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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 1.70 by root, Sat Feb 10 21:01:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <tod.h> 29#include <tod.h>
29 30
30#ifndef __CEXTRACT__
31# include <sproto.h> 31#include <sproto.h>
32#endif
33 32
34/* Want this regardless of rplay. */ 33/* Want this regardless of rplay. */
35#include <sounds.h> 34#include <sounds.h>
36 35
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
66 { 65 {
67 arch_flag = 1; 66 arch_flag = 1;
68 name_flag = 1; 67 name_flag = 1;
69 race_flag = 1; 68 race_flag = 1;
70 } 69 }
70
71 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ((op->race) && 74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 78 return 1;
80 } 79
81 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 81 * of arch, name, or race match.
83 */ 82 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 85 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 86 return 1;
89 } 87
90 return 0; 88 return 0;
91} 89}
92 90
93/** 91/**
94 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 193apply_potion (object *op, object *tmp)
196{ 194{
197 int got_one = 0, i; 195 int got_one = 0, i;
198 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
199 197
200 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
201 199
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 201 {
204 if (op->type == PLAYER) 202 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
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/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
883 884
884 if (op->type == PLAYER) 885 if (op->type == PLAYER)
885 { 886 {
886 esrv_send_item (op, armour); 887 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 889 op->update_stats ();
889 } 890 }
890 decrease_ob (improver); 891 decrease_ob (improver);
891 if (tmp) 892 if (tmp)
892 { 893 {
893 insert_ob_in_ob (tmp, op); 894 insert_ob_in_ob (tmp, op);
980 else 981 else
981 { 982 {
982 if (converter->other_arch == NULL) 983 if (converter->other_arch == NULL)
983 { 984 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 987 return -1;
987 } 988 }
988 989
989 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1000 else if (price_in < item->nrof * item->value)
1000 { 1001 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1004
1004 /** 1005 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1006 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1007 */ 1008 */
1014 * Handle apply on containers. 1015 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1018 */ 1019 */
1019
1020int 1020int
1021apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1022{ 1022{
1023 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1024 return 0; /* This might change */
1028 1025
1029 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1030 { 1027 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1029 return 0;
1033 } 1030 }
1034 op->contr->last_used = NULL; 1031
1035 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1036 1033
1037 if (sack->env != op) 1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1038 { 1038 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1040 { 1044 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1042 return 1; 1047 return 1;
1043 } 1048 }
1044 /* It's on the ground, the problems begin */ 1049 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1050 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1051 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1053 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1054 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1055
1081 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1061 op->close_container ();
1090 { 1062 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1065 return 1;
1094 apply_container (op, tmp); 1066 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1096 op->container = sack; 1068 // it's locked?
1097 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1098 strcat (buf, "."); 1070 {
1099 } 1071 if (object *tmp = find_key (op, op, sack))
1100 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1073 else
1108 { 1074 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1076 return 1;
1145 } 1077 }
1146 }
1147 } 1078 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1079
1149 if (op->contr) 1080 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1081
1151 return 1; 1082 return 1;
1152} 1083}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1084
1279/** 1085/**
1280 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1282 */ 1088 */
1625 1431
1626 1432
1627 case CONVERTER: 1433 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1434 if (convert_item (victim, trap) < 0)
1629 { 1435 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1437 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 } 1438 }
1641 } 1439
1642 goto leave; 1440 goto leave;
1643 1441
1644 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1474 {
1677 /* Basically, don't show exits leading to random maps the 1475 /* Basically, don't show exits leading to random maps the
1678 * players output. 1476 * players output.
