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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.58 by root, Thu Jan 4 16:19:32 2007 UTC

25#include <living.h> 25#include <living.h>
26#include <spells.h> 26#include <spells.h>
27#include <skills.h> 27#include <skills.h>
28#include <tod.h> 28#include <tod.h>
29 29
30#ifndef __CEXTRACT__
31# include <sproto.h> 30#include <sproto.h>
32#endif
33 31
34/* Want this regardless of rplay. */ 32/* Want this regardless of rplay. */
35#include <sounds.h> 33#include <sounds.h>
36 34
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
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!");
219 object *depl; 217 object *depl;
220 archetype *at; 218 archetype *at;
221 219
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 221 {
224 drain_stat (op); 222 op->drain_stat ();
225 fix_player (op); 223 op->update_stats ();
226 decrease_ob (tmp); 224 decrease_ob (tmp);
227 return 1; 225 return 1;
228 } 226 }
229 227
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 229 {
232 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 231 return 0;
234 } 232 }
235 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
236 234
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 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 240
243 depl->destroy (); 241 depl->destroy ();
244 fix_player (op); 242 op->update_stats ();
245 } 243 }
246 else 244 else
247 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.");
248 246
249 decrease_ob (tmp); 247 decrease_ob (tmp);
299 297
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 299 {
302 if (got_one) 300 if (got_one)
303 { 301 {
304 fix_player (op); 302 op->update_stats ();
305 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");
306 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.");
307 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.");
308 } 306 }
309 else 307 else
311 } 309 }
312 else 310 else
313 { /* cursed potion */ 311 { /* cursed potion */
314 if (got_one) 312 if (got_one)
315 { 313 {
316 fix_player (op); 314 op->update_stats ();
317 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.");
318 } 316 }
319 else 317 else
320 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.");
321 } 319 }
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/****************************************************************************
570 weapon->last_eat++; 568 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 570 decrease_ob (improver);
573 571
574 /* So it updates the players stats and the window */ 572 /* So it updates the players stats and the window */
575 fix_player (op); 573 op->update_stats ();
576 return 1; 574 return 1;
577} 575}
578 576
579/* Types of improvements, hidden in the sp field. */ 577/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 578#define IMPROVE_PREPARE 1
883 881
884 if (op->type == PLAYER) 882 if (op->type == PLAYER)
885 { 883 {
886 esrv_send_item (op, armour); 884 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 885 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 886 op->update_stats ();
889 } 887 }
890 decrease_ob (improver); 888 decrease_ob (improver);
891 if (tmp) 889 if (tmp)
892 { 890 {
893 insert_ob_in_ob (tmp, op); 891 insert_ob_in_ob (tmp, op);
980 else 978 else
981 { 979 {
982 if (converter->other_arch == NULL) 980 if (converter->other_arch == NULL)
983 { 981 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 983 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 984 return -1;
987 } 985 }
988 986
989 item = object_create_arch (converter->other_arch); 987 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 995 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 996 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 997 else if (price_in < item->nrof * item->value)
1000 { 998 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1000 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1001
1004 /** 1002 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1003 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1004 * propably had something in mind when doing this
1007 */ 1005 */
1029 if (sack == NULL || sack->type != CONTAINER) 1027 if (sack == NULL || sack->type != CONTAINER)
1030 { 1028 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1030 return 0;
1033 } 1031 }
1034 op->contr->last_used = NULL; 1032
1035 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1036 1034
1037 if (sack->env != op) 1035 if (sack->env != op)
1038 { 1036 {
1039 if (sack->other_arch == NULL || sack->env != NULL) 1037 if (sack->other_arch == NULL || sack->env != NULL)
1040 { 1038 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1042 return 1; 1040 return 1;
1043 } 1041 }
1042
1044 /* It's on the ground, the problems begin */ 1043 /* It's on the ground, the problems begin */
1045 if (op->container != sack) 1044 if (op->container != sack)
1046 { 1045 {
1047 /* it's closed OR some player has opened it */ 1046 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1048 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp) 1050 if (tmp)
1052 { 1051 {
1053 /* some other player have opened it */ 1052 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1054 return 1;
1119 tmp = find_key (op, op, sack); 1118 tmp = find_key (op, op, sack);
1120 if (tmp) 1119 if (tmp)
1121 { 1120 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED); 1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL) 1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */ 1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf); 1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack); 1127 apply_container (op, sack);
1128 return 1; 1128 return 1;
1129 } 1129 }
1130 } 1130 }
1131 else 1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 } 1133 }
1136 else 1134 else
1137 { 1135 {
1138 sprintf (buf, "You readied %s.", query_name (sack)); 1136 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED); 1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1140 if (sack->env == NULL) 1139 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */ 1140 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf); 1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack); 1142 apply_container (op, sack);
1144 return 1; 1143 return 1;
1145 } 1144 }
1146 } 1145 }
1147 } 1146 }
1147
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149
1149 if (op->contr) 1150 if (op->contr)
1150 op->contr->socket.update_look = 1; 1151 op->contr->ns->floorbox_update ();
1152
1151 return 1; 1153 return 1;
1152} 1154}
1153 1155
1154/** 1156/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1678 {
1677 /* Basically, don't show exits leading to random maps the 1679 /* Basically, don't show exits leading to random maps the
1678 * players output. 1680 * players output.
