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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 1.75 by elmex, Sun Apr 15 19:13:21 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() */
66 { 65 {
67 arch_flag = 1; 66 arch_flag = 1;
68 name_flag = 1; 67 name_flag = 1;
69 race_flag = 1; 68 race_flag = 1;
70 } 69 }
70
71 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ((op->race) && 74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 78 return 1;
80 } 79
81 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 81 * of arch, name, or race match.
83 */ 82 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 85 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 86 return 1;
89 } 87
90 return 0; 88 return 0;
91} 89}
92 90
93/** 91/**
94 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 193apply_potion (object *op, object *tmp)
196{ 194{
197 int got_one = 0, i; 195 int got_one = 0, i;
198 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
199 197
200 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
201 199
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 201 {
204 if (op->type == PLAYER) 202 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 205 return 0;
208 } 206 }
209 207
210 if (op->type == PLAYER) 208 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 210 identify (tmp);
214 }
215 211
216 handle_apply_yield (tmp); 212 handle_apply_yield (tmp);
217 213
218 /* Potion of restoration - only for players */ 214 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 217 object *depl;
222 archetype *at; 218 archetype *at;
223 219
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 221 {
226 drain_stat (op); 222 op->drain_stat ();
227 fix_player (op); 223 op->update_stats ();
228 decrease_ob (tmp); 224 decrease_ob (tmp);
229 return 1; 225 return 1;
230 } 226 }
227
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 229 {
233 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 231 return 0;
235 } 232 }
236 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
234
237 if (depl != NULL) 235 if (depl)
238 { 236 {
239 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 238 if (get_attr_value (&depl->stats, i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 } 240
244 remove_ob (depl); 241 depl->destroy ();
245 free_object (depl); 242 op->update_stats ();
246 fix_player (op);
247 } 243 }
248 else 244 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250 246
251 decrease_ob (tmp); 247 decrease_ob (tmp);
253 } 249 }
254 250
255 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 { 253 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
260 { 255 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 257 {
263 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
293 op->contr->levgrace[i] = 3; 288 op->contr->levgrace[i] = 3;
294 break; 289 break;
295 } 290 }
296 } 291 }
297 } 292 }
293
298 /* Just makes checking easier */ 294 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 295 if (i < MIN (11, op->level))
300 got_one = 1; 296 got_one = 1;
297
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 299 {
303 if (got_one) 300 if (got_one)
304 { 301 {
305 fix_player (op); 302 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 303 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."); 304 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."); 305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 } 306 }
310 else 307 else
312 } 309 }
313 else 310 else
314 { /* cursed potion */ 311 { /* cursed potion */
315 if (got_one) 312 if (got_one)
316 { 313 {
317 fix_player (op); 314 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 } 316 }
320 else 317 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 } 319 }
320
323 decrease_ob (tmp); 321 decrease_ob (tmp);
324 return 1; 322 return 1;
325 } 323 }
326 324
327 325
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 348
351 decrease_ob (tmp); 349 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 352 op->update_stats ();
355 return 1; 353 return 1;
356 } 354 }
357 355
358 /* Deal with protection potions */ 356 /* Deal with protection potions */
359 force = NULL; 357 force = NULL;
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
883 884
884 if (op->type == PLAYER) 885 if (op->type == PLAYER)
885 { 886 {
886 esrv_send_item (op, armour); 887 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 889 op->update_stats ();
889 } 890 }
890 decrease_ob (improver); 891 decrease_ob (improver);
891 if (tmp) 892 if (tmp)
892 { 893 {
893 insert_ob_in_ob (tmp, op); 894 insert_ob_in_ob (tmp, op);
952 price_in = nr * CONV_NEED (converter) * item->value; 953 price_in = nr * CONV_NEED (converter) * item->value;