1679 */ 1477 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1682 enter_exit (victim, trap); 1481 victim->enter_exit (trap);
1683 } 1482 }
1684 goto leave; 1483 goto leave;
1685 1484
1686 case ENCOUNTER: 1485 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1486 /* may be some leftovers on this */
1702 1501
1703 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1704 goto leave; 1503 goto leave;
1705 1504
1706 case CONTAINER: 1505 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1711 goto leave; 1507 goto leave;
1712 1508
1713 case RUNE: 1509 case RUNE:
1714 case TRAP: 1510 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1786 1582
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1583 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1584 {
1789 /*exp_gain *= 2; because they just identified it too */ 1585 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1586 SET_FLAG (tmp, FLAG_IDENTIFIED);
1587
1791 /* If in a container, update how it looks */ 1588 /* If in a container, update how it looks */
1792 if (tmp->env) 1589 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1590 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1591 else
1795 op->contr->socket.update_look = 1; 1592 op->contr->ns->floorbox_update ();
1796 } 1593 }
1594
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1595 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 */ 1596 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1597 }
1800} 1598}
1801 1599
1850 } 1648 }
1851 return; 1649 return;
1852 } 1650 }
1853 1651
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1652 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1653 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1654 insert_ob_in_ob (tmp, op);
1858 1655
1859 if (special_prayer) 1656 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1657 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1658
1864 esrv_add_spells (op->contr, tmp); 1659 esrv_add_spells (op->contr, tmp);
1865} 1660}
1866 1661
1867/** 1662/**
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1747
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1748 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1749 {
1955 identify (tmp); 1750 identify (tmp);
1751
1956 if (tmp->env) 1752 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1753 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1754 else
1959 op->contr->socket.update_look = 1; 1755 op->contr->ns->floorbox_update ();
1960 } 1756 }
1961 1757
1962 /* I removed the check for special_prayer_mark here - it didn't make 1758 /* 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 1759 * 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 1760 * 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)) 2019 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2020 return 0;
2225 2021
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2022 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2023 from the player's inventory */
2024 shstr_cmp dragon_ability_force ("dragon_ability_force");
2025 shstr_cmp dragon_skin_force ("dragon_skin_force");
2026
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2027 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2028 if (tmp->type == FORCE)
2231 {
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2029 if (tmp->arch->name == dragon_skin_force)
2233 skin = tmp; 2030 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2031 else if (tmp->arch->name == dragon_ability_force)
2235 abil = tmp; 2032 abil = tmp;
2236 }
2237 }
2238 2033
2239 /* if either skin or ability are missing, this is an old player 2034 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2035 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2036 if (skin == NULL || abil == NULL)
2242 return 0; 2037 return 0;
2283 /* doubled chance for resistance of ability-focus */ 2078 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2079 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2080 chance = MIN (100., chance * 2.);
2286 2081
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2082 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2083 if (rndm (10000) < (int) (chance * 100))
2289 { 2084 {
2290 atnr_winner[winners] = i; 2085 atnr_winner[winners] = i;
2291 winners++; 2086 winners++;
2292 } 2087 }
2293 2088
2324 2119
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2120 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2121 {
2327 /* resistance increased! */ 2122 /* resistance increased! */
2328 skin->resist[i]++; 2123 skin->resist[i]++;
2329 fix_player (op); 2124 op->update_stats ();
2330 2125
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2126 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); 2127 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2128 }
2334 2129
2353 } 2148 }
2354 } 2149 }
2355 return 1; 2150 return 1;
2356} 2151}
2357 2152
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/** 2153/**
2393 * Handles applying an improve armor scroll. 2154 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2155 * Does some sanity checks, then calls improve_armour.
