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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 1.51 by root, Fri Dec 22 16:34:00 2006 UTC

25#include <living.h> 25#include <living.h>
26#include <spells.h> 26#include <spells.h>
27#include <skills.h> 27#include <skills.h>
28#include <tod.h> 28#include <tod.h>
29 29
30#ifndef __CEXTRACT__
31# include <sproto.h> 30#include <sproto.h>
32#endif
33 31
34/* Want this regardless of rplay. */ 32/* Want this regardless of rplay. */
35#include <sounds.h> 33#include <sounds.h>
36 34
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
195apply_potion (object *op, object *tmp) 193apply_potion (object *op, object *tmp)
196{ 194{
197 int got_one = 0, i; 195 int got_one = 0, i;
198 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
199 197
200 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
201 199
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 201 {
204 if (op->type == PLAYER) 202 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 217 object *depl;
220 archetype *at; 218 archetype *at;
221 219
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 221 {
224 drain_stat (op); 222 op->drain_stat ();
225 fix_player (op); 223 op->update_stats ();
226 decrease_ob (tmp); 224 decrease_ob (tmp);
227 return 1; 225 return 1;
228 } 226 }
229 227
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 229 {
232 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 231 return 0;
234 } 232 }
235 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
236 234
237 if (depl != NULL) 235 if (depl)
238 { 236 {
239 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 238 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 240
243 depl->destroy (); 241 depl->destroy ();
244 fix_player (op); 242 op->update_stats ();
245 } 243 }
246 else 244 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 246
249 decrease_ob (tmp); 247 decrease_ob (tmp);
299 297
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 299 {
302 if (got_one) 300 if (got_one)
303 { 301 {
304 fix_player (op); 302 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 } 306 }
309 else 307 else
311 } 309 }
312 else 310 else
313 { /* cursed potion */ 311 { /* cursed potion */
314 if (got_one) 312 if (got_one)
315 { 313 {
316 fix_player (op); 314 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 } 316 }
319 else 317 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 } 319 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 348
351 decrease_ob (tmp); 349 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 352 op->update_stats ();
355 return 1; 353 return 1;
356 } 354 }
357 355
358 /* Deal with protection potions */ 356 /* Deal with protection potions */
359 force = NULL; 357 force = NULL;
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
570 weapon->last_eat++; 568 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 570 decrease_ob (improver);
573 571
574 /* So it updates the players stats and the window */ 572 /* So it updates the players stats and the window */
575 fix_player (op); 573 op->update_stats ();
576 return 1; 574 return 1;
577} 575}
578 576
579/* Types of improvements, hidden in the sp field. */ 577/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 578#define IMPROVE_PREPARE 1
883 881
884 if (op->type == PLAYER) 882 if (op->type == PLAYER)
885 { 883 {
886 esrv_send_item (op, armour); 884 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 885 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 886 op->update_stats ();
889 } 887 }
890 decrease_ob (improver); 888 decrease_ob (improver);
891 if (tmp) 889 if (tmp)
892 { 890 {
893 insert_ob_in_ob (tmp, op); 891 insert_ob_in_ob (tmp, op);
1029 if (sack == NULL || sack->type != CONTAINER) 1027 if (sack == NULL || sack->type != CONTAINER)
1030 { 1028 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1030 return 0;
1033 } 1031 }
1034 op->contr->last_used = NULL; 1032
1035 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1036 1034
1037 if (sack->env != op) 1035 if (sack->env != op)
1038 { 1036 {
1039 if (sack->other_arch == NULL || sack->env != NULL) 1037 if (sack->other_arch == NULL || sack->env != NULL)
1040 { 1038 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1042 return 1; 1040 return 1;
1043 } 1041 }
1042
1044 /* It's on the ground, the problems begin */ 1043 /* It's on the ground, the problems begin */
1045 if (op->container != sack) 1044 if (op->container != sack)
1046 { 1045 {
1047 /* it's closed OR some player has opened it */ 1046 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1048 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp) 1050 if (tmp)
1052 { 1051 {
1053 /* some other player have opened it */ 1052 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1054 return 1;
1119 tmp = find_key (op, op, sack); 1118 tmp = find_key (op, op, sack);
