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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 1.64 by root, Mon Feb 5 01:24:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <tod.h> 29#include <tod.h>
29 30
30#ifndef __CEXTRACT__
31# include <sproto.h> 31#include <sproto.h>
32#endif
33 32
34/* Want this regardless of rplay. */ 33/* Want this regardless of rplay. */
35#include <sounds.h> 34#include <sounds.h>
36 35
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
195apply_potion (object *op, object *tmp) 194apply_potion (object *op, object *tmp)
196{ 195{
197 int got_one = 0, i; 196 int got_one = 0, i;
198 object *force = 0, *floor = 0; 197 object *force = 0, *floor = 0;
199 198
200 floor = get_map_ob (op->map, op->x, op->y); 199 floor = GET_MAP_OB (op->map, op->x, op->y);
201 200
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 202 {
204 if (op->type == PLAYER) 203 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 218 object *depl;
220 archetype *at; 219 archetype *at;
221 220
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 222 {
224 drain_stat (op); 223 op->drain_stat ();
225 fix_player (op); 224 op->update_stats ();
226 decrease_ob (tmp); 225 decrease_ob (tmp);
227 return 1; 226 return 1;
228 } 227 }
229 228
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 229 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 230 {
232 LOG (llevError, "Could not find archetype depletion\n"); 231 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 232 return 0;
234 } 233 }
235 depl = present_arch_in_ob (at, op); 234 depl = present_arch_in_ob (at, op);
236 235
237 if (depl != NULL) 236 if (depl)
238 { 237 {
239 for (i = 0; i < NUM_STATS; i++) 238 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 239 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 241
243 depl->destroy (); 242 depl->destroy ();
244 fix_player (op); 243 op->update_stats ();
245 } 244 }
246 else 245 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 247
249 decrease_ob (tmp); 248 decrease_ob (tmp);
299 298
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 300 {
302 if (got_one) 301 if (got_one)
303 { 302 {
304 fix_player (op); 303 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 } 307 }
309 else 308 else
311 } 310 }
312 else 311 else
313 { /* cursed potion */ 312 { /* cursed potion */
314 if (got_one) 313 if (got_one)
315 { 314 {
316 fix_player (op); 315 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 } 317 }
319 else 318 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 } 320 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 349
351 decrease_ob (tmp); 350 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 351 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 352 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 353 op->update_stats ();
355 return 1; 354 return 1;
356 } 355 }
357 356
358 /* Deal with protection potions */ 357 /* Deal with protection potions */
359 force = NULL; 358 force = NULL;
403 * that were grouped with the one consumed, his 402 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 403 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 404 * up all the stats.
406 */ 405 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 406 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 407 op->update_stats ();
409 decrease_ob (tmp); 408 decrease_ob (tmp);
410 return 1; 409 return 1;
411} 410}
412 411
413/**************************************************************************** 412/****************************************************************************
570 weapon->last_eat++; 569 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 571 decrease_ob (improver);
573 572
574 /* So it updates the players stats and the window */ 573 /* So it updates the players stats and the window */
575 fix_player (op); 574 op->update_stats ();
576 return 1; 575 return 1;
577} 576}
578 577
579/* Types of improvements, hidden in the sp field. */ 578/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 579#define IMPROVE_PREPARE 1
883 882
884 if (op->type == PLAYER) 883 if (op->type == PLAYER)
885 { 884 {
886 esrv_send_item (op, armour); 885 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 887 op->update_stats ();
889 } 888 }
890 decrease_ob (improver); 889 decrease_ob (improver);
891 if (tmp) 890 if (tmp)
892 { 891 {
893 insert_ob_in_ob (tmp, op); 892 insert_ob_in_ob (tmp, op);
980 else 979 else
981 { 980 {
982 if (converter->other_arch == NULL) 981 if (converter->other_arch == NULL)
983 { 982 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 984 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 985 return -1;
987 } 986 }
988 987
989 item = object_create_arch (converter->other_arch); 988 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 996 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 997 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 998 else if (price_in < item->nrof * item->value)
1000 { 999 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1002
1004 /** 1003 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1004 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1005 * propably had something in mind when doing this
1007 */ 1006 */
1029 if (sack == NULL || sack->type != CONTAINER) 1028 if (sack == NULL || sack->type != CONTAINER)
1030 { 1029 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1031 return 0;
1033 } 1032 }
1034 op->contr->last_used = NULL; 1033
1035 op->contr->last_used_id = 0; 1034 op->contr->last_used = 0;
1036 1035
1037 if (sack->env != op) 1036 if (sack->env != op)
1038 { 1037 {
1039 if (sack->other_arch == NULL || sack->env != NULL) 1038 if (sack->other_arch == NULL || sack->env != NULL)