1679 */ 1681 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684
1682 enter_exit (victim, trap); 1685 victim->enter_exit (trap);
1683 } 1686 }
1684 goto leave; 1687 goto leave;
1685 1688
1686 case ENCOUNTER: 1689 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1690 /* may be some leftovers on this */
1786 1789
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1791 {
1789 /*exp_gain *= 2; because they just identified it too */ 1792 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794
1791 /* If in a container, update how it looks */ 1795 /* If in a container, update how it looks */
1792 if (tmp->env) 1796 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1797 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1798 else
1795 op->contr->socket.update_look = 1; 1799 op->contr->ns->floorbox_update ();
1796 } 1800 }
1801
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1802 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1803 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1804 }
1800} 1805}
1801 1806
1850 } 1855 }
1851 return; 1856 return;
1852 } 1857 }
1853 1858
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1859 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1860 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1861 insert_ob_in_ob (tmp, op);
1858 1862
1859 if (special_prayer) 1863 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1865
1864 esrv_add_spells (op->contr, tmp); 1866 esrv_add_spells (op->contr, tmp);
1865} 1867}
1866 1868
1867/** 1869/**
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1953 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1954
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1955 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1956 {
1955 identify (tmp); 1957 identify (tmp);
1958
1956 if (tmp->env) 1959 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1961 else
1959 op->contr->socket.update_look = 1; 1962 op->contr->ns->floorbox_update ();
1960 } 1963 }
1961 1964
1962 /* I removed the check for special_prayer_mark here - it didn't make 1965 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1966 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1967 * if the player doesn't know the spell, doesn't make a lot of sense that
2324 2327
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2329 {
2327 /* resistance increased! */ 2330 /* resistance increased! */
2328 skin->resist[i]++; 2331 skin->resist[i]++;
2329 fix_player (op); 2332 op->update_stats ();
2330 2333
2331 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]);
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2336 }
2334 2337
2353 } 2356 }
2354 } 2357 }
2355 return 1; 2358 return 1;
2356} 2359}
2357 2360
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390}
2391
2392/** 2361/**
2393 * Handles applying an improve armor scroll. 2362 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2363 * Does some sanity checks, then calls improve_armour.
2395 */ 2364 */
2396static void 2365static void
2401 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))
2402 { 2371 {
2403 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.");
2404 return; 2373 return;
2405 } 2374 }
2375
2406 armor = find_marked_object (op); 2376 armor = find_marked_object (op);
2377
2407 if (!armor) 2378 if (!armor)
2408 { 2379 {
2409 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.");
2410 return; 2381 return;
2411 } 2382 }
2383
2412 if (armor->type != ARMOUR 2384 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2385 && armor->type != CLOAK
2414 && 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)
2415 { 2387 {
2416 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");
2419 2391
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2393 improve_armour (op, tmp, armor);
2422} 2394}
2423 2395
2424
2425extern void 2396extern void
2426apply_poison (object *op, object *tmp) 2397apply_poison (object *op, object *tmp)
2427{ 2398{
2428 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2429 { 2400 {
2440 handle_apply_yield (tmp); 2411 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2412 decrease_ob (tmp);
2442} 2413}
2443 2414
2444/** 2415/**
2445 * 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.