2395 */ 2156 */
2396static void 2157static void
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2162 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 { 2163 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return; 2165 return;
2405 } 2166 }
2167
2406 armor = find_marked_object (op); 2168 armor = find_marked_object (op);
2169
2407 if (!armor) 2170 if (!armor)
2408 { 2171 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return; 2173 return;
2411 } 2174 }
2175
2412 if (armor->type != ARMOUR 2176 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2177 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2178 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2179 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2180 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2419 2183
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2184 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2185 improve_armour (op, tmp, armor);
2422} 2186}
2423 2187
2424
2425extern void 2188extern void
2426apply_poison (object *op, object *tmp) 2189apply_poison (object *op, object *tmp)
2427{ 2190{
2428 if (op->type == PLAYER) 2191 if (op->type == PLAYER)
2429 { 2192 {
2440 handle_apply_yield (tmp); 2203 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2204 decrease_ob (tmp);
2442} 2205}
2443 2206
2444/** 2207/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2208 * 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: 2209 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2210 * -You can come back (there is another exit at the other side)
2448 * -You are 2211 * -You are
2449 * ° the owner of the exit 2212 * ° the owner of the exit
2450 * ° or in the same party as the owner 2213 * ° or in the same party as the owner
2451 * 2214 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2215 * 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 2216 * 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). 2217 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2218 */
2456int 2219int
2457is_legal_2ways_exit (object *op, object *exit) 2220is_legal_2ways_exit (object *op, object *exit)
2458{ 2221{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2222 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2223 return 1; /*This is not a 2 way, so it is legal */
2224
2225#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2226 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2227 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2228#endif
2469 * all the exits in destination and try to find one with same path as 2229
2470 * the current exit's position */ 2230 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2231
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) 2232 if (exitmap)
2476 { 2233 {
2234 exitmap->load_sync ();
2235
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2236 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2237
2478 if (!tmp) 2238 if (!tmp)
2479 return 0; 2239 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2240
2241 for (; tmp; tmp = tmp->above)
2481 { 2242 {
2482 if (tmp->type != EXIT) 2243 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2244 continue; /*Not an exit */
2245
2484 if (!EXIT_PATH (tmp)) 2246 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2247 continue; /*Not a valid exit */
2248
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2249 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2250 continue; /*Not in the same place */
2251
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2252 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2253 continue; /*Not in the same map */
2490 2254
2491 /* From here we have found the exit is valid. However we do 2255 /* 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 2256 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2257 * town portals to prevent strangers from visiting your appartments
2494 */ 2258 */
2495 if (!exit->race) 2259 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2260 return 1; /*No owner, free for all! */
2261
2497 exit_owner = NULL; 2262 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2263
2264 for_all_players (pp)
2499 { 2265 {
2500 if (!pp->ob) 2266 if (!pp->ob)
2501 continue; 2267 continue;
2268
2502 if (pp->ob->name != exit->race) 2269 if (pp->ob->name != exit->race)
2503 continue; 2270 continue;
2271
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2272 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2273 break;
2506 } 2274 }
2275
2507 if (!exit_owner) 2276 if (!exit_owner)
2508 return 0; /* No more owner */ 2277 return 0; /* No more owner */
2278
2509 if (exit_owner->contr == op->contr) 2279 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2280 return 1; /*It is your exit */
2281
2511 if (exit_owner && /*There is a owner */ 2282 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2283 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2284 ((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 */ 2285 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2286 return 0;
2287
2516 return 1; 2288 return 1;
2517 } 2289 }
2518 } 2290 }
2291
2519 return 0; 2292 return 0;
2520} 2293}
2521 2294
2522 2295
2523/** 2296/**
2549 { 2322 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2323 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1; 2324 return 1;
2552 } 2325 }
2553 else 2326 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2327 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2328 }
2558 2329
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2330 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2331 return RESULT_INT (0);
2561 2332
2562 switch (tmp->type) 2333 switch (tmp->type)
2563 { 2334 {
2564
2565 case CF_HANDLE: 2335 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2336 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2337 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1; 2338 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2339 SET_ANIMATION (tmp, tmp->value);