953 } 954 }
954 else 955 else
955 { 956 {
956 price_in = item->value; 957 price_in = item->value;
957 remove_ob (item); 958 item->destroy ();
958 free_object (item);
959 } 959 }
960 } 960 }
961 961
962 if (converter->inv != NULL) 962 if (converter->inv != NULL)
963 { 963 {
981 else 981 else
982 { 982 {
983 if (converter->other_arch == NULL) 983 if (converter->other_arch == NULL)
984 { 984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 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); 986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 987 return -1;
988 } 988 }
989 989
990 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1000 else if (price_in < item->nrof * item->value)
1001 { 1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 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); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1004
1005 /** 1005 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1006 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1008 */ 1008 */
1015 * Handle apply on containers. 1015 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1019 */ 1019 */
1020
1021int 1020int
1022apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1023{ 1022{
1024 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1024 return 0; /* This might change */
1029 1025
1030 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1031 { 1027 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1029 return 0;
1034 } 1030 }
1035 op->contr->last_used = NULL; 1031
1036 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1037 1033
1038 if (sack->env != op) 1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1039 { 1038 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1041 { 1044 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1043 return 1; 1047 return 1;
1044 } 1048 }
1045 /* It's on the ground, the problems begin */ 1049 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1051 // active, but not ours: some other player has opened it
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1053 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1054 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1055
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1056 // fall through to opening it (active in inv)
1091 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1061 op->close_container ();
1093 { 1062 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1096 tmp = op->container; 1065 return 1;
1097 apply_container (op, tmp); 1066 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1099 op->container = sack; 1068 // it's locked?
1100 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1101 strcat (buf, "."); 1070 {
1102 } 1071 if (object *tmp = find_key (op, op, sack))
1103 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1073 else
1111 { 1074 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1076 return 1;
1148 } 1077 }
1149 }
1150 } 1078 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1079
1152 if (op->contr) 1080 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1081
1154 return 1; 1082 return 1;
1155} 1083}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
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
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1084
1282/** 1085/**
1283 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1285 */ 1088 */
1346 1149
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1151 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1153
1351 remove_ob (tmp); 1154 tmp->remove ();
1352 1155
1353 if (i == -1) 1156 if (i == -1)
1354 i = 0; 1157 i = 0;
1355 1158
1356 tmp->map = op->map; 1159 tmp->map = op->map;
1420 { 1223 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1224 LOG (llevError, "Internal shop-mat problem.\n");
1422 } 1225 }
1423 else 1226 else
1424 { 1227 {
1425 remove_ob (op); 1228 op->remove ();
1426 op->x += freearr_x[i]; 1229 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1230 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1231 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1232 }
1430 } 1233 }
1628 1431
1629 1432
1630 case CONVERTER: 1433 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1434 if (convert_item (victim, trap) < 0)
1632 { 1435 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1437 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 } 1438 }
1644 } 1439
1645 goto leave; 1440 goto leave;
1646 1441
1647 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1474 {
1680 /* Basically, don't show exits leading to random maps the 1475 /* Basically, don't show exits leading to random maps the
1681 * players output. 1476 * players output.
