
2519 } 2497 }
2520 } 2498 }
2499
2521 return 0; 2500 return 0;
2522} 2501}
2523 2502
2524 2503
2525/** 2504/**
2551 { 2530 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2553 return 1; 2532 return 1;
2554 } 2533 }
2555 else 2534 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2535 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2536 }
2560 2537
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2539 return RESULT_INT (0);
2563 2540
2564 switch (tmp->type) 2541 switch (tmp->type)
2565 { 2542 {
2566
2567 case CF_HANDLE: 2543 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2545 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1; 2546 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2547 SET_ANIMATION (tmp, tmp->value);
2578 { 2554 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 } 2557 }
2582 else 2558 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2560
2586 return 1; 2561 return 1;
2587 2562
2588 case EXIT: 2563 case EXIT:
2589 if (op->type != PLAYER) 2564 if (op->type != PLAYER)
2590 return 0; 2565 return 0;
2566
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 { 2568 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 } 2570 }
2595 else 2571 else
2596 { 2572 {
2597 /* Don't display messages for random maps. */ 2573 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2574 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2576
2600 enter_exit (op, tmp); 2577 op->enter_exit (tmp);
2601 } 2578 }
2602 return 1; 2579 return 1;
2603 2580
2604 case SIGN: 2581 case SIGN:
2605 apply_sign (op, tmp, 0); 2582 apply_sign (op, tmp, 0);
2699 case POISON: 2676 case POISON:
2700 apply_poison (op, tmp); 2677 apply_poison (op, tmp);
2701 return 1; 2678 return 1;
2702 2679
2703 case SAVEBED: 2680 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2681 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2682
2714 case ARMOUR_IMPROVER: 2683 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2716 { 2685 {
2717 apply_armour_improver (op, tmp); 2686 apply_armour_improver (op, tmp);
2718 return 1; 2687 return 1;
2719 } 2688 }
2720 else 2689 else
2721 {
2722 return 0; 2690 return 0;
2723 }
2724 2691
2725 case WEAPON_IMPROVER: 2692 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2693 (void) check_improve_weapon (op, tmp);
2727 return 1; 2694 return 1;
2728 2695
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2775 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 { 2776 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2777 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2811 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); 2778 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2812 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2779 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op); 2780 op->destroy ();
2814 free_object (op);
2815 return 1; 2781 return 1;
2816 } 2782 }
2817 2783
2818 pl->contr->last_used = op; 2784 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2785
2821 tmp = manual_apply (pl, op, aflag); 2786 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2787 if (!quiet)
2823 { 2788 {
2824 if (tmp == 0) 2789 if (tmp == 0)
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2918 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2919
2955 if (who->type == PLAYER) 2920 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count); 2921 esrv_del_item (who->contr, op->count);
2957 2922
2958 remove_ob (op); 2923 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2924 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2925 who->update_stats ();
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2927 {
2964 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
2965 { 2929 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2999 default: 2963 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2965 break;
3002 } 2966 }
3003 2967
3004 fix_player (who); 2968 who->update_stats ();
3005 2969
3006 if (!(aflags & AP_NO_MERGE)) 2970 if (!(aflags & AP_NO_MERGE))
3007 { 2971 {
3008 object *tmp; 2972 object *tmp;
3009 2973
3375 } 3339 }
3376 else 3340 else
3377 { 3341 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3342 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3343 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 3345 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3346 return 1;
3383 } 3347 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3348 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 { 3349 {
3387 if (i) 3351 if (i)
3388 return 1; 3352 return 1;
3389 } 3353 }
3390 } 3354 }
3391 } 3355 }
3356
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3358 {
3394 skop = find_skill_by_name (who, op->skill); 3359 skop = find_skill_by_name (who, op->skill);
3395 if (!skop) 3360 if (!skop)
3396 { 3361 {
3489 3454
3490 /* Remove the old lantern */ 3455 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3456 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3457 esrv_del_item (who->contr, op->count);
3493 3458
3494 remove_ob (op); 3459 op->destroy ();
3495 free_object (op);
3496 3460
3497 /* insert the portion that was split off */ 3461 /* insert the portion that was split off */
3498 if (tmp != NULL) 3462 if (tmp != NULL)
3499 { 3463 {
3500 (void) insert_ob_in_ob (tmp, who); 3464 (void) insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3465 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3466 esrv_send_item (who, tmp);
3503 } 3467 }
3504 fix_player (who); 3468 who->update_stats ();
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 { 3470 {
3507 if (who->type == PLAYER) 3471 if (who->type == PLAYER)
3508 { 3472 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3606 SET_FLAG (op, FLAG_APPLIED); 3570 SET_FLAG (op, FLAG_APPLIED);
3607 3571
3608 if (tmp != NULL) 3572 if (tmp != NULL)
3609 tmp = insert_ob_in_ob (tmp, who); 3573 tmp = insert_ob_in_ob (tmp, who);
3610 3574
3611 fix_player (who); 3575 who->update_stats ();
3612 3576
3613 /* We exclude spell casting objects. The fire code will set the 3577 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3578 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3579 * you don't know anything about them.
