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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.40 by root, Wed Dec 13 01:39:32 2006 UTC vs.
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 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
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;
1146 } 1145 }
1147 } 1146 }
1148 } 1147 }
1148
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150
1150 if (op->contr) 1151 if (op->contr)
1151 op->contr->socket.update_look = 1; 1152 op->contr->ns->floorbox_update ();
1153
1152 return 1; 1154 return 1;
1153} 1155}
1154 1156
1155/** 1157/**
1156 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1676 if (victim->type == PLAYER && EXIT_PATH (trap)) 1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1677 { 1679 {
1678 /* Basically, don't show exits leading to random maps the 1680 /* Basically, don't show exits leading to random maps the
1679 * players output. 1681 * players output.
1680 */ 1682 */
1681 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1683 enter_exit (victim, trap); 1686 victim->enter_exit (trap);
1684 } 1687 }
1685 goto leave; 1688 goto leave;
1686 1689
1687 case ENCOUNTER: 1690 case ENCOUNTER:
1688 /* may be some leftovers on this */ 1691 /* may be some leftovers on this */
1787 1790
1788 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1789 { 1792 {
1790 /*exp_gain *= 2; because they just identified it too */ 1793 /*exp_gain *= 2; because they just identified it too */
1791 SET_FLAG (tmp, FLAG_IDENTIFIED); 1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1792 /* If in a container, update how it looks */ 1796 /* If in a container, update how it looks */
1793 if (tmp->env) 1797 if (tmp->env)
1794 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1795 else 1799 else
1796 op->contr->socket.update_look = 1; 1800 op->contr->ns->floorbox_update ();
1797 } 1801 }
1802
1798 change_exp (op, exp_gain, skill_ob->skill, 0); 1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1799 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 */
1800 } 1805 }
1801} 1806}
1802 1807
1949 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1950 1955
1951 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 { 1957 {
1953 identify (tmp); 1958 identify (tmp);
1959
1954 if (tmp->env) 1960 if (tmp->env)
1955 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1956 else 1962 else
1957 op->contr->socket.update_look = 1; 1963 op->contr->ns->floorbox_update ();
1958 } 1964 }
1959 1965
1960 /* 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
1961 * 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
1962 * 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
2322 2328
2323 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2324 { 2330 {
2325 /* resistance increased! */ 2331 /* resistance increased! */
2326 skin->resist[i]++; 2332 skin->resist[i]++;
2327 fix_player (op); 2333 op->update_stats ();
2328 2334
2329 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2330 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2331 } 2337 }
2332 2338
2351 } 2357 }
2352 } 2358 }
2353 return 1; 2359 return 1;
2354} 2360}
2355 2361
2356static void
2357apply_savebed (object *pl)
2358{
2359#ifndef COZY_SERVER
2360 if (!pl->contr->name_changed || !pl->stats.exp)
2361 {
2362 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2363 return;
2364 }
2365#endif
2366 INVOKE_PLAYER (LOGOUT, pl->contr);
2367 /* Need to call terminate_all_pets() before we remove the player ob */
2368 terminate_all_pets (pl);
2369 pl->remove ();
2370 pl->direction = 0;
2371 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2372
2373 /* update respawn position */
2374 strcpy (pl->contr->savebed_map, pl->map->path);
2375 pl->contr->bed_x = pl->x;
2376 pl->contr->bed_y = pl->y;
2377
2378 strcpy (pl->contr->killer, "left");
2379 check_score (pl); /* Always check score */
2380 (void) save_player (pl, 0);
2381 pl->map->players--;
2382#if MAP_MAXTIMEOUT
2383 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2384#endif
2385 play_again (pl);
2386 pl->speed = 0;
2387 update_ob_speed (pl);
2388}
2389
2390/** 2362/**
2391 * Handles applying an improve armor scroll. 2363 * Handles applying an improve armor scroll.
2392 * Does some sanity checks, then calls improve_armour. 2364 * Does some sanity checks, then calls improve_armour.