1040 { 1039 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1042 return 1; 1041 return 1;
1043 } 1042 }
1043
1044 /* It's on the ground, the problems begin */ 1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack) 1045 if (op->container != sack)
1046 { 1046 {
1047 /* it's closed OR some player has opened it */ 1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp) 1051 if (tmp)
1052 { 1052 {
1053 /* some other player have opened it */ 1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1055 return 1;
1119 tmp = find_key (op, op, sack); 1119 tmp = find_key (op, op, sack);
1120 if (tmp) 1120 if (tmp)
1121 { 1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED); 1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1124 if (sack->env == NULL) 1125 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */ 1126 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf); 1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack); 1128 apply_container (op, sack);
1128 return 1; 1129 return 1;
1129 } 1130 }
1130 } 1131 }
1131 else 1132 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 } 1134 }
1136 else 1135 else
1137 { 1136 {
1138 sprintf (buf, "You readied %s.", query_name (sack)); 1137 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED); 1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL) 1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */ 1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf); 1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack); 1143 apply_container (op, sack);
1144 return 1; 1144 return 1;
1145 } 1145 }
1146 } 1146 }
1147 } 1147 }
1148
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150
1149 if (op->contr) 1151 if (op->contr)
1150 op->contr->socket.update_look = 1; 1152 op->contr->ns->floorbox_update ();
1153
1151 return 1; 1154 return 1;
1152} 1155}
1153 1156
1154/** 1157/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1625 1628
1626 1629
1627 case CONVERTER: 1630 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1631 if (convert_item (victim, trap) < 0)
1629 { 1632 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1633 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1634 get_archetype ("burnout")->insert_at (trap, trap);
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 } 1635 }
1641 } 1636
1642 goto leave; 1637 goto leave;
1643 1638
1644 case TRIGGER_BUTTON: 1639 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1640 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1641 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1670 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1671 {
1677 /* Basically, don't show exits leading to random maps the 1672 /* Basically, don't show exits leading to random maps the
1678 * players output. 1673 * players output.
1679 */ 1674 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1675 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1676 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1677
1682 enter_exit (victim, trap); 1678 victim->enter_exit (trap);
1683 } 1679 }
1684 goto leave; 1680 goto leave;
1685 1681
1686 case ENCOUNTER: 1682 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1683 /* may be some leftovers on this */
1786 1782
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1784 {
1789 /*exp_gain *= 2; because they just identified it too */ 1785 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1786 SET_FLAG (tmp, FLAG_IDENTIFIED);
1787
1791 /* If in a container, update how it looks */ 1788 /* If in a container, update how it looks */
1792 if (tmp->env) 1789 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1790 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1791 else
1795 op->contr->socket.update_look = 1; 1792 op->contr->ns->floorbox_update ();
1796 } 1793 }
1794
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1795 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 */ 1796 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1797 }
1800} 1798}
1801 1799
1850 } 1848 }
1851 return; 1849 return;
1852 } 1850 }
1853 1851
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1852 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1853 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1854 insert_ob_in_ob (tmp, op);
1858 1855
1859 if (special_prayer) 1856 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1857 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1858
1864 esrv_add_spells (op->contr, tmp); 1859 esrv_add_spells (op->contr, tmp);
1865} 1860}
1866 1861
1867/** 1862/**
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1947
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1948 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1949 {
1955 identify (tmp); 1950 identify (tmp);
1951
1956 if (tmp->env) 1952 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1953 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1954 else
1959 op->contr->socket.update_look = 1; 1955 op->contr->ns->floorbox_update ();
1960 } 1956 }
1961 1957
1962 /* I removed the check for special_prayer_mark here - it didn't make 1958 /* 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 1959 * 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 1960 * if the player doesn't know the spell, doesn't make a lot of sense that
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2219 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2220 return 0;
2225 2221
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2222 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2223 from the player's inventory */
2224 shstr_cmp dragon_ability_force ("dragon_ability_force");