3616 */ 3580 */
3656 int i; 3620 int i;
3657 3621
3658 switch (op->type) 3622 switch (op->type)
3659 { 3623 {
3660 case SHOP_FLOOR: 3624 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3625 if (!op->has_random_items ())
3662 return 0; 3626 return 0;
3627
3663 do 3628 do
3664 { 3629 {
3665 i = 10; /* let's give it 10 tries */ 3630 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3631 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3632 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3633 if (tmp == NULL)
3669 return 0; 3634 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3635 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3636 {
3672 free_object (tmp); 3637 tmp->destroy ();
3673 tmp = NULL; 3638 tmp = NULL;
3674 } 3639 }
3675 } 3640 }
3676 while (!tmp); 3641 while (!tmp);
3642
3677 tmp->x = op->x; 3643 tmp->x = op->x;
3678 tmp->y = op->y; 3644 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3645 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3646 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3647 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3649 break;
3684 3650
3685 case TREASURE: 3651 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3653 return 0;
3654
3688 while ((op->stats.hp--) > 0) 3655 while ((op->stats.hp--) > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3657 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3658
3692 /* If we generated an object and put it in this object inventory, 3659 /* If we generated an object and put it in this object inventory,
3695 * that is put inside other objects. 3662 * that is put inside other objects.
3696 */ 3663 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3664 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3665 {
3699 tmp2 = tmp->below; 3666 tmp2 = tmp->below;
3700 remove_ob (tmp); 3667 tmp->remove ();
3668
3701 if (op->env) 3669 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3670 insert_ob_in_ob (tmp, op->env);
3703 else 3671 else
3704 free_object (tmp); 3672 tmp->destroy ();
3705 } 3673 }
3706 remove_ob (op); 3674
3707 free_object (op); 3675 op->destroy ();
3708 break; 3676 break;
3709 } 3677 }
3710 return tmp ? 1 : 0; 3678 return tmp ? 1 : 0;
3711} 3679}
3712 3680
3715 * when an original map is loaded) and performs special actions for 3683 * when an original map is loaded) and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3684 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3685 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3686 */
3719void 3687void
3720fix_auto_apply (maptile *m) 3688maptile::fix_auto_apply ()
3721{ 3689{
3722 object *tmp, *above = NULL; 3690 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3691 return;
3727 3692
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3693 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3694 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3695 {
3732 above = tmp->above; 3696 object *above = tmp->above;
3733 3697
3734 if (tmp->inv) 3698 if (tmp->inv)
3735 { 3699 {
3736 object *invtmp, *invnext; 3700 object *invtmp, *invnext;
3737 3701
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3703 {
3740 invnext = invtmp->below; 3704 invnext = invtmp->below;
3741 3705
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3707 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3709 {
3746 while ((invtmp->stats.hp--) > 0) 3710 while ((invtmp->stats.hp--) > 0)
3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3748
3749 invtmp->randomitems = NULL;
3750 }
3751 else if (invtmp && invtmp->arch
3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3753 {
3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3711 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3712
3713 invtmp->randomitems = NULL;
3714 }
3715 else if (invtmp && invtmp->arch
3716 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3717 {
3718 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3719 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3720 * treasure again for this object
3757 */ 3721 */
3758 invtmp->randomitems = NULL; 3722 invtmp->randomitems = NULL;
3759 } 3723 }
3760 } 3724 }
3761 /* This is really temporary - the code at the bottom will 3725 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3726 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3727 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3728 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3729 * MSW 2004-05-13
3766 * 3730 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3731 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3732 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3733 * Ryo 2004-08-16
3770 */ 3734 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3735 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3736 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3773 tmp->randomitems = NULL;
3774
3775 }
3776
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp);
3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3781 while ((tmp->stats.hp--) > 0)
3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3783 tmp->randomitems = NULL; 3737 tmp->randomitems = NULL;
3738
3784 } 3739 }
3740
3741 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3742 auto_apply (tmp);
3743 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3744 {
3745 while ((tmp->stats.hp--) > 0)
3746 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3747 tmp->randomitems = NULL;
3748 }
3785 else if (tmp->type == TIMED_GATE) 3749 else if (tmp->type == TIMED_GATE)
3786 { 3750 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3751 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3752
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3753 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3754 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3755 }
3795 /* This function can be called everytime a map is loaded, even when 3756 /* This function can be called everytime a map is loaded, even when
3796 * swapping back in. As such, we don't want to create the treasure 3757 * swapping back in. As such, we don't want to create the treasure
3797 * over and ove again, so after we generate the treasure, blank out 3758 * over and ove again, so after we generate the treasure, blank out
3798 * randomitems so if it is swapped in again, it won't make anything. 3759 * randomitems so if it is swapped in again, it won't make anything.