1120 if (tmp) 1119 if (tmp)
1121 { 1120 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED); 1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL) 1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */ 1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf); 1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack); 1127 apply_container (op, sack);
1128 return 1; 1128 return 1;
1129 } 1129 }
1130 } 1130 }
1131 else 1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 } 1133 }
1136 else 1134 else
1137 { 1135 {
1138 sprintf (buf, "You readied %s.", query_name (sack)); 1136 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED); 1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1140 if (sack->env == NULL) 1139 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */ 1140 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf); 1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack); 1142 apply_container (op, sack);
1144 return 1; 1143 return 1;
1145 } 1144 }
1146 } 1145 }
1147 } 1146 }
1147
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149
1149 if (op->contr) 1150 if (op->contr)
1150 op->contr->socket.update_look = 1; 1151 op->contr->ns->floorbox_update ();
1152
1151 return 1; 1153 return 1;
1152} 1154}
1153 1155
1154/** 1156/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1786 1788
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1790 {
1789 /*exp_gain *= 2; because they just identified it too */ 1791 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1792 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793
1791 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1792 if (tmp->env) 1795 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1797 else
1795 op->contr->socket.update_look = 1; 1798 op->contr->ns->floorbox_update ();
1796 } 1799 }
1800
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1801 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 */ 1802 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1803 }
1800} 1804}
1801 1805
1850 } 1854 }
1851 return; 1855 return;
1852 } 1856 }
1853 1857
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1859 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1860 insert_ob_in_ob (tmp, op);
1858 1861
1859 if (special_prayer) 1862 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1863 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1864
1864 esrv_add_spells (op->contr, tmp); 1865 esrv_add_spells (op->contr, tmp);
1865} 1866}
1866 1867
1867/** 1868/**
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1953
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1955 {
1955 identify (tmp); 1956 identify (tmp);
1957
1956 if (tmp->env) 1958 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1960 else
1959 op->contr->socket.update_look = 1; 1961 op->contr->ns->floorbox_update ();
1960 } 1962 }
1961 1963
1962 /* I removed the check for special_prayer_mark here - it didn't make 1964 /* 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 1965 * 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 1966 * if the player doesn't know the spell, doesn't make a lot of sense that
2324 2326
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2328 {
2327 /* resistance increased! */ 2329 /* resistance increased! */
2328 skin->resist[i]++; 2330 skin->resist[i]++;
2329 fix_player (op); 2331 op->update_stats ();
2330 2332
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2333 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); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2335 }
2334 2336
2353 } 2355 }
2354 } 2356 }
2355 return 1; 2357 return 1;
2356} 2358}
2357 2359
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/** 2360/**
2393 * Handles applying an improve armor scroll. 2361 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2362 * Does some sanity checks, then calls improve_armour.
2395 */ 2363 */
2396static void 2364static void
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 { 2370 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return; 2372 return;
2405 } 2373 }
2374
2406 armor = find_marked_object (op); 2375 armor = find_marked_object (op);
2376
2407 if (!armor) 2377 if (!armor)
2408 { 2378 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return; 2380 return;
2411 } 2381 }
2382
2412 if (armor->type != ARMOUR 2383 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2384 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2386 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2418 } 2389 }
2419 2390
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2392 improve_armour (op, tmp, armor);
2422} 2393}
2423
2424 2394
2425extern void 2395extern void
2426apply_poison (object *op, object *tmp) 2396apply_poison (object *op, object *tmp)
2427{ 2397{