2225 shstr_cmp dragon_skin_force ("dragon_skin_force");
2226
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2227 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2228 if (tmp->type == FORCE)
2231 {
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2229 if (tmp->arch->name == dragon_skin_force)
2233 skin = tmp; 2230 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2231 else if (tmp->arch->name == dragon_ability_force)
2235 abil = tmp; 2232 abil = tmp;
2236 }
2237 }
2238 2233
2239 /* if either skin or ability are missing, this is an old player 2234 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2235 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2236 if (skin == NULL || abil == NULL)
2242 return 0; 2237 return 0;
2283 /* doubled chance for resistance of ability-focus */ 2278 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2279 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2280 chance = MIN (100., chance * 2.);
2286 2281
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2282 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2283 if (rndm (10000) < (int) (chance * 100))
2289 { 2284 {
2290 atnr_winner[winners] = i; 2285 atnr_winner[winners] = i;
2291 winners++; 2286 winners++;
2292 } 2287 }
2293 2288
2324 2319
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2320 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2321 {
2327 /* resistance increased! */ 2322 /* resistance increased! */
2328 skin->resist[i]++; 2323 skin->resist[i]++;
2329 fix_player (op); 2324 op->update_stats ();
2330 2325
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2326 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); 2327 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2328 }
2334 2329
2353 } 2348 }
2354 } 2349 }
2355 return 1; 2350 return 1;
2356} 2351}
2357 2352
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/** 2353/**
2393 * Handles applying an improve armor scroll. 2354 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2355 * Does some sanity checks, then calls improve_armour.
2395 */ 2356 */
2396static void 2357static void
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2362 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 { 2363 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2364 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return; 2365 return;
2405 } 2366 }
2367
2406 armor = find_marked_object (op); 2368 armor = find_marked_object (op);
2369
2407 if (!armor) 2370 if (!armor)
2408 { 2371 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2372 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return; 2373 return;
2411 } 2374 }
2375
2412 if (armor->type != ARMOUR 2376 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2377 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2378 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2379 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2380 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2419 2383
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2384 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2385 improve_armour (op, tmp, armor);
2422} 2386}
2423 2387
2424
2425extern void 2388extern void
2426apply_poison (object *op, object *tmp) 2389apply_poison (object *op, object *tmp)
2427{ 2390{
2428 if (op->type == PLAYER) 2391 if (op->type == PLAYER)
2429 { 2392 {
2440 handle_apply_yield (tmp); 2403 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2404 decrease_ob (tmp);
2442} 2405}
2443 2406
2444/** 2407/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2408 * 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: 2409 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2410 * -You can come back (there is another exit at the other side)
2448 * -You are 2411 * -You are
2449 * ° the owner of the exit 2412 * ° the owner of the exit
2450 * ° or in the same party as the owner 2413 * ° or in the same party as the owner
2451 * 2414 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2415 * 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 2416 * 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). 2417 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2418 */
2456int 2419int
2457is_legal_2ways_exit (object *op, object *exit) 2420is_legal_2ways_exit (object *op, object *exit)
2458{ 2421{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2422 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2423 return 1; /*This is not a 2 way, so it is legal */
2424
2425#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2426 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2427 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2428#endif
2469 * all the exits in destination and try to find one with same path as 2429
2470 * the current exit's position */ 2430 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2431
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) 2432 if (exitmap)
2476 { 2433 {
2434 exitmap->load_sync ();
2435
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2436 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2437
2478 if (!tmp) 2438 if (!tmp)
2479 return 0; 2439 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2440
2441 for (; tmp; tmp = tmp->above)
2481 { 2442 {
2482 if (tmp->type != EXIT) 2443 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2444 continue; /*Not an exit */
2445
2484 if (!EXIT_PATH (tmp)) 2446 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2447 continue; /*Not a valid exit */
2448
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2450 continue; /*Not in the same place */
2451
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489 continue; /*Not in the same map */ 2453 continue; /*Not in the same map */