1682 */ 1477 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1685 enter_exit (victim, trap); 1481 victim->enter_exit (trap);
1686 } 1482 }
1687 goto leave; 1483 goto leave;
1688 1484
1689 case ENCOUNTER: 1485 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1486 /* may be some leftovers on this */
1705 1501
1706 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1707 goto leave; 1503 goto leave;
1708 1504
1709 case CONTAINER: 1505 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1714 goto leave; 1507 goto leave;
1715 1508
1716 case RUNE: 1509 case RUNE:
1717 case TRAP: 1510 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1778 1571
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1573
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1575 msgType->message_type, msgType->message_subtype,
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg);
1784 1578
1785 /* gain xp from reading */ 1579 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1581 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1583
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1585 {
1792 /*exp_gain *= 2; because they just identified it too */ 1586 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1587 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588
1794 /* If in a container, update how it looks */ 1589 /* If in a container, update how it looks */
1795 if (tmp->env) 1590 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1592 else
1798 op->contr->socket.update_look = 1; 1593 op->contr->ns->floorbox_update ();
1799 } 1594 }
1595
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1596 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 */ 1597 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1598 }
1803} 1599}
1804 1600
1853 } 1649 }
1854 return; 1650 return;
1855 } 1651 }
1856 1652
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object (); 1654 tmp = spell->clone ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op); 1655 insert_ob_in_ob (tmp, op);
1861 1656
1862 if (special_prayer) 1657 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1658 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1659
1867 esrv_add_spells (op->contr, tmp); 1660 esrv_add_spells (op->contr, tmp);
1868} 1661}
1869 1662
1870/** 1663/**
1887 } 1680 }
1888 1681
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1682 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1683 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1684 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1685 spob->destroy ();
1893 free_object (spob);
1894} 1686}
1895 1687
1896/** 1688/**
1897 * Handles player applying a spellbook. 1689 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1690 * 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."); 1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return; 1729 return;
1938 } 1730 }
1939 1731
1940 spell = tmp->inv; 1732 spell = tmp->inv;
1733
1941 if (!spell) 1734 if (!spell)
1942 { 1735 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1736 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."); 1737 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return; 1738 return;
1946 } 1739 }
1947 1740
1948 if (spell->level > (skop->level + 10)) 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1742 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1744 return;
1952 } 1745 }
1953 1746
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1748
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1750 {
1958 identify (tmp); 1751 identify (tmp);
1752
1959 if (tmp->env) 1753 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1755 else
1962 op->contr->socket.update_look = 1; 1756 op->contr->ns->floorbox_update ();
1963 } 1757 }
1964 1758
1965 /* I removed the check for special_prayer_mark here - it didn't make 1759 /* 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 1760 * 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 1761 * if the player doesn't know the spell, doesn't make a lot of sense that
1977 { 1771 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1979 1773
1980 if (!spell_skill) 1774 if (!spell_skill)
1981 { 1775 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1983 return; 1777 return;
1984 } 1778 }
1985 1779
1986 if (spell_skill->level < spell->level) 1780 if (spell_skill->level < spell->level)
1987 { 1781 {
2021 else 1815 else
2022 { 1816 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025 } 1819 }
1820
2026 decrease_ob (tmp); 1821 decrease_ob (tmp);
2027} 1822}
2028 1823
2029/** 1824/**
2030 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2103 } 1898 }
2104 while (tmp->inv) 1899 while (tmp->inv)
2105 { 1900 {
2106 treas = tmp->inv; 1901 treas = tmp->inv;
2107 1902
2108 remove_ob (treas); 1903 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1905
2111 treas->x = op->x; 1906 treas->x = op->x;
2112 treas->y = op->y; 1907 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1909
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1911 spring_trap (treas, op);
1912
2117 /* If either player or container was destroyed, no need to do 1913 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1914 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1915 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1916 * any way for the treasure chest or player to get killed
2121 */ 1917 */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2021 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2022 return 0;
2227 2023
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2025 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2031 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2032 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2034 abil = tmp;
2238 }
2239 }
2240 2035
2241 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2244 return 0; 2039 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2288 2083
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2086 {
2292 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2293 winners++; 2088 winners++;
2294 } 2089 }
2295 2090
2326 2121
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2123 {
2329 /* resistance increased! */ 2124 /* resistance increased! */
2330 skin->resist[i]++; 2125 skin->resist[i]++;
2331 fix_player (op); 2126 op->update_stats ();
2332 2127
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2128 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); 2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2130 }
2336 2131
2355 } 2150 }
2356 } 2151 }
2357 return 1; 2152 return 1;
2358} 2153}
2359 2154
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/** 2155/**
2395 * Handles applying an improve armor scroll. 2156 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2157 * Does some sanity checks, then calls improve_armour.
