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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.39 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.76 by root, Mon Apr 30 04:25:30 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <tod.h> 29#include <tod.h>
29 30
30#ifndef __CEXTRACT__
31# include <sproto.h> 31#include <sproto.h>
32#endif
33 32
34/* Want this regardless of rplay. */ 33/* Want this regardless of rplay. */
35#include <sounds.h> 34#include <sounds.h>
36 35
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
66 { 65 {
67 arch_flag = 1; 66 arch_flag = 1;
68 name_flag = 1; 67 name_flag = 1;
69 race_flag = 1; 68 race_flag = 1;
70 } 69 }
70
71 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 72 * name or race that matches.
73 */ 73 */
74 if ((op->race) && 74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 78 return 1;
80 } 79
81 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 81 * of arch, name, or race match.
83 */ 82 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 85 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 86 return 1;
89 } 87
90 return 0; 88 return 0;
91} 89}
92 90
93/** 91/**
94 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 193apply_potion (object *op, object *tmp)
196{ 194{
197 int got_one = 0, i; 195 int got_one = 0, i;
198 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
199 197
200 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
201 199
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 201 {
204 if (op->type == PLAYER) 202 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 217 object *depl;
220 archetype *at; 218 archetype *at;
221 219
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 221 {
224 drain_stat (op); 222 op->drain_stat ();
225 fix_player (op); 223 op->update_stats ();
226 decrease_ob (tmp); 224 decrease_ob (tmp);
227 return 1; 225 return 1;
228 } 226 }
229 227
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 229 {
232 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 231 return 0;
234 } 232 }
235 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
236 234
237 if (depl != NULL) 235 if (depl)
238 { 236 {
239 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 238 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 240
243 depl->destroy (); 241 depl->destroy ();
244 fix_player (op); 242 op->update_stats ();
245 } 243 }
246 else 244 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 246
249 decrease_ob (tmp); 247 decrease_ob (tmp);
299 297
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 299 {
302 if (got_one) 300 if (got_one)
303 { 301 {
304 fix_player (op); 302 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 } 306 }
309 else 307 else
311 } 309 }
312 else 310 else
313 { /* cursed potion */ 311 { /* cursed potion */
314 if (got_one) 312 if (got_one)
315 { 313 {
316 fix_player (op); 314 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 } 316 }
319 else 317 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 } 319 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 348
351 decrease_ob (tmp); 349 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 350 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 351 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 352 op->update_stats ();
355 return 1; 353 return 1;
356 } 354 }
357 355
358 /* Deal with protection potions */ 356 /* Deal with protection potions */
359 force = NULL; 357 force = NULL;
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
883 884
884 if (op->type == PLAYER) 885 if (op->type == PLAYER)
885 { 886 {
886 esrv_send_item (op, armour); 887 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 889 op->update_stats ();
889 } 890 }
890 decrease_ob (improver); 891 decrease_ob (improver);
891 if (tmp) 892 if (tmp)
892 { 893 {
893 insert_ob_in_ob (tmp, op); 894 insert_ob_in_ob (tmp, op);
980 else 981 else
981 { 982 {
982 if (converter->other_arch == NULL) 983 if (converter->other_arch == NULL)
983 { 984 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 987 return -1;
987 } 988 }
988 989
989 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1000 else if (price_in < item->nrof * item->value)
1000 { 1001 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1004
1004 /** 1005 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1006 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1007 */ 1008 */
1014 * Handle apply on containers. 1015 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1018 */ 1019 */
1019
1020int 1020int
1021apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1022{ 1022{
1023 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1024 return 0; /* This might change */
1028 1025
1029 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1030 { 1027 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1029 return 0;
1033 } 1030 }
1034 op->contr->last_used = NULL; 1031
1035 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1036 1033
1037 if (sack->env != op) 1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1038 { 1038 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1040 { 1044 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1042 return 1; 1047 return 1;
1043 } 1048 }
1044 /* It's on the ground, the problems begin */ 1049 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1050 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1051 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1053 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1054 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1055
1081 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1061 op->close_container ();
1090 { 1062 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1065 return 1;
1094 apply_container (op, tmp); 1066 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1096 op->container = sack; 1068 // it's locked?
