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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.61 by pippijn, Mon Jan 15 21:06:19 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 */
1046 if (op->container != sack) 1045 if (op->container != sack)
1047 { 1046 {
1048 /* it's closed OR some player has opened it */ 1047 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1049 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp) 1051 if (tmp)
1053 { 1052 {
1054 /* some other player have opened it */ 1053 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1055 return 1;
1120 tmp = find_key (op, op, sack); 1119 tmp = find_key (op, op, sack);
1121 if (tmp) 1120 if (tmp)
1122 { 1121 {
1123 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));
1124 SET_FLAG (sack, FLAG_APPLIED); 1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL) 1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */ 1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf); 1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack); 1128 apply_container (op, sack);
1129 return 1; 1129 return 1;
1130 } 1130 }
1131 } 1131 }
1132 else 1132 else
1133 {
1134 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));
1135 }
1136 } 1134 }
1137 else 1135 else
1138 { 1136 {
1139 sprintf (buf, "You readied %s.", query_name (sack)); 1137 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED); 1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1141 if (sack->env == NULL) 1140 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */ 1141 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf); 1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack); 1143 apply_container (op, sack);
1145 return 1; 1144 return 1;
1148 } 1147 }
1149 1148
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1151 1150
1152 if (op->contr) 1151 if (op->contr)
1153 op->contr->socket->floorbox_update (); 1152 op->contr->ns->floorbox_update ();
1154 1153
1155 return 1; 1154 return 1;
1156} 1155}
1157 1156
1158/** 1157/**
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1679 {
1681 /* Basically, don't show exits leading to random maps the 1680 /* Basically, don't show exits leading to random maps the
1682 * players output. 1681 * players output.
1683 */ 1682 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1686 enter_exit (victim, trap); 1686 victim->enter_exit (trap);
1687 } 1687 }
1688 goto leave; 1688 goto leave;
1689 1689
1690 case ENCOUNTER: 1690 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1795 1795
1796 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1797 if (tmp->env) 1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1799 else
1800 op->contr->socket->floorbox_update (); 1800 op->contr->ns->floorbox_update ();
1801 } 1801 }
1802 1802
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1805 }
1958 identify (tmp); 1958 identify (tmp);
1959 1959
1960 if (tmp->env) 1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1962 else
1963 op->contr->socket->floorbox_update (); 1963 op->contr->ns->floorbox_update ();
1964 } 1964 }
1965 1965
1966 /* I removed the check for special_prayer_mark here - it didn't make 1966 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and 1967 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1968 * if the player doesn't know the spell, doesn't make a lot of sense that
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2227 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2228 return 0;
2229 2229
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2231 from the player's inventory */
2232 shstr_cmp dragon_ability_force ("dragon_ability_force");
2233 shstr_cmp dragon_skin_force ("dragon_skin_force");
2234
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2235 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2236 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2237 if (tmp->arch->name == dragon_skin_force)
2237 skin = tmp; 2238 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2239 else if (tmp->arch->name == dragon_ability_force)
2239 abil = tmp; 2240 abil = tmp;
2240 }
2241 }
2242 2241
2243 /* if either skin or ability are missing, this is an old player 2242 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2243 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2244 if (skin == NULL || abil == NULL)
2246 return 0; 2245 return 0;
2328 2327
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2329 {
2331 /* resistance increased! */ 2330 /* resistance increased! */
2332 skin->resist[i]++; 2331 skin->resist[i]++;
2333 fix_player (op); 2332 op->update_stats ();
2334 2333
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2334 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2336 }
2338 2337
2357 } 2356 }
2358 } 2357 }
2359 return 1; 2358 return 1;
2360} 2359}
2361 2360
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394}
2395
2396/** 2361/**
2397 * Handles applying an improve armor scroll. 2362 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2363 * Does some sanity checks, then calls improve_armour.