2576 { 2346 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2347 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2348 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579 } 2349 }
2580 else 2350 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 } 2352
2584 return 1; 2353 return 1;
2585 2354
2586 case EXIT: 2355 case EXIT:
2587 if (op->type != PLAYER) 2356 if (op->type != PLAYER)
2588 return 0; 2357 return 0;
2358
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 { 2360 {
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 } 2362 }
2593 else 2363 else
2594 { 2364 {
2595 /* Don't display messages for random maps. */ 2365 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368
2598 enter_exit (op, tmp); 2369 op->enter_exit (tmp);
2599 } 2370 }
2600 return 1; 2371 return 1;
2601 2372
2602 case SIGN: 2373 case SIGN:
2603 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2637 case POTION: 2408 case POTION:
2638 (void) apply_potion (op, tmp); 2409 (void) apply_potion (op, tmp);
2639 return 1; 2410 return 1;
2640 2411
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2642 case CLOSE_CON: 2414 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2647 return 1; 2416 return 1;
2648 2417
2649 case CONTAINER: 2418 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2654 return 1; 2420 return 1;
2655 2421
2656 case TREASURE: 2422 case TREASURE:
2657 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2658 { 2424 {
2659 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2660 return 1; 2426 return 1;
2661 } 2427 }
2662 else 2428 else
2663 {
2664 return 0; 2429 return 0;
2665 }
2666 2430
2667 case WEAPON: 2431 case WEAPON:
2668 case ARMOUR: 2432 case ARMOUR:
2669 case BOOTS: 2433 case BOOTS:
2670 case GLOVES: 2434 case GLOVES:
2697 case POISON: 2461 case POISON:
2698 apply_poison (op, tmp); 2462 apply_poison (op, tmp);
2699 return 1; 2463 return 1;
2700 2464
2701 case SAVEBED: 2465 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2466 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2467
2712 case ARMOUR_IMPROVER: 2468 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2469 if (op->type == PLAYER)
2714 { 2470 {
2715 apply_armour_improver (op, tmp); 2471 apply_armour_improver (op, tmp);
2716 return 1; 2472 return 1;
2717 } 2473 }
2718 else 2474 else
2719 {
2720 return 0; 2475 return 0;
2721 }
2722 2476
2723 case WEAPON_IMPROVER: 2477 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2478 (void) check_improve_weapon (op, tmp);
2725 return 1; 2479 return 1;
2726 2480
2811 op->destroy (); 2565 op->destroy ();
2812 return 1; 2566 return 1;
2813 } 2567 }
2814 2568
2815 pl->contr->last_used = op; 2569 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2570
2818 tmp = manual_apply (pl, op, aflag); 2571 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2572 if (!quiet)
2820 { 2573 {
2821 if (tmp == 0) 2574 if (tmp == 0)
2833 */ 2586 */
2834 2587
2835void 2588void
2836player_apply_below (object *pl) 2589player_apply_below (object *pl)
2837{ 2590{
2838 object *tmp, *next;
2839 int floors; 2591 int floors = 0;
2840 2592
2841 /* If using a container, set the starting item to be the top 2593 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2594 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that 2595 * This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the 2596 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a 2597 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does 2598 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2599 * not return a proper value.
2851 */ 2600 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2601 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2602 {
2854 next = tmp->below; 2603 next = tmp->below;
2604
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2606 floors++;
2857 else if (floors > 0) 2607 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2608 return; /* process only floor objects after first floor object */
2859 2609
2952 if (who->type == PLAYER) 2702 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count); 2703 esrv_del_item (who->contr, op->count);
2954 2704
2955 op->destroy (); 2705 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2706 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2707 who->update_stats ();
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2709 {
2960 if (who->type == PLAYER) 2710 if (who->type == PLAYER)
2961 { 2711 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2995 default: 2745 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break; 2747 break;
2998 } 2748 }
2999 2749
3000 fix_player (who); 2750 who->update_stats ();
3001 2751
3002 if (!(aflags & AP_NO_MERGE)) 2752 if (!(aflags & AP_NO_MERGE))
3003 { 2753 {
3004 object *tmp; 2754 object *tmp;
3005 2755
3371 } 3121 }
3372 else 3122 else
3373 { 3123 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3124 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3125 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3126 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); 3127 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3128 return 1;
3379 } 3129 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 { 3131 {
3383 if (i) 3133 if (i)
3384 return 1; 3134 return 1;
3385 } 3135 }
3386 } 3136 }
3387 } 3137 }
3138
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3140 {
3390 skop = find_skill_by_name (who, op->skill); 3141 skop = find_skill_by_name (who, op->skill);
3391 if (!skop) 3142 if (!skop)
3392 { 3143 {
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3183 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3433 if (tmp != NULL) 3184 if (tmp != NULL)
3434 (void) insert_ob_in_ob (tmp, who); 3185 (void) insert_ob_in_ob (tmp, who);
3435 return 1; 3186 return 1;
3436 } 3187 }
3188
3189 //TODO: this obviously fails for players using a shiorter prefix
3190 // i.e. "R" can use Ragnarok's swors.