2446 * A valid 2 way exit means: 2417 * A valid 2 way exit means:
2447 * -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)
2448 * -You are 2419 * -You are
2449 * ° the owner of the exit 2420 * ° the owner of the exit
2450 * ° or in the same party as the owner 2421 * ° or in the same party as the owner
2451 * 2422 *
2452 * 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
2453 * 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
2454 * 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).
2455 */ 2426 */
2456int 2427int
2457is_legal_2ways_exit (object *op, object *exit) 2428is_legal_2ways_exit (object *op, object *exit)
2458{ 2429{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2430 if (exit->stats.exp != 1)
2465 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
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2435 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2436#endif
2469 * all the exits in destination and try to find one with same path as 2437
2470 * the current exit's position */ 2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2439
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2440 if (exitmap)
2476 { 2441 {
2442 exitmap->load_sync ();
2443
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2444 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445
2478 if (!tmp) 2446 if (!tmp)
2479 return 0; 2447 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2448
2449 for (; tmp; tmp = tmp->above)
2481 { 2450 {
2482 if (tmp->type != EXIT) 2451 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2452 continue; /*Not an exit */
2453
2484 if (!EXIT_PATH (tmp)) 2454 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2455 continue; /*Not a valid exit */
2456
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2458 continue; /*Not in the same place */
2459
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489 continue; /*Not in the same map */ 2461 continue; /*Not in the same map */
2490 2462
2491 /* 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
2492 * 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
2493 * town portals to prevent strangers from visiting your appartments 2465 * town portals to prevent strangers from visiting your appartments
2494 */ 2466 */
2495 if (!exit->race) 2467 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2468 return 1; /*No owner, free for all! */
2469
2497 exit_owner = NULL; 2470 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2471
2472 for_all_players (pp)
2499 { 2473 {
2500 if (!pp->ob) 2474 if (!pp->ob)
2501 continue; 2475 continue;
2476
2502 if (pp->ob->name != exit->race) 2477 if (pp->ob->name != exit->race)
2503 continue; 2478 continue;
2479
2504 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 */
2505 break; 2481 break;
2506 } 2482 }
2483
2507 if (!exit_owner) 2484 if (!exit_owner)
2508 return 0; /* No more owner */ 2485 return 0; /* No more owner */
2486
2509 if (exit_owner->contr == op->contr) 2487 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2488 return 1; /*It is your exit */
2489
2511 if (exit_owner && /*There is a owner */ 2490 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2491 (op->contr) && /*A player tries to pass */
2513 ((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 */
2514 (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 */
2515 return 0; 2494 return 0;
2495
2516 return 1; 2496 return 1;
2517 } 2497 }
2518 } 2498 }
2499
2519 return 0; 2500 return 0;
2520} 2501}
2521 2502
2522 2503
2523/** 2504/**
2549 { 2530 {
2550 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.");
2551 return 1; 2532 return 1;
2552 } 2533 }
2553 else 2534 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2535 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2536 }
2558 2537
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2539 return RESULT_INT (0);
2561 2540
2562 switch (tmp->type) 2541 switch (tmp->type)
2563 { 2542 {
2564
2565 case CF_HANDLE: 2543 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 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);
2568 tmp->value = tmp->value ? 0 : 1; 2546 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2547 SET_ANIMATION (tmp, tmp->value);
2576 { 2554 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 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);
2579 } 2557 }
2580 else 2558 else
2581 {