2490 2454
2491 /* From here we have found the exit is valid. However we do 2455 /* 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 2456 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2457 * town portals to prevent strangers from visiting your appartments
2494 */ 2458 */
2495 if (!exit->race) 2459 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2460 return 1; /*No owner, free for all! */
2461
2497 exit_owner = NULL; 2462 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2463
2464 for_all_players (pp)
2499 { 2465 {
2500 if (!pp->ob) 2466 if (!pp->ob)
2501 continue; 2467 continue;
2468
2502 if (pp->ob->name != exit->race) 2469 if (pp->ob->name != exit->race)
2503 continue; 2470 continue;
2471
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2472 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2473 break;
2506 } 2474 }
2475
2507 if (!exit_owner) 2476 if (!exit_owner)
2508 return 0; /* No more owner */ 2477 return 0; /* No more owner */
2478
2509 if (exit_owner->contr == op->contr) 2479 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2480 return 1; /*It is your exit */
2481
2511 if (exit_owner && /*There is a owner */ 2482 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2483 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2484 ((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 */ 2485 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2486 return 0;
2487
2516 return 1; 2488 return 1;
2517 } 2489 }
2518 } 2490 }
2491
2519 return 0; 2492 return 0;
2520} 2493}
2521 2494
2522 2495
2523/** 2496/**
2549 { 2522 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2523 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1; 2524 return 1;
2552 } 2525 }
2553 else 2526 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2527 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2528 }
2558 2529
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2530 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2531 return RESULT_INT (0);
2561 2532
2562 switch (tmp->type) 2533 switch (tmp->type)
2563 { 2534 {
2564
2565 case CF_HANDLE: 2535 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2536 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2537 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1; 2538 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2539 SET_ANIMATION (tmp, tmp->value);
2576 { 2546 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2547 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2548 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579 } 2549 }
2580 else 2550 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2551 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 } 2552
2584 return 1; 2553 return 1;
2585 2554
2586 case EXIT: 2555 case EXIT:
2587 if (op->type != PLAYER) 2556 if (op->type != PLAYER)
2588 return 0; 2557 return 0;
2558
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 { 2560 {
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 } 2562 }
2593 else 2563 else
2594 { 2564 {
2595 /* Don't display messages for random maps. */ 2565 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2568
2598 enter_exit (op, tmp); 2569 op->enter_exit (tmp);
2599 } 2570 }
2600 return 1; 2571 return 1;
2601 2572
2602 case SIGN: 2573 case SIGN:
2603 apply_sign (op, tmp, 0); 2574 apply_sign (op, tmp, 0);
2697 case POISON: 2668 case POISON:
2698 apply_poison (op, tmp); 2669 apply_poison (op, tmp);
2699 return 1; 2670 return 1;
2700 2671
2701 case SAVEBED: 2672 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2673 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2674
2712 case ARMOUR_IMPROVER: 2675 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2676 if (op->type == PLAYER)
2714 { 2677 {
2715 apply_armour_improver (op, tmp); 2678 apply_armour_improver (op, tmp);
2716 return 1; 2679 return 1;
2717 } 2680 }
2718 else 2681 else
2719 {
2720 return 0; 2682 return 0;
2721 }
2722 2683
2723 case WEAPON_IMPROVER: 2684 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2685 (void) check_improve_weapon (op, tmp);
2725 return 1; 2686 return 1;
2726 2687
2811 op->destroy (); 2772 op->destroy ();
2812 return 1; 2773 return 1;
2813 } 2774 }
2814 2775
2815 pl->contr->last_used = op; 2776 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2777
2818 tmp = manual_apply (pl, op, aflag); 2778 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2779 if (!quiet)
2820 { 2780 {
2821 if (tmp == 0) 2781 if (tmp == 0)
2952 if (who->type == PLAYER) 2912 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count); 2913 esrv_del_item (who->contr, op->count);
2954 2914
2955 op->destroy (); 2915 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2916 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2917 who->update_stats ();
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2919 {
2960 if (who->type == PLAYER) 2920 if (who->type == PLAYER)
2961 { 2921 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2922 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2995 default: 2955 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2956 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break; 2957 break;
2998 } 2958 }
2999 2959
3000 fix_player (who); 2960 who->update_stats ();
3001 2961
3002 if (!(aflags & AP_NO_MERGE)) 2962 if (!(aflags & AP_NO_MERGE))
3003 { 2963 {
3004 object *tmp; 2964 object *tmp;
3005 2965
3371 } 3331 }
3372 else 3332 else
3373 { 3333 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3334 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3335 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3336 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); 3337 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3338 return 1;