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3191 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3192 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3193 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3194 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3195 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3196
3442 if (tmp != NULL) 3197 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3198 insert_ob_in_ob (tmp, who);
3199
3444 return 1; 3200 return 1;
3445 } 3201 }
3202
3446 SET_FLAG (op, FLAG_APPLIED); 3203 SET_FLAG (op, FLAG_APPLIED);
3447 3204
3448 if (skop) 3205 if (skop)
3449 change_skill (who, skop, 1); 3206 change_skill (who, skop, 1);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3207 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3494 { 3251 {
3495 (void) insert_ob_in_ob (tmp, who); 3252 (void) insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3253 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3254 esrv_send_item (who, tmp);
3498 } 3255 }
3499 fix_player (who); 3256 who->update_stats ();
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 { 3258 {
3502 if (who->type == PLAYER) 3259 if (who->type == PLAYER)
3503 { 3260 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3261 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3601 SET_FLAG (op, FLAG_APPLIED); 3358 SET_FLAG (op, FLAG_APPLIED);
3602 3359
3603 if (tmp != NULL) 3360 if (tmp != NULL)
3604 tmp = insert_ob_in_ob (tmp, who); 3361 tmp = insert_ob_in_ob (tmp, who);
3605 3362
3606 fix_player (who); 3363 who->update_stats ();
3607 3364
3608 /* We exclude spell casting objects. The fire code will set the 3365 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3366 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3367 * you don't know anything about them.
3611 */ 3368 */
3651 int i; 3408 int i;
3652 3409
3653 switch (op->type) 3410 switch (op->type)
3654 { 3411 {
3655 case SHOP_FLOOR: 3412 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3413 if (!op->has_random_items ())
3657 return 0; 3414 return 0;
3658 3415
3659 do 3416 do
3660 { 3417 {
3661 i = 10; /* let's give it 10 tries */ 3418 i = 10; /* let's give it 10 tries */
3681 3438
3682 case TREASURE: 3439 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3440 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3441 return 0;
3685 3442
3686 while ((op->stats.hp--) > 0) 3443 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3444 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3445 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3446
3690 /* If we generated an object and put it in this object inventory, 3447 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3448 * move it to the parent object as the current object is about
3708 } 3465 }
3709 return tmp ? 1 : 0; 3466 return tmp ? 1 : 0;
3710} 3467}
3711 3468
3712/** 3469/**
3713 * fix_auto_apply goes through the entire map (only the first time 3470 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3471 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3472 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3473 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3474 */
3718void 3475void
3719fix_auto_apply (maptile *m) 3476maptile::fix_auto_apply ()
3720{ 3477{
3721 object *tmp, *above = NULL; 3478 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3479 return;
3726 3480
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3481 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3482 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3483 {
3731 above = tmp->above; 3484 object *above = tmp->above;
3732 3485
3733 if (tmp->inv) 3486 if (tmp->inv)
3734 { 3487 {
3735 object *invtmp, *invnext; 3488 object *invtmp, *invnext;
3736 3489
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3490 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3491 {
3739 invnext = invtmp->below; 3492 invnext = invtmp->below;
3740 3493
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3494 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3495 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3496 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3497 {
3745 while ((invtmp->stats.hp--) > 0) 3498 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); 3499 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3500
3501 invtmp->randomitems = NULL;
3502 }
3503 else if (invtmp && invtmp->arch
3504 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3505 {
3506 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3507 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3508 * treasure again for this object
3756 */ 3509 */
3757 invtmp->randomitems = NULL; 3510 invtmp->randomitems = NULL;
3758 } 3511 }
3759 } 3512 }
3760 /* This is really temporary - the code at the bottom will 3513 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3514 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3515 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3516 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3517 * MSW 2004-05-13
3765 * 3518 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3519 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3520 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3521 * Ryo 2004-08-16
3769 */ 3522 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3523 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) 3524 || 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; 3525 tmp->randomitems = NULL;
3526
3783 } 3527 }
3528
3529 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3530 auto_apply (tmp);
3531 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3532 {
3533 while ((tmp->stats.hp--) > 0)
3534 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3535 tmp->randomitems = NULL;
3536 }
3784 else if (tmp->type == TIMED_GATE) 3537 else if (tmp->type == TIMED_GATE)
3785 { 3538 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3539 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3540
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3541 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3542 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3543 }
3794 /* This function can be called everytime a map is loaded, even when 3544 /* 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 3545 * 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 3546 * 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. 3547 * 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 3548 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3549 * which say how many times to make the treasure.