2397 */ 2158 */
2398static void 2159static void
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 { 2165 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2406 return; 2167 return;
2407 } 2168 }
2169
2408 armor = find_marked_object (op); 2170 armor = find_marked_object (op);
2171
2409 if (!armor) 2172 if (!armor)
2410 { 2173 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return; 2175 return;
2413 } 2176 }
2177
2414 if (armor->type != ARMOUR 2178 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2179 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2181 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2185
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2187 improve_armour (op, tmp, armor);
2424} 2188}
2425 2189
2426
2427extern void 2190extern void
2428apply_poison (object *op, object *tmp) 2191apply_poison (object *op, object *tmp)
2429{ 2192{
2430 if (op->type == PLAYER) 2193 if (op->type == PLAYER)
2431 { 2194 {
2442 handle_apply_yield (tmp); 2205 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2206 decrease_ob (tmp);
2444} 2207}
2445 2208
2446/** 2209/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2210 * 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: 2211 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2212 * -You can come back (there is another exit at the other side)
2450 * -You are 2213 * -You are
2451 * ° the owner of the exit 2214 * ° the owner of the exit
2452 * ° or in the same party as the owner 2215 * ° or in the same party as the owner
2453 * 2216 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2217 * 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 2218 * 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). 2219 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2220 */
2458int 2221int
2459is_legal_2ways_exit (object *op, object *exit) 2222is_legal_2ways_exit (object *op, object *exit)
2460{ 2223{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2224 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2225 return 1; /*This is not a 2 way, so it is legal */
2226
2227#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2229 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2230#endif
2471 * all the exits in destination and try to find one with same path as 2231
2472 * the current exit's position */ 2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2233
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) 2234 if (exitmap)
2478 { 2235 {
2236 exitmap->load_sync ();
2237
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2238 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2239
2480 if (!tmp) 2240 if (!tmp)
2481 return 0; 2241 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2242
2243 for (; tmp; tmp = tmp->above)
2483 { 2244 {
2484 if (tmp->type != EXIT) 2245 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2246 continue; /*Not an exit */
2247
2486 if (!EXIT_PATH (tmp)) 2248 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2249 continue; /*Not a valid exit */
2250
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2251 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2252 continue; /*Not in the same place */
2253
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2254 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2255 continue; /*Not in the same map */
2492 2256
2493 /* From here we have found the exit is valid. However we do 2257 /* 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 2258 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2259 * town portals to prevent strangers from visiting your appartments
2496 */ 2260 */
2497 if (!exit->race) 2261 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2262 return 1; /*No owner, free for all! */
2263
2499 exit_owner = NULL; 2264 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2265
2266 for_all_players (pp)
2501 { 2267 {
2502 if (!pp->ob) 2268 if (!pp->ob)
2503 continue; 2269 continue;
2270
2504 if (pp->ob->name != exit->race) 2271 if (pp->ob->name != exit->race)
2505 continue; 2272 continue;
2273
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2274 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2275 break;
2508 } 2276 }
2277
2509 if (!exit_owner) 2278 if (!exit_owner)
2510 return 0; /* No more owner */ 2279 return 0; /* No more owner */
2280
2511 if (exit_owner->contr == op->contr) 2281 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2282 return 1; /*It is your exit */
2283
2513 if (exit_owner && /*There is a owner */ 2284 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2285 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2286 ((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 */ 2287 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2288 return 0;