3379 } 3339 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3340 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 { 3341 {
3383 if (i) 3343 if (i)
3384 return 1; 3344 return 1;
3385 } 3345 }
3386 } 3346 }
3387 } 3347 }
3348
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3350 {
3390 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3391 if (!skop) 3352 if (!skop)
3392 { 3353 {
3494 { 3455 {
3495 (void) insert_ob_in_ob (tmp, who); 3456 (void) insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3457 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3458 esrv_send_item (who, tmp);
3498 } 3459 }
3499 fix_player (who); 3460 who->update_stats ();
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3461 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 { 3462 {
3502 if (who->type == PLAYER) 3463 if (who->type == PLAYER)
3503 { 3464 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3465 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3601 SET_FLAG (op, FLAG_APPLIED); 3562 SET_FLAG (op, FLAG_APPLIED);
3602 3563
3603 if (tmp != NULL) 3564 if (tmp != NULL)
3604 tmp = insert_ob_in_ob (tmp, who); 3565 tmp = insert_ob_in_ob (tmp, who);
3605 3566
3606 fix_player (who); 3567 who->update_stats ();
3607 3568
3608 /* We exclude spell casting objects. The fire code will set the 3569 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3570 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3571 * you don't know anything about them.
3611 */ 3572 */
3651 int i; 3612 int i;
3652 3613
3653 switch (op->type) 3614 switch (op->type)
3654 { 3615 {
3655 case SHOP_FLOOR: 3616 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3617 if (!op->has_random_items ())
3657 return 0; 3618 return 0;
3658 3619
3659 do 3620 do
3660 { 3621 {
3661 i = 10; /* let's give it 10 tries */ 3622 i = 10; /* let's give it 10 tries */
3714 * when an original map is loaded) and performs special actions for 3675 * when an original map is loaded) and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3676 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3677 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3678 */
3718void 3679void
3719fix_auto_apply (maptile *m) 3680maptile::fix_auto_apply ()
3720{ 3681{
3721 object *tmp, *above = NULL; 3682 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3683 return;
3726 3684
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3685 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3686 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3687 {
3731 above = tmp->above; 3688 object *above = tmp->above;
3732 3689
3733 if (tmp->inv) 3690 if (tmp->inv)
3734 { 3691 {
3735 object *invtmp, *invnext; 3692 object *invtmp, *invnext;
3736 3693
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3694 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3695 {
3739 invnext = invtmp->below; 3696 invnext = invtmp->below;
3740 3697
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3698 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3699 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3700 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3701 {
3745 while ((invtmp->stats.hp--) > 0) 3702 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); 3703 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3704
3705 invtmp->randomitems = NULL;
3706 }
3707 else if (invtmp && invtmp->arch
3708 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3709 {
3710 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3711 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3712 * treasure again for this object
3756 */ 3713 */
3757 invtmp->randomitems = NULL; 3714 invtmp->randomitems = NULL;
3758 } 3715 }
3759 } 3716 }
3760 /* This is really temporary - the code at the bottom will 3717 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3718 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3719 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3720 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3721 * MSW 2004-05-13
3765 * 3722 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3723 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3724 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3725 * Ryo 2004-08-16
3769 */ 3726 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3727 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) 3728 || 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; 3729 tmp->randomitems = NULL;
3730
3783 } 3731 }
3732
3733 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3734 auto_apply (tmp);
3735 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3736 {
3737 while ((tmp->stats.hp--) > 0)
3738 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3739 tmp->randomitems = NULL;
3740 }
3784 else if (tmp->type == TIMED_GATE) 3741 else if (tmp->type == TIMED_GATE)
3785 { 3742 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3743 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3744
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3745 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3746 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3747 }
3794 /* This function can be called everytime a map is loaded, even when 3748 /* 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 3749 * 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 3750 * 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. 3751 * 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 3752 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3753 * which say how many times to make the treasure.