3800 */ 3550 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3551 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3552 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3553 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3554 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3555 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3556 tmp->randomitems = NULL;
3807 } 3557 }
3558 // close all containers
3559 else if (tmp->type == CONTAINER)
3560 tmp->flag [FLAG_APPLIED] = 0;
3561
3562 tmp = above;
3808 } 3563 }
3809 3564
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3565 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3566 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)) 3567 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3568 check_trigger (tmp, tmp->above);
3815} 3569}
3816 3570
3817/** 3571/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3572 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3573 * This used to call cast_change_attr(), but
3847 { 3601 {
3848 force->resist[i] = food->resist[i] / 2; 3602 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3603 did_one = 1;
3850 } 3604 }
3851 } 3605 }
3606
3852 if (did_one) 3607 if (did_one)
3853 { 3608 {
3854 force->speed = 0.1; 3609 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3610 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3611 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3612 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3613 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3614 insert_ob_in_ob (force, who);
3862 } 3615 }
3863 else 3616 else
3866 /* check for hp, sp change */ 3619 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3620 if (food->stats.hp != 0)
3868 { 3621 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3622 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3623 {
3871 strcpy (who->contr->killer, food->name); 3624 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3625 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3626 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 } 3627 }
3875 else 3628 else
3876 { 3629 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3648 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3649 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3650 /* place limit on max sp from food? */
3898 } 3651 }
3899 } 3652 }
3900 fix_player (who); 3653 who->update_stats ();
3901} 3654}
3902
3903 3655
3904/** 3656/**
3905 * Designed primarily to light torches/lanterns/etc. 3657 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3658 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3659 * the selected object to "burn". -b.t.
3908 */ 3660 */
3909
3910void 3661void
3911apply_lighter (object *who, object *lighter) 3662apply_lighter (object *who, object *lighter)
3912{ 3663{
3913 object *item; 3664 object *item;
3914 int is_player_env = 0; 3665 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3666
3917 item = find_marked_object (who); 3667 item = find_marked_object (who);
3918 if (item) 3668 if (item)
3919 { 3669 {
3920 if (lighter->last_eat && lighter->stats.food) 3670 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3671 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3672 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3673 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3674 if (lighter->nrof > 1)
3925 { 3675 {
3926 object *oneLighter = object::create (); 3676 object *oneLighter = lighter->clone ();
3927 3677
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3678 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3679 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3680 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3681 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3682 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3688 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3689 { /* 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); 3690 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; 3691 return;
3943 } 3692 }
3693
3944 /* Perhaps we should split what we are trying to light on fire? 3694 /* 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 3695 * I can't see many times when you would want to light multiple
3946 * objects at once. 3696 * objects at once.
3947 */ 3697 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3698
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)) 3699 if (who == item->in_player ())
3954 is_player_env = 1; 3700 is_player_env = 1;
3955 3701
3956 save_throw_object (item, AT_FIRE, who); 3702 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3703
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3704 if (item->destroyed ())
3961 { 3705 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3706 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 3707 /* Need to update the player so that the players glow radius
3964 * gets changed. 3708 * gets changed.
3965 */ 3709 */
3966 if (is_player_env) 3710 if (is_player_env)
3967 fix_player (who); 3711 who->update_stats ();
3968 } 3712 }
3969 else 3713 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); 3714 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 } 3715 }
3972 else /* nothing to light */ 3716 else /* nothing to light */

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