3799 * This is a problem for the above objects, because they have counters 3760 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3761 * which say how many times to make the treasure.
3801 */ 3762 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3763 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3764 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3765 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3766 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3768 tmp->randomitems = NULL;
3808 } 3769 }
3770
3771 tmp = above;
3809 } 3772 }
3810 3773
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3774 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3813 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3777 check_trigger (tmp, tmp->above);
3816} 3778}
3817 3779
3818/** 3780/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3781 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3782 * This used to call cast_change_attr(), but
3848 { 3810 {
3849 force->resist[i] = food->resist[i] / 2; 3811 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3812 did_one = 1;
3851 } 3813 }
3852 } 3814 }
3815
3853 if (did_one) 3816 if (did_one)
3854 { 3817 {
3855 force->speed = 0.1; 3818 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3819 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3820 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3821 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3822 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3823 insert_ob_in_ob (force, who);
3863 } 3824 }
3864 else 3825 else
3865 { 3826 force->destroy ();
3866 free_object (force);
3867 }
3868 3827
3869 /* check for hp, sp change */ 3828 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3829 if (food->stats.hp != 0)
3871 { 3830 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3831 if (QUERY_FLAG (food, FLAG_CURSED))
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3858 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3859 /* place limit on max sp from food? */
3901 } 3860 }
3902 } 3861 }
3903 fix_player (who); 3862 who->update_stats ();
3904} 3863}
3905
3906 3864
3907/** 3865/**
3908 * Designed primarily to light torches/lanterns/etc. 3866 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3867 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3868 * the selected object to "burn". -b.t.
3911 */ 3869 */
3912
3913void 3870void
3914apply_lighter (object *who, object *lighter) 3871apply_lighter (object *who, object *lighter)
3915{ 3872{
3916 object *item; 3873 object *item;
3917 int is_player_env = 0; 3874 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3875
3920 item = find_marked_object (who); 3876 item = find_marked_object (who);
3921 if (item) 3877 if (item)
3922 { 3878 {
3923 if (lighter->last_eat && lighter->stats.food) 3879 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3880 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3881 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3882 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3883 if (lighter->nrof > 1)
3928 { 3884 {
3929 object *oneLighter = get_object (); 3885 object *oneLighter = lighter->clone ();
3930 3886
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3887 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3888 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3889 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3890 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3891 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3897 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3898 { /* no charges left in lighter */
3944 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3899 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3945 return; 3900 return;
3946 } 3901 }
3902
3947 /* Perhaps we should split what we are trying to light on fire? 3903 /* Perhaps we should split what we are trying to light on fire?
3948 * I can't see many times when you would want to light multiple 3904 * I can't see many times when you would want to light multiple
3949 * objects at once. 3905 * objects at once.
3950 */ 3906 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3907
3952 * name object, so make a copy so the message we print out makes
3953 * some sense.
3954 */
3955 strcpy (item_name, item->name);
3956 if (who == is_player_inv (item)) 3908 if (who == item->in_player ())
3957 is_player_env = 1; 3909 is_player_env = 1;
3958 3910
3959 save_throw_object (item, AT_FIRE, who); 3911 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3912
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3913 if (item->destroyed ())
3964 { 3914 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3966 /* Need to update the player so that the players glow radius 3916 /* Need to update the player so that the players glow radius
3967 * gets changed. 3917 * gets changed.
3968 */ 3918 */
3969 if (is_player_env) 3919 if (is_player_env)
3970 fix_player (who); 3920 who->update_stats ();
3971 } 3921 }
3972 else 3922 else
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3924 }
3975 else /* nothing to light */ 3925 else /* nothing to light */
3992 object *tmp; 3942 object *tmp;
3993 3943
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3995 tmp = get_archetype (SPELL_WONDER); 3945 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3946 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3947 tmp->destroy ();
3998 } 3948 }
3999 else if (failure <= -15 && failure > -35) 3949 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3950 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4025 object *tmp; 3975 object *tmp;
4026 3976
4027 tmp = get_archetype (LOOSE_MANA); 3977 tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3978 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4030 free_object (tmp); 3980 tmp->destroy ();
4031 } 3981 }
4032 } 3982 }
4033} 3983}
4034 3984
4035void 3985void

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