2393 */ 2365 */
2394static void 2366static void
2399 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2371 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2400 { 2372 {
2401 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2373 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2402 return; 2374 return;
2403 } 2375 }
2376
2404 armor = find_marked_object (op); 2377 armor = find_marked_object (op);
2378
2405 if (!armor) 2379 if (!armor)
2406 { 2380 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2381 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2408 return; 2382 return;
2409 } 2383 }
2384
2410 if (armor->type != ARMOUR 2385 if (armor->type != ARMOUR
2411 && armor->type != CLOAK 2386 && armor->type != CLOAK
2412 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2387 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2413 { 2388 {
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2389 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2417 2392
2418 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2393 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2419 improve_armour (op, tmp, armor); 2394 improve_armour (op, tmp, armor);
2420} 2395}
2421 2396
2422
2423extern void 2397extern void
2424apply_poison (object *op, object *tmp) 2398apply_poison (object *op, object *tmp)
2425{ 2399{
2426 if (op->type == PLAYER) 2400 if (op->type == PLAYER)
2427 { 2401 {
2438 handle_apply_yield (tmp); 2412 handle_apply_yield (tmp);
2439 decrease_ob (tmp); 2413 decrease_ob (tmp);
2440} 2414}
2441 2415
2442/** 2416/**
2443 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2417 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2444 * A valid 2 way exit means: 2418 * A valid 2 way exit means:
2445 * -You can come back (there is another exit at the other side) 2419 * -You can come back (there is another exit at the other side)
2446 * -You are 2420 * -You are
2447 * ° the owner of the exit 2421 * ° the owner of the exit
2448 * ° or in the same party as the owner 2422 * ° or in the same party as the owner
2449 * 2423 *
2450 * Note: a owner in a 2 way exit is saved as the owner's name 2424 * Note: a owner in a 2 way exit is saved as the owner's name
2451 * in the field exit->name cause the field exit->owner doesn't 2425 * in the field exit->name cause the field exit->owner doesn't
2452 * survive in the swapping (in fact the whole exit doesn't survive). 2426 * survive in the swapping (in fact the whole exit doesn't survive).
2453 */ 2427 */
2454int 2428int
2455is_legal_2ways_exit (object *op, object *exit) 2429is_legal_2ways_exit (object *op, object *exit)
2456{ 2430{
2457 object *tmp;
2458 object *exit_owner;
2459 player *pp;
2460 maptile *exitmap;
2461
2462 if (exit->stats.exp != 1) 2431 if (exit->stats.exp != 1)
2463 return 1; /*This is not a 2 way, so it is legal */ 2432 return 1; /*This is not a 2 way, so it is legal */
2433
2434#if 0 //TODO
2464 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2435 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2465 return 0; /* This is a reset town portal */ 2436 return 0; /* This is a reset town portal */
2466 /* To know if an exit has a correspondant, we look at 2437#endif
2467 * all the exits in destination and try to find one with same path as 2438
2468 * the current exit's position */ 2439 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2469 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2440
2470 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2471 else
2472 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2473 if (exitmap) 2441 if (exitmap)
2474 { 2442 {
2443 exitmap->load_sync ();
2444
2475 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2445 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2446
2476 if (!tmp) 2447 if (!tmp)
2477 return 0; 2448 return 0;
2478 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2449
2450 for (; tmp; tmp = tmp->above)
2479 { 2451 {
2480 if (tmp->type != EXIT) 2452 if (tmp->type != EXIT)
2481 continue; /*Not an exit */ 2453 continue; /*Not an exit */
2454
2482 if (!EXIT_PATH (tmp)) 2455 if (!EXIT_PATH (tmp))
2483 continue; /*Not a valid exit */ 2456 continue; /*Not a valid exit */