2399 */ 2364 */
2400static void 2365static void
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2370 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2406 { 2371 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2372 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2408 return; 2373 return;
2409 } 2374 }
2375
2410 armor = find_marked_object (op); 2376 armor = find_marked_object (op);
2377
2411 if (!armor) 2378 if (!armor)
2412 { 2379 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2380 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2414 return; 2381 return;
2415 } 2382 }
2383
2416 if (armor->type != ARMOUR 2384 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2385 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2386 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2387 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2423 2391
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2393 improve_armour (op, tmp, armor);
2426} 2394}
2427 2395
2428
2429extern void 2396extern void
2430apply_poison (object *op, object *tmp) 2397apply_poison (object *op, object *tmp)
2431{ 2398{
2432 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2433 { 2400 {
2444 handle_apply_yield (tmp); 2411 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2412 decrease_ob (tmp);
2446} 2413}
2447 2414
2448/** 2415/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2416 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means: 2417 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2418 * -You can come back (there is another exit at the other side)
2452 * -You are 2419 * -You are
2453 * ° the owner of the exit 2420 * ° the owner of the exit
2454 * ° or in the same party as the owner 2421 * ° or in the same party as the owner
2455 * 2422 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name 2423 * Note: a owner in a 2 way exit is saved as the owner's name
2457 * in the field exit->name cause the field exit->owner doesn't 2424 * in the field exit->name cause the field exit->owner doesn't
2458 * survive in the swapping (in fact the whole exit doesn't survive). 2425 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2426 */
2460int 2427int
2461is_legal_2ways_exit (object *op, object *exit) 2428is_legal_2ways_exit (object *op, object *exit)
2462{ 2429{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2430 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2431 return 1; /*This is not a 2 way, so it is legal */
2432
2433#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2435 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2436#endif
2473 * all the exits in destination and try to find one with same path as 2437
2474 * the current exit's position */ 2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2439
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2440 if (exitmap)
2480 { 2441 {
2442 exitmap->load_sync ();
2443
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2444 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445
2482 if (!tmp) 2446 if (!tmp)
2483 return 0; 2447 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2448
2449 for (; tmp; tmp = tmp->above)
2485 { 2450 {
2486 if (tmp->type != EXIT) 2451 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2452 continue; /*Not an exit */
2453
2488 if (!EXIT_PATH (tmp)) 2454 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2455 continue; /*Not a valid exit */
2456
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2458 continue; /*Not in the same place */
2459
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2493 continue; /*Not in the same map */ 2461 continue; /*Not in the same map */
2494 2462
2495 /* From here we have found the exit is valid. However we do 2463 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the 2464 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2465 * town portals to prevent strangers from visiting your appartments
2498 */ 2466 */
2499 if (!exit->race) 2467 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2468 return 1; /*No owner, free for all! */
2469
2501 exit_owner = NULL; 2470 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2471
2472 for_all_players (pp)
2503 { 2473 {
2504 if (!pp->ob) 2474 if (!pp->ob)
2505 continue; 2475 continue;
2476
2506 if (pp->ob->name != exit->race) 2477 if (pp->ob->name != exit->race)
2507 continue; 2478 continue;
2479
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2480 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2481 break;
2510 } 2482 }
2483
2511 if (!exit_owner) 2484 if (!exit_owner)
2512 return 0; /* No more owner */ 2485 return 0; /* No more owner */
2486
2513 if (exit_owner->contr == op->contr) 2487 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2488 return 1; /*It is your exit */
2489
2515 if (exit_owner && /*There is a owner */ 2490 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2491 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2492 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2493 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2494 return 0;