3800 */ 3754 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3755 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3756 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3757 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3758 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3759 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3760 tmp->randomitems = NULL;
3807 } 3761 }
3762
3763 tmp = above;
3808 } 3764 }
3809 3765
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3766 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3767 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)) 3768 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3769 check_trigger (tmp, tmp->above);
3815} 3770}
3816 3771
3817/** 3772/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3773 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3774 * This used to call cast_change_attr(), but
3847 { 3802 {
3848 force->resist[i] = food->resist[i] / 2; 3803 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3804 did_one = 1;
3850 } 3805 }
3851 } 3806 }
3807
3852 if (did_one) 3808 if (did_one)
3853 { 3809 {
3854 force->speed = 0.1; 3810 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3812 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3813 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3814 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3815 insert_ob_in_ob (force, who);
3862 } 3816 }
3863 else 3817 else
3866 /* check for hp, sp change */ 3820 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3821 if (food->stats.hp != 0)
3868 { 3822 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3823 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3824 {
3871 strcpy (who->contr->killer, food->name); 3825 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3826 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3827 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 } 3828 }
3875 else 3829 else
3876 { 3830 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3849 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3850 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3851 /* place limit on max sp from food? */
3898 } 3852 }
3899 } 3853 }
3900 fix_player (who); 3854 who->update_stats ();
3901} 3855}
3902
3903 3856
3904/** 3857/**
3905 * Designed primarily to light torches/lanterns/etc. 3858 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3859 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3860 * the selected object to "burn". -b.t.
3908 */ 3861 */
3909
3910void 3862void
3911apply_lighter (object *who, object *lighter) 3863apply_lighter (object *who, object *lighter)
3912{ 3864{
3913 object *item; 3865 object *item;
3914 int is_player_env = 0; 3866 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3867
3917 item = find_marked_object (who); 3868 item = find_marked_object (who);
3918 if (item) 3869 if (item)
3919 { 3870 {
3920 if (lighter->last_eat && lighter->stats.food) 3871 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3872 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3873 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3874 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3875 if (lighter->nrof > 1)
3925 { 3876 {
3926 object *oneLighter = object::create (); 3877 object *oneLighter = lighter->clone ();
3927 3878
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3879 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3880 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3881 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3882 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3883 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3889 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3890 { /* 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); 3891 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; 3892 return;
3943 } 3893 }
3894
3944 /* Perhaps we should split what we are trying to light on fire? 3895 /* 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 3896 * I can't see many times when you would want to light multiple
3946 * objects at once. 3897 * objects at once.
3947 */ 3898 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3899
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)) 3900 if (who == item->in_player ())
3954 is_player_env = 1; 3901 is_player_env = 1;
3955 3902
3956 save_throw_object (item, AT_FIRE, who); 3903 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3904
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3905 if (item->destroyed ())
3961 { 3906 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3907 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 3908 /* Need to update the player so that the players glow radius
3964 * gets changed. 3909 * gets changed.
3965 */ 3910 */
3966 if (is_player_env) 3911 if (is_player_env)
3967 fix_player (who); 3912 who->update_stats ();
3968 } 3913 }
3969 else 3914 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); 3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 } 3916 }
3972 else /* nothing to light */ 3917 else /* nothing to light */

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