2582 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.");
2583 } 2560
2584 return 1; 2561 return 1;
2585 2562
2586 case EXIT: 2563 case EXIT:
2587 if (op->type != PLAYER) 2564 if (op->type != PLAYER)
2588 return 0; 2565 return 0;
2566
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 { 2568 {
2591 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));
2592 } 2570 }
2593 else 2571 else
2594 { 2572 {
2595 /* Don't display messages for random maps. */ 2573 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2574 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2576
2598 enter_exit (op, tmp); 2577 op->enter_exit (tmp);
2599 } 2578 }
2600 return 1; 2579 return 1;
2601 2580
2602 case SIGN: 2581 case SIGN:
2603 apply_sign (op, tmp, 0); 2582 apply_sign (op, tmp, 0);
2697 case POISON: 2676 case POISON:
2698 apply_poison (op, tmp); 2677 apply_poison (op, tmp);
2699 return 1; 2678 return 1;
2700 2679
2701 case SAVEBED: 2680 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2681 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2682
2712 case ARMOUR_IMPROVER: 2683 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2714 { 2685 {
2715 apply_armour_improver (op, tmp); 2686 apply_armour_improver (op, tmp);
2716 return 1; 2687 return 1;
2717 } 2688 }
2718 else 2689 else
2719 {
2720 return 0; 2690 return 0;
2721 }
2722 2691
2723 case WEAPON_IMPROVER: 2692 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2693 (void) check_improve_weapon (op, tmp);
2725 return 1; 2694 return 1;
2726 2695
2811 op->destroy (); 2780 op->destroy ();
2812 return 1; 2781 return 1;
2813 } 2782 }
2814 2783
2815 pl->contr->last_used = op; 2784 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2785
2818 tmp = manual_apply (pl, op, aflag); 2786 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2787 if (!quiet)
2820 { 2788 {
2821 if (tmp == 0) 2789 if (tmp == 0)
2952 if (who->type == PLAYER) 2920 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count); 2921 esrv_del_item (who->contr, op->count);
2954 2922
2955 op->destroy (); 2923 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2924 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2925 who->update_stats ();
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2927 {
2960 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
2961 { 2929 {
2962 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!");
2995 default: 2963 default:
2996 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));
2997 break; 2965 break;
2998 } 2966 }
2999 2967
3000 fix_player (who); 2968 who->update_stats ();
3001 2969
3002 if (!(aflags & AP_NO_MERGE)) 2970 if (!(aflags & AP_NO_MERGE))
3003 { 2971 {
3004 object *tmp; 2972 object *tmp;
3005 2973
3371 } 3339 }
3372 else 3340 else
3373 { 3341 {
3374 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))
3375 { 3343 {
3376 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:");
3377 unapply_for_ob (who, op, AP_PRINT); 3345 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3346 return 1;
3379 } 3347 }
3380 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))
3381 { 3349 {
3383 if (i) 3351 if (i)
3384 return 1; 3352 return 1;
3385 } 3353 }
3386 } 3354 }
3387 } 3355 }
3356
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3358 {
3390 skop = find_skill_by_name (who, op->skill); 3359 skop = find_skill_by_name (who, op->skill);
3391 if (!skop) 3360 if (!skop)
3392 { 3361 {
3494 { 3463 {
3495 (void) insert_ob_in_ob (tmp, who); 3464 (void) insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3465 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3466 esrv_send_item (who, tmp);
3498 } 3467 }
3499 fix_player (who); 3468 who->update_stats ();
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 { 3470 {
3502 if (who->type == PLAYER) 3471 if (who->type == PLAYER)
3503 { 3472 {
3504 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!");
3601 SET_FLAG (op, FLAG_APPLIED); 3570 SET_FLAG (op, FLAG_APPLIED);
3602 3571
3603 if (tmp != NULL) 3572 if (tmp != NULL)
3604 tmp = insert_ob_in_ob (tmp, who); 3573 tmp = insert_ob_in_ob (tmp, who);
3605 3574
3606 fix_player (who); 3575 who->update_stats ();
3607 3576
3608 /* We exclude spell casting objects. The fire code will set the 3577 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3578 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3579 * you don't know anything about them.