2495
2520 return 1; 2496 return 1;
2521 } 2497 }
2522 } 2498 }
2499
2523 return 0; 2500 return 0;
2524} 2501}
2525 2502
2526 2503
2527/** 2504/**
2553 { 2530 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2555 return 1; 2532 return 1;
2556 } 2533 }
2557 else 2534 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2535 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2536 }
2562 2537
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2539 return RESULT_INT (0);
2565 2540
2566 switch (tmp->type) 2541 switch (tmp->type)
2567 { 2542 {
2568
2569 case CF_HANDLE: 2543 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2545 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2572 tmp->value = tmp->value ? 0 : 1; 2546 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2547 SET_ANIMATION (tmp, tmp->value);
2580 { 2554 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2583 } 2557 }
2584 else 2558 else
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587 } 2560
2588 return 1; 2561 return 1;
2589 2562
2590 case EXIT: 2563 case EXIT:
2591 if (op->type != PLAYER) 2564 if (op->type != PLAYER)
2592 return 0; 2565 return 0;
2566
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 { 2568 {
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 } 2570 }
2597 else 2571 else
2598 { 2572 {
2599 /* Don't display messages for random maps. */ 2573 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2574 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2576
2602 enter_exit (op, tmp); 2577 op->enter_exit (tmp);
2603 } 2578 }
2604 return 1; 2579 return 1;
2605 2580
2606 case SIGN: 2581 case SIGN:
2607 apply_sign (op, tmp, 0); 2582 apply_sign (op, tmp, 0);
2701 case POISON: 2676 case POISON:
2702 apply_poison (op, tmp); 2677 apply_poison (op, tmp);
2703 return 1; 2678 return 1;
2704 2679
2705 case SAVEBED: 2680 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2681 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2682
2716 case ARMOUR_IMPROVER: 2683 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2718 { 2685 {
2719 apply_armour_improver (op, tmp); 2686 apply_armour_improver (op, tmp);
2720 return 1; 2687 return 1;
2721 } 2688 }
2722 else 2689 else
2723 {
2724 return 0; 2690 return 0;
2725 }
2726 2691
2727 case WEAPON_IMPROVER: 2692 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2693 (void) check_improve_weapon (op, tmp);
2729 return 1; 2694 return 1;
2730 2695
2955 if (who->type == PLAYER) 2920 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count); 2921 esrv_del_item (who->contr, op->count);
2957 2922
2958 op->destroy (); 2923 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2924 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2925 who->update_stats ();
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2927 {
2963 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
2964 { 2929 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2998 default: 2963 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break; 2965 break;
3001 } 2966 }
3002 2967
3003 fix_player (who); 2968 who->update_stats ();
3004 2969
3005 if (!(aflags & AP_NO_MERGE)) 2970 if (!(aflags & AP_NO_MERGE))
3006 { 2971 {
3007 object *tmp; 2972 object *tmp;
3008 2973
3374 } 3339 }
3375 else 3340 else
3376 { 3341 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3342 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3343 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3345 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3346 return 1;
3382 } 3347 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3348 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 { 3349 {
3386 if (i) 3351 if (i)
3387 return 1; 3352 return 1;
3388 } 3353 }
3389 } 3354 }
3390 } 3355 }
3356
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3358 {
3393 skop = find_skill_by_name (who, op->skill); 3359 skop = find_skill_by_name (who, op->skill);
3394 if (!skop) 3360 if (!skop)
3395 { 3361 {
3497 { 3463 {
3498 (void) insert_ob_in_ob (tmp, who); 3464 (void) insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3465 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3466 esrv_send_item (who, tmp);
3501 } 3467 }
3502 fix_player (who); 3468 who->update_stats ();
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 { 3470 {
3505 if (who->type == PLAYER) 3471 if (who->type == PLAYER)
3506 { 3472 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3604 SET_FLAG (op, FLAG_APPLIED); 3570 SET_FLAG (op, FLAG_APPLIED);
3605 3571
3606 if (tmp != NULL) 3572 if (tmp != NULL)
3607 tmp = insert_ob_in_ob (tmp, who); 3573 tmp = insert_ob_in_ob (tmp, who);
3608 3574
3609 fix_player (who); 3575 who->update_stats ();
3610 3576
3611 /* We exclude spell casting objects. The fire code will set the 3577 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3578 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3579 * you don't know anything about them.