2457
2484 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2485 continue; /*Not in the same place */ 2459 continue; /*Not in the same place */
2460
2486 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2487 continue; /*Not in the same map */ 2462 continue; /*Not in the same map */
2488 2463
2489 /* From here we have found the exit is valid. However we do 2464 /* From here we have found the exit is valid. However we do
2490 * here the check of the exit owner. It is important for the 2465 * here the check of the exit owner. It is important for the
2491 * town portals to prevent strangers from visiting your appartments 2466 * town portals to prevent strangers from visiting your appartments
2492 */ 2467 */
2493 if (!exit->race) 2468 if (!exit->race)
2494 return 1; /*No owner, free for all! */ 2469 return 1; /*No owner, free for all! */
2470
2495 exit_owner = NULL; 2471 object *exit_owner = 0;
2496 for (pp = first_player; pp; pp = pp->next) 2472
2473 for_all_players (pp)
2497 { 2474 {
2498 if (!pp->ob) 2475 if (!pp->ob)
2499 continue; 2476 continue;
2477
2500 if (pp->ob->name != exit->race) 2478 if (pp->ob->name != exit->race)
2501 continue; 2479 continue;
2480
2502 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2481 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2503 break; 2482 break;
2504 } 2483 }
2484
2505 if (!exit_owner) 2485 if (!exit_owner)
2506 return 0; /* No more owner */ 2486 return 0; /* No more owner */
2487
2507 if (exit_owner->contr == op->contr) 2488 if (exit_owner->contr == op->contr)
2508 return 1; /*It is your exit */ 2489 return 1; /*It is your exit */
2490
2509 if (exit_owner && /*There is a owner */ 2491 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2492 (op->contr) && /*A player tries to pass */
2511 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2493 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2512 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2494 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2495 return 0;
2496
2514 return 1; 2497 return 1;
2515 } 2498 }
2516 } 2499 }
2500
2517 return 0; 2501 return 0;
2518} 2502}
2519 2503
2520 2504
2521/** 2505/**
2547 { 2531 {
2548 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2549 return 1; 2533 return 1;
2550 } 2534 }
2551 else 2535 else
2552 {
2553 return 0; /* monsters just skip unpaid items */ 2536 return 0; /* monsters just skip unpaid items */
2554 }
2555 } 2537 }
2556 2538
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2539 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2558 return RESULT_INT (0); 2540 return RESULT_INT (0);
2559 2541
2560 switch (tmp->type) 2542 switch (tmp->type)
2561 { 2543 {
2562
2563 case CF_HANDLE: 2544 case CF_HANDLE:
2564 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2565 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2566 tmp->value = tmp->value ? 0 : 1; 2547 tmp->value = tmp->value ? 0 : 1;
2567 SET_ANIMATION (tmp, tmp->value); 2548 SET_ANIMATION (tmp, tmp->value);
2574 { 2555 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2576 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2577 } 2558 }
2578 else 2559 else
2579 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2581 } 2561
2582 return 1; 2562 return 1;
2583 2563
2584 case EXIT: 2564 case EXIT:
2585 if (op->type != PLAYER) 2565 if (op->type != PLAYER)
2586 return 0; 2566 return 0;
2567
2587 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2588 { 2569 {
2589 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2590 } 2571 }
2591 else 2572 else
2592 { 2573 {
2593 /* Don't display messages for random maps. */ 2574 /* Don't display messages for random maps. */
2594 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2595 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577
2596 enter_exit (op, tmp); 2578 op->enter_exit (tmp);
2597 } 2579 }
2598 return 1; 2580 return 1;
2599 2581
2600 case SIGN: 2582 case SIGN:
2601 apply_sign (op, tmp, 0); 2583 apply_sign (op, tmp, 0);
2695 case POISON: 2677 case POISON:
2696 apply_poison (op, tmp); 2678 apply_poison (op, tmp);
2697 return 1; 2679 return 1;
2698 2680