2289
2518 return 1; 2290 return 1;
2519 } 2291 }
2520 } 2292 }
2293
2521 return 0; 2294 return 0;
2522} 2295}
2523 2296
2524 2297
2525/** 2298/**
2551 { 2324 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2553 return 1; 2326 return 1;
2554 } 2327 }
2555 else 2328 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2329 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2330 }
2560 2331
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2333 return RESULT_INT (0);
2563 2334
2564 switch (tmp->type) 2335 switch (tmp->type)
2565 { 2336 {
2566
2567 case CF_HANDLE: 2337 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1; 2340 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2341 SET_ANIMATION (tmp, tmp->value);
2578 { 2348 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 } 2351 }
2582 else 2352 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2354
2586 return 1; 2355 return 1;
2587 2356
2588 case EXIT: 2357 case EXIT:
2589 if (op->type != PLAYER) 2358 if (op->type != PLAYER)
2590 return 0; 2359 return 0;
2360
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 { 2362 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 } 2364 }
2595 else 2365 else
2596 { 2366 {
2597 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2600 enter_exit (op, tmp); 2371 op->enter_exit (tmp);
2601 } 2372 }
2602 return 1; 2373 return 1;
2603 2374
2604 case SIGN: 2375 case SIGN:
2605 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2639 case POTION: 2410 case POTION:
2640 (void) apply_potion (op, tmp); 2411 (void) apply_potion (op, tmp);
2641 return 1; 2412 return 1;
2642 2413
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2416 case CLOSE_CON:
2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2649 return 1; 2418 return 1;
2650 2419
2651 case CONTAINER: 2420 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2656 return 1; 2422 return 1;
2657 2423
2658 case TREASURE: 2424 case TREASURE:
2659 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2660 { 2426 {
2661 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2662 return 1; 2428 return 1;
2663 } 2429 }
2664 else 2430 else
2665 {
2666 return 0; 2431 return 0;
2667 }
2668 2432
2669 case WEAPON: 2433 case WEAPON:
2670 case ARMOUR: 2434 case ARMOUR:
2671 case BOOTS: 2435 case BOOTS:
2672 case GLOVES: 2436 case GLOVES:
2699 case POISON: 2463 case POISON:
2700 apply_poison (op, tmp); 2464 apply_poison (op, tmp);
2701 return 1; 2465 return 1;
2702 2466
2703 case SAVEBED: 2467 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2468 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2469
2714 case ARMOUR_IMPROVER: 2470 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2471 if (op->type == PLAYER)
2716 { 2472 {
2717 apply_armour_improver (op, tmp); 2473 apply_armour_improver (op, tmp);
2718 return 1; 2474 return 1;
2719 } 2475 }
2720 else 2476 else
2721 {
2722 return 0; 2477 return 0;
2723 }
2724 2478
2725 case WEAPON_IMPROVER: 2479 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2480 (void) check_improve_weapon (op, tmp);
2727 return 1; 2481 return 1;
2728 2482
2746 } 2500 }
2747 2501
2748 case MENU: 2502 case MENU:
2749 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2750 { 2504 {
2751 shop_listing (op); 2505 shop_listing (tmp, op);
2752 return 1; 2506 return 1;
2753 } 2507 }
2754 else 2508 else
2755 { 2509 {
2756 return 0; 2510 return 0;
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 { 2563 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2564 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!"); 2565 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."); 2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op); 2567 op->destroy ();
2814 free_object (op);
2815 return 1; 2568 return 1;
2816 } 2569 }
2817 2570
2818 pl->contr->last_used = op; 2571 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2572
2821 tmp = manual_apply (pl, op, aflag); 2573 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2574 if (!quiet)
2823 { 2575 {
2824 if (tmp == 0) 2576 if (tmp == 0)
2836 */ 2588 */
2837 2589
2838void 2590void
2839player_apply_below (object *pl) 2591player_apply_below (object *pl)
2840{ 2592{
2841 object *tmp, *next;
2842 int floors; 2593 int floors = 0;
2843 2594
2844 /* If using a container, set the starting item to be the top 2595 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2597 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2598 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2599 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2600 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2601 * not return a proper value.