2428 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2444/** 2414/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2415 * This fonction 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: 2416 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2417 * -You can come back (there is another exit at the other side)
2448 * -You are 2418 * -You are
2449 * ° the owner of the exit 2419 * ° the owner of the exit
2450 * ° or in the same party as the owner 2420 * ° or in the same party as the owner
2451 * 2421 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2422 * 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 2423 * 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). 2424 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2425 */
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else 2443 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0); 2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2445 if (exitmap)
2476 { 2446 {
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2478 if (!tmp) 2448 if (!tmp)
2479 return 0; 2449 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2481 { 2451 {
2482 if (tmp->type != EXIT) 2452 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2453 continue; /*Not an exit */
2484 if (!EXIT_PATH (tmp)) 2454 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2455 continue; /*Not a valid exit */
2549 { 2519 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1; 2521 return 1;
2552 } 2522 }
2553 else 2523 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2524 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2525 }
2558 2526
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2527 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2528 return RESULT_INT (0);
2561 2529
2562 switch (tmp->type) 2530 switch (tmp->type)
2563 { 2531 {
2564
2565 case CF_HANDLE: 2532 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1; 2535 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2536 SET_ANIMATION (tmp, tmp->value);
2697 case POISON: 2664 case POISON:
2698 apply_poison (op, tmp); 2665 apply_poison (op, tmp);
2699 return 1; 2666 return 1;
2700 2667
2701 case SAVEBED: 2668 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2669 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2670
2712 case ARMOUR_IMPROVER: 2671 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2714 { 2673 {
2715 apply_armour_improver (op, tmp); 2674 apply_armour_improver (op, tmp);
2716 return 1; 2675 return 1;
2717 } 2676 }
2718 else 2677 else
2719 {
2720 return 0; 2678 return 0;
2721 }
2722 2679
2723 case WEAPON_IMPROVER: 2680 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2681 (void) check_improve_weapon (op, tmp);
2725 return 1; 2682 return 1;
2726 2683
2811 op->destroy (); 2768 op->destroy ();
2812 return 1; 2769 return 1;
2813 } 2770 }
2814 2771
2815 pl->contr->last_used = op; 2772 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2773
2818 tmp = manual_apply (pl, op, aflag); 2774 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2775 if (!quiet)
2820 { 2776 {
2821 if (tmp == 0) 2777 if (tmp == 0)
2952 if (who->type == PLAYER) 2908 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count); 2909 esrv_del_item (who->contr, op->count);
2954 2910
2955 op->destroy (); 2911 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2912 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2913 who->update_stats ();
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2915 {
2960 if (who->type == PLAYER) 2916 if (who->type == PLAYER)
2961 { 2917 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2995 default: 2951 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break; 2953 break;
2998 } 2954 }
2999 2955
3000 fix_player (who); 2956 who->update_stats ();
3001 2957
3002 if (!(aflags & AP_NO_MERGE)) 2958 if (!(aflags & AP_NO_MERGE))
3003 { 2959 {
3004 object *tmp; 2960 object *tmp;
3005 2961
3494 { 3450 {
3495 (void) insert_ob_in_ob (tmp, who); 3451 (void) insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3452 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3453 esrv_send_item (who, tmp);
3498 } 3454 }
3499 fix_player (who); 3455 who->update_stats ();
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 { 3457 {
3502 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3503 { 3459 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3601 SET_FLAG (op, FLAG_APPLIED); 3557 SET_FLAG (op, FLAG_APPLIED);
3602 3558
3603 if (tmp != NULL) 3559 if (tmp != NULL)
3604 tmp = insert_ob_in_ob (tmp, who); 3560 tmp = insert_ob_in_ob (tmp, who);
3605 3561
3606 fix_player (who); 3562 who->update_stats ();
3607 3563
3608 /* We exclude spell casting objects. The fire code will set the 3564 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3565 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3566 * you don't know anything about them.