2699 case SAVEBED: 2681 case SAVEBED:
2700 if (op->type == PLAYER)
2701 {
2702 apply_savebed (op);
2703 return 1; 2682 return 1;
2704 }
2705 else
2706 {
2707 return 0;
2708 }
2709 2683
2710 case ARMOUR_IMPROVER: 2684 case ARMOUR_IMPROVER:
2711 if (op->type == PLAYER) 2685 if (op->type == PLAYER)
2712 { 2686 {
2713 apply_armour_improver (op, tmp); 2687 apply_armour_improver (op, tmp);
2714 return 1; 2688 return 1;
2715 } 2689 }
2716 else 2690 else
2717 {
2718 return 0; 2691 return 0;
2719 }
2720 2692
2721 case WEAPON_IMPROVER: 2693 case WEAPON_IMPROVER:
2722 (void) check_improve_weapon (op, tmp); 2694 (void) check_improve_weapon (op, tmp);
2723 return 1; 2695 return 1;
2724 2696
2949 if (who->type == PLAYER) 2921 if (who->type == PLAYER)
2950 esrv_del_item (who->contr, op->count); 2922 esrv_del_item (who->contr, op->count);
2951 2923
2952 op->destroy (); 2924 op->destroy ();
2953 insert_ob_in_ob (tmp2, who); 2925 insert_ob_in_ob (tmp2, who);
2954 fix_player (who); 2926 who->update_stats ();
2955 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956 { 2928 {
2957 if (who->type == PLAYER) 2929 if (who->type == PLAYER)
2958 { 2930 {
2959 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2992 default: 2964 default:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2994 break; 2966 break;
2995 } 2967 }
2996 2968
2997 fix_player (who); 2969 who->update_stats ();
2998 2970
2999 if (!(aflags & AP_NO_MERGE)) 2971 if (!(aflags & AP_NO_MERGE))
3000 { 2972 {
3001 object *tmp; 2973 object *tmp;
3002 2974
3368 } 3340 }
3369 else 3341 else
3370 { 3342 {
3371 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3343 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3372 { 3344 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3374 unapply_for_ob (who, op, AP_PRINT); 3346 unapply_for_ob (who, op, AP_PRINT);
3375 return 1; 3347 return 1;
3376 } 3348 }
3377 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3378 { 3350 {
3380 if (i) 3352 if (i)
3381 return 1; 3353 return 1;
3382 } 3354 }
3383 } 3355 }
3384 } 3356 }
3357
3385 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386 { 3359 {
3387 skop = find_skill_by_name (who, op->skill); 3360 skop = find_skill_by_name (who, op->skill);
3388 if (!skop) 3361 if (!skop)
3389 { 3362 {
3491 { 3464 {
3492 (void) insert_ob_in_ob (tmp, who); 3465 (void) insert_ob_in_ob (tmp, who);
3493 if (who->type == PLAYER) 3466 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp); 3467 esrv_send_item (who, tmp);
3495 } 3468 }
3496 fix_player (who); 3469 who->update_stats ();
3497 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3498 { 3471 {
3499 if (who->type == PLAYER) 3472 if (who->type == PLAYER)
3500 { 3473 {
3501 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3598 SET_FLAG (op, FLAG_APPLIED); 3571 SET_FLAG (op, FLAG_APPLIED);
3599 3572
3600 if (tmp != NULL) 3573 if (tmp != NULL)
3601 tmp = insert_ob_in_ob (tmp, who); 3574 tmp = insert_ob_in_ob (tmp, who);
3602 3575
3603 fix_player (who); 3576 who->update_stats ();
3604 3577
3605 /* We exclude spell casting objects. The fire code will set the 3578 /* We exclude spell casting objects. The fire code will set the
3606 * been applied flag when they are used - until that point, 3579 * been applied flag when they are used - until that point,
3607 * you don't know anything about them. 3580 * you don't know anything about them.
3608 */ 3581 */
3648 int i; 3621 int i;
3649 3622
3650 switch (op->type) 3623 switch (op->type)
3651 { 3624 {
3652 case SHOP_FLOOR: 3625 case SHOP_FLOOR:
3653 if (!HAS_RANDOM_ITEMS (op)) 3626 if (!op->has_random_items ())
3654 return 0; 3627 return 0;
3655 3628
3656 do 3629 do
3657 { 3630 {
3658 i = 10; /* let's give it 10 tries */ 3631 i = 10; /* let's give it 10 tries */
3711 * when an original map is loaded) and performs special actions for 3684 * when an original map is loaded) and performs special actions for
3712 * certain objects (most initialization of chests and creation of 3685 * certain objects (most initialization of chests and creation of
3713 * treasures and stuff). Calls auto_apply if appropriate. 3686 * treasures and stuff). Calls auto_apply if appropriate.