3614 */ 3580 */
3717 * when an original map is loaded) and performs special actions for 3683 * when an original map is loaded) and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3684 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3685 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3686 */
3721void 3687void
3722fix_auto_apply (maptile *m) 3688maptile::fix_auto_apply ()
3723{ 3689{
3724 object *tmp, *above = NULL; 3690 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3691 return;
3729 3692
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3693 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3694 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3695 {
3734 above = tmp->above; 3696 object *above = tmp->above;
3735 3697
3736 if (tmp->inv) 3698 if (tmp->inv)
3737 { 3699 {
3738 object *invtmp, *invnext; 3700 object *invtmp, *invnext;
3739 3701
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3703 {
3742 invnext = invtmp->below; 3704 invnext = invtmp->below;
3743 3705
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3707 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3709 {
3748 while ((invtmp->stats.hp--) > 0) 3710 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3711 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3712
3751 invtmp->randomitems = NULL; 3713 invtmp->randomitems = NULL;
3752 } 3714 }
3753 else if (invtmp && invtmp->arch 3715 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3716 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3717 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3718 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3719 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3720 * treasure again for this object
3759 */ 3721 */
3760 invtmp->randomitems = NULL; 3722 invtmp->randomitems = NULL;
3761 } 3723 }
3762 } 3724 }
3763 /* This is really temporary - the code at the bottom will 3725 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3726 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3727 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3728 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3729 * MSW 2004-05-13
3768 * 3730 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3731 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3732 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3733 * Ryo 2004-08-16
3772 */ 3734 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3735 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3736 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3737 tmp->randomitems = NULL;
3738
3786 } 3739 }
3740
3741 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3742 auto_apply (tmp);
3743 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3744 {
3745 while ((tmp->stats.hp--) > 0)
3746 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3747 tmp->randomitems = NULL;
3748 }
3787 else if (tmp->type == TIMED_GATE) 3749 else if (tmp->type == TIMED_GATE)
3788 { 3750 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3751 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3752
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3753 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3754 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3755 }
3797 /* This function can be called everytime a map is loaded, even when 3756 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure 3757 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out 3758 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything. 3759 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters 3760 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3761 * which say how many times to make the treasure.
3803 */ 3762 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3763 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3764 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3765 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3766 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3768 tmp->randomitems = NULL;
3810 } 3769 }
3770
3771 tmp = above;
3811 } 3772 }
3812 3773
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3774 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3777 check_trigger (tmp, tmp->above);
3818} 3778}
3819 3779
3820/** 3780/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3781 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3782 * This used to call cast_change_attr(), but
3850 { 3810 {
3851 force->resist[i] = food->resist[i] / 2; 3811 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3812 did_one = 1;
3853 } 3813 }
3854 } 3814 }
3815
3855 if (did_one) 3816 if (did_one)
3856 { 3817 {
3857 force->speed = 0.1; 3818 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3819 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3820 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3821 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3822 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3823 insert_ob_in_ob (force, who);
3865 } 3824 }
3866 else 3825 else
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3858 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3859 /* place limit on max sp from food? */
3901 } 3860 }
3902 } 3861 }
3903 fix_player (who); 3862 who->update_stats ();
3904} 3863}
3905
3906 3864
3907/** 3865/**
3908 * Designed primarily to light torches/lanterns/etc. 3866 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3867 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3868 * the selected object to "burn". -b.t.
3911 */ 3869 */
3912
3913void 3870void
3914apply_lighter (object *who, object *lighter) 3871apply_lighter (object *who, object *lighter)
3915{ 3872{
3916 object *item; 3873 object *item;
3917 int is_player_env = 0; 3874 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3875
3920 item = find_marked_object (who); 3876 item = find_marked_object (who);
3921 if (item) 3877 if (item)
3922 { 3878 {
3923 if (lighter->last_eat && lighter->stats.food) 3879 if (lighter->last_eat && lighter->stats.food)
3941 else if (lighter->last_eat) 3897 else if (lighter->last_eat)
3942 { /* no charges left in lighter */ 3898 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3899 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return; 3900 return;
3945 } 3901 }
3902
3946 /* Perhaps we should split what we are trying to light on fire? 3903 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple 3904 * I can't see many times when you would want to light multiple
3948 * objects at once. 3905 * objects at once.
3949 */ 3906 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3907
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3908 if (who == item->in_player ())
3956 is_player_env = 1; 3909 is_player_env = 1;
3957 3910
3958 save_throw_object (item, AT_FIRE, who); 3911 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3912
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3913 if (item->destroyed ())
3963 { 3914 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3965 /* Need to update the player so that the players glow radius 3916 /* Need to update the player so that the players glow radius
3966 * gets changed. 3917 * gets changed.
3967 */ 3918 */
3968 if (is_player_env) 3919 if (is_player_env)
3969 fix_player (who); 3920 who->update_stats ();
3970 } 3921 }
3971 else 3922 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 } 3924 }
3974 else /* nothing to light */ 3925 else /* nothing to light */

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