3611 */ 3567 */
3651 int i; 3607 int i;
3652 3608
3653 switch (op->type) 3609 switch (op->type)
3654 { 3610 {
3655 case SHOP_FLOOR: 3611 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3612 if (!op->has_random_items ())
3657 return 0; 3613 return 0;
3658 3614
3659 do 3615 do
3660 { 3616 {
3661 i = 10; /* let's give it 10 tries */ 3617 i = 10; /* let's give it 10 tries */
3724 if (m == NULL) 3680 if (m == NULL)
3725 return; 3681 return;
3726 3682
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3683 for (x = 0; x < MAP_WIDTH (m); x++)
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3684 for (y = 0; y < MAP_HEIGHT (m); y++)
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3730 { 3686 {
3731 above = tmp->above; 3687 above = tmp->above;
3732 3688
3733 if (tmp->inv) 3689 if (tmp->inv)
3734 { 3690 {
3738 { 3694 {
3739 invnext = invtmp->below; 3695 invnext = invtmp->below;
3740 3696
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3698 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3700 {
3745 while ((invtmp->stats.hp--) > 0) 3701 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747 3703
3748 invtmp->randomitems = NULL; 3704 invtmp->randomitems = NULL;
3749 } 3705 }
3750 else if (invtmp && invtmp->arch 3706 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp)) 3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3752 { 3708 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3754 /* Need to clear this so that we never try to create 3710 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3711 * treasure again for this object
3756 */ 3712 */
3773 3729
3774 } 3730 }
3775 3731
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp); 3733 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp)) 3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3779 { 3735 {
3780 while ((tmp->stats.hp--) > 0) 3736 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); 3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3738 tmp->randomitems = NULL;
3783 } 3739 }
3798 * This is a problem for the above objects, because they have counters 3754 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3755 * which say how many times to make the treasure.
3800 */ 3756 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3757 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3758 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3760 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3806 tmp->randomitems = NULL; 3762 tmp->randomitems = NULL;
3807 } 3763 }
3808 } 3764 }
3809 3765
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3766 for (x = 0; x < MAP_WIDTH (m); x++)
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3767 for (y = 0; y < MAP_HEIGHT (m); y++)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 3768 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)) 3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3770 check_trigger (tmp, tmp->above);
3815} 3771}
3816 3772
3817/** 3773/**
3847 { 3803 {
3848 force->resist[i] = food->resist[i] / 2; 3804 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3805 did_one = 1;
3850 } 3806 }
3851 } 3807 }
3808
3852 if (did_one) 3809 if (did_one)
3853 { 3810 {
3854 force->speed = 0.1; 3811 force->speed = 0.1;
3855 update_ob_speed (force); 3812 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3813 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3814 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3815 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3816 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3817 insert_ob_in_ob (force, who);
3862 } 3818 }
3863 else 3819 else
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3851 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3852 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3853 /* place limit on max sp from food? */
3898 } 3854 }
3899 } 3855 }
3900 fix_player (who); 3856 who->update_stats ();
3901} 3857}
3902
3903 3858
3904/** 3859/**
3905 * Designed primarily to light torches/lanterns/etc. 3860 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3861 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3862 * the selected object to "burn". -b.t.
3908 */ 3863 */
3909
3910void 3864void
3911apply_lighter (object *who, object *lighter) 3865apply_lighter (object *who, object *lighter)
3912{ 3866{
3913 object *item; 3867 object *item;
3914 int is_player_env = 0; 3868 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3869
3917 item = find_marked_object (who); 3870 item = find_marked_object (who);
3918 if (item) 3871 if (item)
3919 { 3872 {
3920 if (lighter->last_eat && lighter->stats.food) 3873 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3874 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3875 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3876 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3877 if (lighter->nrof > 1)
3925 { 3878 {
3926 object *oneLighter = object::create (); 3879 object *oneLighter = lighter->clone ();
3927 3880
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3881 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3882 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3883 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3884 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3891 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3892 { /* 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); 3893 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; 3894 return;
3943 } 3895 }
3896
3944 /* Perhaps we should split what we are trying to light on fire? 3897 /* 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 3898 * I can't see many times when you would want to light multiple
3946 * objects at once. 3899 * objects at once.
3947 */ 3900 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3901
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)) 3902 if (who == item->in_player ())
3954 is_player_env = 1; 3903 is_player_env = 1;
3955 3904
3956 save_throw_object (item, AT_FIRE, who); 3905 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3906
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3907 if (item->destroyed ())
3961 { 3908 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3909 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 3910 /* Need to update the player so that the players glow radius
3964 * gets changed. 3911 * gets changed.
3965 */ 3912 */
3966 if (is_player_env) 3913 if (is_player_env)
3967 fix_player (who); 3914 who->update_stats ();
3968 } 3915 }
3969 else 3916 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); 3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 } 3918 }
3972 else /* nothing to light */ 3919 else /* nothing to light */

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