3714 */ 3687 */
3715void 3688void
3716fix_auto_apply (maptile *m) 3689maptile::fix_auto_apply ()
3717{ 3690{
3718 object *tmp, *above = NULL; 3691 if (!spaces)
3719 int x, y;
3720
3721 if (m == NULL)
3722 return; 3692 return;
3723 3693
3724 for (x = 0; x < MAP_WIDTH (m); x++) 3694 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (y = 0; y < MAP_HEIGHT (m); y++) 3695 for (object *tmp = ms->bot; tmp; )
3726 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3727 { 3696 {
3728 above = tmp->above; 3697 object *above = tmp->above;
3729 3698
3730 if (tmp->inv) 3699 if (tmp->inv)
3731 { 3700 {
3732 object *invtmp, *invnext; 3701 object *invtmp, *invnext;
3733 3702
3734 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3703 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3735 { 3704 {
3736 invnext = invtmp->below; 3705 invnext = invtmp->below;
3737 3706
3738 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3707 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739 auto_apply (invtmp); 3708 auto_apply (invtmp);
3740 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3709 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3741 { 3710 {
3742 while ((invtmp->stats.hp--) > 0) 3711 while ((invtmp->stats.hp--) > 0)
3743 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3744
3745 invtmp->randomitems = NULL;
3746 }
3747 else if (invtmp && invtmp->arch
3748 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3749 {
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3712 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3713
3714 invtmp->randomitems = NULL;
3715 }
3716 else if (invtmp && invtmp->arch
3717 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3718 {
3719 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3751 /* Need to clear this so that we never try to create 3720 /* Need to clear this so that we never try to create
3752 * treasure again for this object 3721 * treasure again for this object
3753 */ 3722 */
3754 invtmp->randomitems = NULL; 3723 invtmp->randomitems = NULL;
3755 } 3724 }
3756 } 3725 }
3757 /* This is really temporary - the code at the bottom will 3726 /* This is really temporary - the code at the bottom will
3758 * also set randomitems to null. The problem is there are bunches 3727 * also set randomitems to null. The problem is there are bunches
3759 * of maps/players already out there with items that have spells 3728 * of maps/players already out there with items that have spells
3760 * which haven't had the randomitems set to null yet. 3729 * which haven't had the randomitems set to null yet.
3761 * MSW 2004-05-13 3730 * MSW 2004-05-13
3762 * 3731 *
3763 * And if it's a spellbook, it's better to set randomitems to NULL too, 3732 * And if it's a spellbook, it's better to set randomitems to NULL too,
3764 * else you get two spells in the book ^_- 3733 * else you get two spells in the book ^_-
3765 * Ryo 2004-08-16 3734 * Ryo 2004-08-16
3766 */ 3735 */
3767 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3736 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3768 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3737 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3769 tmp->randomitems = NULL;
3770
3771 }
3772
3773 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3774 auto_apply (tmp);
3775 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3776 {
3777 while ((tmp->stats.hp--) > 0)
3778 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3779 tmp->randomitems = NULL; 3738 tmp->randomitems = NULL;
3739
3780 } 3740 }
3741
3742 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3743 auto_apply (tmp);
3744 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3745 {
3746 while ((tmp->stats.hp--) > 0)
3747 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3748 tmp->randomitems = NULL;
3749 }
3781 else if (tmp->type == TIMED_GATE) 3750 else if (tmp->type == TIMED_GATE)
3782 { 3751 {
3783 object *head = tmp->head != NULL ? tmp->head : tmp; 3752 object *head = tmp->head != NULL ? tmp->head : tmp;
3784 3753
3785 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3754 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786 {
3787 tmp->speed = 0; 3755 tmp->set_speed (0);
3788 update_ob_speed (tmp);
3789 }
3790 } 3756 }
3791 /* This function can be called everytime a map is loaded, even when 3757 /* This function can be called everytime a map is loaded, even when
3792 * swapping back in. As such, we don't want to create the treasure 3758 * swapping back in. As such, we don't want to create the treasure
3793 * over and ove again, so after we generate the treasure, blank out 3759 * over and ove again, so after we generate the treasure, blank out
3794 * randomitems so if it is swapped in again, it won't make anything. 3760 * randomitems so if it is swapped in again, it won't make anything.
3795 * This is a problem for the above objects, because they have counters 3761 * This is a problem for the above objects, because they have counters
3796 * which say how many times to make the treasure. 3762 * which say how many times to make the treasure.
3797 */ 3763 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER 3764 else if (tmp && tmp->arch && tmp->type != PLAYER
3799 && tmp->type != TREASURE && tmp->type != SPELL 3765 && tmp->type != TREASURE && tmp->type != SPELL
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3766 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3801 { 3767 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3803 tmp->randomitems = NULL; 3769 tmp->randomitems = NULL;
3804 } 3770 }
3771
3772 tmp = above;
3805 } 3773 }
3806 3774
3807 for (x = 0; x < MAP_WIDTH (m); x++) 3775 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3808 for (y = 0; y < MAP_HEIGHT (m); y++) 3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3809 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3810 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3777 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 check_trigger (tmp, tmp->above); 3778 check_trigger (tmp, tmp->above);
3812} 3779}
3813 3780
3814/** 3781/**
3815 * Handles player eating food that temporarily changes status (resistances, stats). 3782 * Handles player eating food that temporarily changes status (resistances, stats).