2854 */ 2602 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2604 {
2857 next = tmp->below; 2605 next = tmp->below;
2606
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2608 floors++;
2860 else if (floors > 0) 2609 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2862 2611
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2702 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2703
2955 if (who->type == PLAYER) 2704 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count); 2705 esrv_del_item (who->contr, op->count);
2957 2706
2958 remove_ob (op); 2707 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2708 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2709 who->update_stats ();
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2710 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2711 {
2964 if (who->type == PLAYER) 2712 if (who->type == PLAYER)
2965 { 2713 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2714 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2999 default: 2747 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2748 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2749 break;
3002 } 2750 }
3003 2751
3004 fix_player (who); 2752 who->update_stats ();
3005 2753
3006 if (!(aflags & AP_NO_MERGE)) 2754 if (!(aflags & AP_NO_MERGE))
3007 { 2755 {
3008 object *tmp; 2756 object *tmp;
3009 2757
3375 } 3123 }
3376 else 3124 else
3377 { 3125 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3127 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3128 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); 3129 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3130 return 1;
3383 } 3131 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 { 3133 {
3387 if (i) 3135 if (i)
3388 return 1; 3136 return 1;
3389 } 3137 }
3390 } 3138 }
3391 } 3139 }
3140
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3142 {
3394 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3395 if (!skop) 3144 if (!skop)
3396 { 3145 {
3406 } 3155 }
3407 } 3156 }
3408 3157
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3158 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3410 { 3159 {
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3160 new_draw_info (NDI_UNIQUE, 0, who,
3161 "Equipping that combined with other items would consume your soul! "
3162 "[use the skills command to check your available item power]");
3412 return 1; 3163 return 1;
3413 } 3164 }
3414 3165
3415 3166
3416 /* Ok. We are now at the state where we can apply the new object. 3167 /* Ok. We are now at the state where we can apply the new object.
3417 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3419 */ 3170 */
3420
3421 3171
3422 if (op->nrof > 1) 3172 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3173 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3174 else
3425 tmp = NULL; 3175 tmp = NULL;
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3186 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3437 if (tmp != NULL) 3187 if (tmp != NULL)
3438 (void) insert_ob_in_ob (tmp, who); 3188 (void) insert_ob_in_ob (tmp, who);
3439 return 1; 3189 return 1;
3440 } 3190 }
3191
3192 //TODO: this obviously fails for players using a shiorter prefix
3193 // i.e. "R" can use Ragnarok's swors.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3194 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3195 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3196 /* if the weapon does not have the name as the character, can't use it. */
3444 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3197 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3445 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3198 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3199
3446 if (tmp != NULL) 3200 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3201 insert_ob_in_ob (tmp, who);
3202
3448 return 1; 3203 return 1;
3449 } 3204 }
3205
3450 SET_FLAG (op, FLAG_APPLIED); 3206 SET_FLAG (op, FLAG_APPLIED);
3451 3207
3452 if (skop) 3208 if (skop)
3453 change_skill (who, skop, 1); 3209 change_skill (who, skop, 1);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3210 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3489 3245
3490 /* Remove the old lantern */ 3246 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3247 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3248 esrv_del_item (who->contr, op->count);
3493 3249
3494 remove_ob (op); 3250 op->destroy ();
3495 free_object (op);
3496 3251
3497 /* insert the portion that was split off */ 3252 /* insert the portion that was split off */
3498 if (tmp != NULL) 3253 if (tmp != NULL)
3499 { 3254 {
3500 (void) insert_ob_in_ob (tmp, who); 3255 (void) insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3256 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3257 esrv_send_item (who, tmp);
3503 } 3258 }
3504 fix_player (who); 3259 who->update_stats ();
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 { 3261 {
3507 if (who->type == PLAYER) 3262 if (who->type == PLAYER)
3508 { 3263 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3264 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3606 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3607 3362
3608 if (tmp != NULL) 3363 if (tmp != NULL)
3609 tmp = insert_ob_in_ob (tmp, who); 3364 tmp = insert_ob_in_ob (tmp, who);
3610 3365
3611 fix_player (who); 3366 who->update_stats ();
3612 3367
3613 /* We exclude spell casting objects. The fire code will set the 3368 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3369 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3370 * you don't know anything about them.