3611 */ 3580 */
3651 int i; 3620 int i;
3652 3621
3653 switch (op->type) 3622 switch (op->type)
3654 { 3623 {
3655 case SHOP_FLOOR: 3624 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3625 if (!op->has_random_items ())
3657 return 0; 3626 return 0;
3658 3627
3659 do 3628 do
3660 { 3629 {
3661 i = 10; /* let's give it 10 tries */ 3630 i = 10; /* let's give it 10 tries */
3714 * when an original map is loaded) and performs special actions for 3683 * when an original map is loaded) and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3684 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3685 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3686 */
3718void 3687void
3719fix_auto_apply (maptile *m) 3688maptile::fix_auto_apply ()
3720{ 3689{
3721 object *tmp, *above = NULL; 3690 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3691 return;
3726 3692
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3693 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3694 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3695 {
3731 above = tmp->above; 3696 object *above = tmp->above;
3732 3697
3733 if (tmp->inv) 3698 if (tmp->inv)
3734 { 3699 {
3735 object *invtmp, *invnext; 3700 object *invtmp, *invnext;
3736 3701
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3703 {
3739 invnext = invtmp->below; 3704 invnext = invtmp->below;
3740 3705
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3707 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3709 {
3745 while ((invtmp->stats.hp--) > 0) 3710 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 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);
3754 /* Need to clear this so that we never try to create 3719 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3720 * treasure again for this object
3756 */ 3721 */
3757 invtmp->randomitems = NULL; 3722 invtmp->randomitems = NULL;
3758 } 3723 }
3759 } 3724 }
3760 /* This is really temporary - the code at the bottom will 3725 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3726 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3727 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3728 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3729 * MSW 2004-05-13
3765 * 3730 *
3766 * 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,
3767 * else you get two spells in the book ^_- 3732 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3733 * Ryo 2004-08-16
3769 */ 3734 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3735 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || 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)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3737 tmp->randomitems = NULL;
3738
3783 } 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 }
3784 else if (tmp->type == TIMED_GATE) 3749 else if (tmp->type == TIMED_GATE)
3785 { 3750 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3751 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3752
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3753 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3754 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3755 }
3794 /* 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
3795 * 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
3796 * 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
3797 * 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.
3798 * 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
3799 * which say how many times to make the treasure. 3761 * which say how many times to make the treasure.
3800 */ 3762 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3763 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3764 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3765 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3766 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3768 tmp->randomitems = NULL;
3807 } 3769 }
3770
3771 tmp = above;
3808 } 3772 }
3809 3773
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3774 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3777 check_trigger (tmp, tmp->above);
3815} 3778}
3816 3779
3817/** 3780/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3781 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3782 * This used to call cast_change_attr(), but
3847 { 3810 {
3848 force->resist[i] = food->resist[i] / 2; 3811 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3812 did_one = 1;
3850 } 3813 }
3851 } 3814 }
3815
3852 if (did_one) 3816 if (did_one)
3853 { 3817 {
3854 force->speed = 0.1; 3818 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3819 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3820 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3821 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3822 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3823 insert_ob_in_ob (force, who);
3862 } 3824 }
3863 else 3825 else
3895 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!");
3896 who->stats.sp += food->stats.sp; 3858 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3859 /* place limit on max sp from food? */
3898 } 3860 }
3899 } 3861 }
3900 fix_player (who); 3862 who->update_stats ();
3901} 3863}
3902
3903 3864
3904/** 3865/**
3905 * Designed primarily to light torches/lanterns/etc. 3866 * Designed primarily to light torches/lanterns/etc.
3906 * 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
3907 * the selected object to "burn". -b.t. 3868 * the selected object to "burn". -b.t.
3908 */ 3869 */
3909
3910void 3870void
3911apply_lighter (object *who, object *lighter) 3871apply_lighter (object *who, object *lighter)
3912{ 3872{
3913 object *item; 3873 object *item;
3914 int is_player_env = 0; 3874 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3875
3917 item = find_marked_object (who); 3876 item = find_marked_object (who);
3918 if (item) 3877 if (item)
3919 { 3878 {
3920 if (lighter->last_eat && lighter->stats.food) 3879 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3880 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3881 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3882 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3883 if (lighter->nrof > 1)
3925 { 3884 {
3926 object *oneLighter = object::create (); 3885 object *oneLighter = lighter->clone ();
3927 3886
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3887 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3888 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3889 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3890 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3891 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3897 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3898 { /* no charges left in lighter */
3941 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);
3942 return; 3900 return;
3943 } 3901 }
3902
3944 /* 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?
3945 * 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
3946 * objects at once. 3905 * objects at once.
3947 */ 3906 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3907
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item)) 3908 if (who == item->in_player ())
3954 is_player_env = 1; 3909 is_player_env = 1;
3955 3910
3956 save_throw_object (item, AT_FIRE, who); 3911 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3912
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3913 if (item->destroyed ())
3961 { 3914 {
3962 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);
3963 /* Need to update the player so that the players glow radius 3916 /* Need to update the player so that the players glow radius
3964 * gets changed. 3917 * gets changed.
3965 */ 3918 */
3966 if (is_player_env) 3919 if (is_player_env)
3967 fix_player (who); 3920 who->update_stats ();
3968 } 3921 }
3969 else 3922 else
3970 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);
3971 } 3924 }
3972 else /* nothing to light */ 3925 else /* nothing to light */

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