3816 * This used to call cast_change_attr(), but 3783 * This used to call cast_change_attr(), but
3844 { 3811 {
3845 force->resist[i] = food->resist[i] / 2; 3812 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1; 3813 did_one = 1;
3847 } 3814 }
3848 } 3815 }
3816
3849 if (did_one) 3817 if (did_one)
3850 { 3818 {
3851 force->speed = 0.1; 3819 force->set_speed (0.1);
3852 update_ob_speed (force);
3853 /* bigger morsel of food = longer effect time */ 3820 /* bigger morsel of food = longer effect time */
3854 force->stats.food = food->stats.food / 5; 3821 force->duration = food->stats.food / 5;
3855 SET_FLAG (force, FLAG_IS_USED_UP);
3856 SET_FLAG (force, FLAG_APPLIED); 3822 SET_FLAG (force, FLAG_APPLIED);
3857 change_abil (who, force); 3823 change_abil (who, force);
3858 insert_ob_in_ob (force, who); 3824 insert_ob_in_ob (force, who);
3859 } 3825 }
3860 else 3826 else
3892 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3858 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3893 who->stats.sp += food->stats.sp; 3859 who->stats.sp += food->stats.sp;
3894 /* place limit on max sp from food? */ 3860 /* place limit on max sp from food? */
3895 } 3861 }
3896 } 3862 }
3897 fix_player (who); 3863 who->update_stats ();
3898} 3864}
3899
3900 3865
3901/** 3866/**
3902 * Designed primarily to light torches/lanterns/etc. 3867 * Designed primarily to light torches/lanterns/etc.
3903 * Also burns up burnable material too. First object in the inventory is 3868 * Also burns up burnable material too. First object in the inventory is
3904 * the selected object to "burn". -b.t. 3869 * the selected object to "burn". -b.t.
3905 */ 3870 */
3906
3907void 3871void
3908apply_lighter (object *who, object *lighter) 3872apply_lighter (object *who, object *lighter)
3909{ 3873{
3910 object *item; 3874 object *item;
3911 int is_player_env = 0; 3875 int is_player_env = 0;
3912 char item_name[MAX_BUF];
3913 3876
3914 item = find_marked_object (who); 3877 item = find_marked_object (who);
3915 if (item) 3878 if (item)
3916 { 3879 {
3917 if (lighter->last_eat && lighter->stats.food) 3880 if (lighter->last_eat && lighter->stats.food)
3935 else if (lighter->last_eat) 3898 else if (lighter->last_eat)
3936 { /* no charges left in lighter */ 3899 { /* no charges left in lighter */
3937 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3900 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3938 return; 3901 return;
3939 } 3902 }
3903
3940 /* Perhaps we should split what we are trying to light on fire? 3904 /* Perhaps we should split what we are trying to light on fire?
3941 * I can't see many times when you would want to light multiple 3905 * I can't see many times when you would want to light multiple
3942 * objects at once. 3906 * objects at once.
3943 */ 3907 */
3944 /* If the item is destroyed, we don't have a valid pointer to the 3908
3945 * name object, so make a copy so the message we print out makes
3946 * some sense.
3947 */
3948 strcpy (item_name, item->name);
3949 if (who == is_player_inv (item)) 3909 if (who == item->in_player ())
3950 is_player_env = 1; 3910 is_player_env = 1;
3951 3911
3952 save_throw_object (item, AT_FIRE, who); 3912 save_throw_object (item, AT_FIRE, who);
3953 /* Change to check count and not freed, since the object pointer 3913
3954 * may have gotten recycled
3955 */
3956 if (item->destroyed ()) 3914 if (item->destroyed ())
3957 { 3915 {
3958 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3916 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3959 /* Need to update the player so that the players glow radius 3917 /* Need to update the player so that the players glow radius
3960 * gets changed. 3918 * gets changed.
3961 */ 3919 */
3962 if (is_player_env) 3920 if (is_player_env)
3963 fix_player (who); 3921 who->update_stats ();
3964 } 3922 }
3965 else 3923 else
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3924 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3967 } 3925 }
3968 else /* nothing to light */ 3926 else /* nothing to light */

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