3616 */ 3371 */
3656 int i; 3411 int i;
3657 3412
3658 switch (op->type) 3413 switch (op->type)
3659 { 3414 {
3660 case SHOP_FLOOR: 3415 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3416 if (!op->has_random_items ())
3662 return 0; 3417 return 0;
3418
3663 do 3419 do
3664 { 3420 {
3665 i = 10; /* let's give it 10 tries */ 3421 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3422 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3423 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3424 if (tmp == NULL)
3669 return 0; 3425 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3426 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3427 {
3672 free_object (tmp); 3428 tmp->destroy ();
3673 tmp = NULL; 3429 tmp = NULL;
3674 } 3430 }
3675 } 3431 }
3676 while (!tmp); 3432 while (!tmp);
3433
3677 tmp->x = op->x; 3434 tmp->x = op->x;
3678 tmp->y = op->y; 3435 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3436 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3437 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3438 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3440 break;
3684 3441
3685 case TREASURE: 3442 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3443 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3444 return 0;
3445
3688 while ((op->stats.hp--) > 0) 3446 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3447 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); 3448 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3449
3692 /* If we generated an object and put it in this object inventory, 3450 /* If we generated an object and put it in this object inventory,
3693 * move it to the parent object as the current object is about 3451 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3453 * that is put inside other objects.
3696 */ 3454 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3455 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3456 {
3699 tmp2 = tmp->below; 3457 tmp2 = tmp->below;
3700 remove_ob (tmp); 3458 tmp->remove ();
3459
3701 if (op->env) 3460 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3461 insert_ob_in_ob (tmp, op->env);
3703 else 3462 else
3704 free_object (tmp); 3463 tmp->destroy ();
3705 } 3464 }
3706 remove_ob (op); 3465
3707 free_object (op); 3466 op->destroy ();
3708 break; 3467 break;
3709 } 3468 }
3710 return tmp ? 1 : 0; 3469 return tmp ? 1 : 0;
3711} 3470}
3712 3471
3713/** 3472/**
3714 * fix_auto_apply goes through the entire map (only the first time 3473 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3474 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3475 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3476 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3477 */
3719void 3478void
3720fix_auto_apply (maptile *m) 3479maptile::fix_auto_apply ()
3721{ 3480{
3722 object *tmp, *above = NULL; 3481 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3482 return;
3727 3483
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3485 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3486 {
3732 above = tmp->above; 3487 object *above = tmp->above;
3733 3488
3734 if (tmp->inv) 3489 if (tmp->inv)
3735 { 3490 {
3736 object *invtmp, *invnext; 3491 object *invtmp, *invnext;
3737 3492
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3493 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3494 {
3740 invnext = invtmp->below; 3495 invnext = invtmp->below;
3741 3496
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3497 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3498 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3499 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3500 {
3746 while ((invtmp->stats.hp--) > 0) 3501 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); 3502 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3503
3504 invtmp->randomitems = NULL;
3505 }
3506 else if (invtmp && invtmp->arch
3507 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3508 {
3509 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3510 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3511 * treasure again for this object
3757 */ 3512 */
3758 invtmp->randomitems = NULL; 3513 invtmp->randomitems = NULL;
3759 } 3514 }
3760 } 3515 }
3761 /* This is really temporary - the code at the bottom will 3516 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3517 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3518 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3519 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3520 * MSW 2004-05-13
3766 * 3521 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3522 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3523 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3524 * Ryo 2004-08-16
3770 */ 3525 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3526 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) 3527 || 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; 3528 tmp->randomitems = NULL;
3529
3784 } 3530 }
3531
3532 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3533 auto_apply (tmp);
3534 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3535 {
3536 while ((tmp->stats.hp--) > 0)
3537 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3538 tmp->randomitems = NULL;
3539 }
3785 else if (tmp->type == TIMED_GATE) 3540 else if (tmp->type == TIMED_GATE)
3786 { 3541 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3542 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3543
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3544 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3545 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3546 }
3795 /* This function can be called everytime a map is loaded, even when 3547 /* 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 3548 * 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 3549 * 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. 3550 * 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 3551 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3552 * which say how many times to make the treasure.
3801 */ 3553 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3554 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3555 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3556 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3557 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3558 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3559 tmp->randomitems = NULL;
3808 } 3560 }
3561 // close all containers
3562 else if (tmp->type == CONTAINER)
3563 tmp->flag [FLAG_APPLIED] = 0;
3564
3565 tmp = above;
3809 } 3566 }
3810 3567
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3568 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3569 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)) 3570 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3571 check_trigger (tmp, tmp->above);
3816} 3572}
3817 3573
3818/** 3574/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3575 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3576 * This used to call cast_change_attr(), but
3848 { 3604 {
3849 force->resist[i] = food->resist[i] / 2; 3605 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3606 did_one = 1;
3851 } 3607 }
3852 } 3608 }
3609
3853 if (did_one) 3610 if (did_one)
3854 { 3611 {
3855 force->speed = 0.1; 3612 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3613 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3614 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3615 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3616 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3617 insert_ob_in_ob (force, who);
3863 } 3618 }
3864 else 3619 else
3865 { 3620 force->destroy ();
3866 free_object (force);
3867 }
3868 3621
3869 /* check for hp, sp change */ 3622 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3623 if (food->stats.hp != 0)
3871 { 3624 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3625 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3626 {
3874 strcpy (who->contr->killer, food->name); 3627 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3628 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3629 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3630 }
3878 else 3631 else
3879 { 3632 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3651 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3652 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3653 /* place limit on max sp from food? */
3901 } 3654 }
3902 } 3655 }
3903 fix_player (who); 3656 who->update_stats ();
3904} 3657}
3905
3906 3658
3907/** 3659/**
3908 * Designed primarily to light torches/lanterns/etc. 3660 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3661 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3662 * the selected object to "burn". -b.t.
3911 */ 3663 */
3912
3913void 3664void
3914apply_lighter (object *who, object *lighter) 3665apply_lighter (object *who, object *lighter)
3915{ 3666{
3916 object *item; 3667 object *item;
3917 int is_player_env = 0; 3668 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3669
3920 item = find_marked_object (who); 3670 item = find_marked_object (who);
3921 if (item) 3671 if (item)
3922 { 3672 {
3923 if (lighter->last_eat && lighter->stats.food) 3673 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3674 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3675 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3676 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3677 if (lighter->nrof > 1)
3928 { 3678 {
3929 object *oneLighter = get_object (); 3679 object *oneLighter = lighter->clone ();
3930 3680
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3681 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3682 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3683 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3684 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3685 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3691 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3692 { /* 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); 3693 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; 3694 return;
3946 } 3695 }
3696
3947 /* Perhaps we should split what we are trying to light on fire? 3697 /* 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 3698 * I can't see many times when you would want to light multiple
3949 * objects at once. 3699 * objects at once.
3950 */ 3700 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3701
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)) 3702 if (who == item->in_player ())
3957 is_player_env = 1; 3703 is_player_env = 1;
3958 3704
3959 save_throw_object (item, AT_FIRE, who); 3705 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3706
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3707 if (item->destroyed ())
3964 { 3708 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3709 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 3710 /* Need to update the player so that the players glow radius
3967 * gets changed. 3711 * gets changed.
3968 */ 3712 */
3969 if (is_player_env) 3713 if (is_player_env)
3970 fix_player (who); 3714 who->update_stats ();
3971 } 3715 }
3972 else 3716 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); 3717 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3718 }
3975 else /* nothing to light */ 3719 else /* nothing to light */
3992 object *tmp; 3736 object *tmp;
3993 3737
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3738 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3995 tmp = get_archetype (SPELL_WONDER); 3739 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3740 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3741 tmp->destroy ();
3998 } 3742 }
3999 else if (failure <= -15 && failure > -35) 3743 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3744 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3745 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3746 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4025 object *tmp; 3769 object *tmp;
4026 3770
4027 tmp = get_archetype (LOOSE_MANA); 3771 tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3772 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3773 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4030 free_object (tmp); 3774 tmp->destroy ();
4031 } 3775 }
4032 } 3776 }
4033} 3777}
4034 3778
4035void 3779void

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