1097 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1098 strcat (buf, "."); 1070 {
1099 } 1071 if (object *tmp = find_key (op, op, sack))
1100 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1073 else
1108 { 1074 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1076 return 1;
1145 } 1077 }
1146 }
1147 } 1078 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1079
1149 if (op->contr) 1080 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1081
1151 return 1; 1082 return 1;
1152} 1083}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1084
1279/** 1085/**
1280 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1282 */ 1088 */
1625 1431
1626 1432
1627 case CONVERTER: 1433 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1434 if (convert_item (victim, trap) < 0)
1629 { 1435 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1437 get_archetype ("burnout")->insert_at (trap, trap);
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 } 1438 }
1641 } 1439
1642 goto leave; 1440 goto leave;
1643 1441
1644 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1474 {
1677 /* Basically, don't show exits leading to random maps the 1475 /* Basically, don't show exits leading to random maps the
1678 * players output. 1476 * players output.
1679 */ 1477 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1682 enter_exit (victim, trap); 1481 victim->enter_exit (trap);
1683 } 1482 }
1684 goto leave; 1483 goto leave;
1685 1484
1686 case ENCOUNTER: 1485 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1486 /* may be some leftovers on this */
1702 1501
1703 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1704 goto leave; 1503 goto leave;
1705 1504
1706 case CONTAINER: 1505 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1711 goto leave; 1507 goto leave;
1712 1508
1713 case RUNE: 1509 case RUNE:
1714 case TRAP: 1510 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1775 1571
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1573
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1575 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg);
1781 1578
1782 /* gain xp from reading */ 1579 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1581 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1583
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1585 {
1789 /*exp_gain *= 2; because they just identified it too */ 1586 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1587 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588
1791 /* If in a container, update how it looks */ 1589 /* If in a container, update how it looks */
1792 if (tmp->env) 1590 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1592 else
1795 op->contr->socket.update_look = 1; 1593 op->contr->ns->floorbox_update ();
1796 } 1594 }
1595
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1596 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 */ 1597 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1598 }
1800} 1599}
1801 1600
1939 return; 1738 return;
1940 } 1739 }
1941 1740
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 { 1742 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1945 return; 1744 return;
1946 } 1745 }
1947 1746
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949 1748
1950 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951 { 1750 {
1952 identify (tmp); 1751 identify (tmp);
1752
1953 if (tmp->env) 1753 if (tmp->env)
1954 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1955 else 1755 else
1956 op->contr->socket.update_look = 1; 1756 op->contr->ns->floorbox_update ();
1957 } 1757 }
1958 1758
1959 /* I removed the check for special_prayer_mark here - it didn't make 1759 /* I removed the check for special_prayer_mark here - it didn't make
1960 * a lot of sense - special prayers are not found in spellbooks, and 1760 * a lot of sense - special prayers are not found in spellbooks, and
1961 * if the player doesn't know the spell, doesn't make a lot of sense that 1761 * if the player doesn't know the spell, doesn't make a lot of sense that
1971 { 1771 {
1972 spell_skill = find_skill_by_name (op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1973 1773
1974 if (!spell_skill) 1774 if (!spell_skill)
1975 { 1775 {
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1977 return; 1777 return;
1978 } 1778 }
1979 1779
1980 if (spell_skill->level < spell->level) 1780 if (spell_skill->level < spell->level)
1981 { 1781 {
2015 else 1815 else
2016 { 1816 {
2017 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2018 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2019 } 1819 }
1820
2020 decrease_ob (tmp); 1821 decrease_ob (tmp);
2021} 1822}
2022 1823
2023/** 1824/**
2024 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2220 if (meal->type != FLESH || !is_dragon_pl (op)) 2021 if (meal->type != FLESH || !is_dragon_pl (op))
2221 return 0; 2022 return 0;
2222 2023
2223 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2224 from the player's inventory */ 2025 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2226 {
2227 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2228 {
2229 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2031 if (tmp->arch->name == dragon_skin_force)
2230 skin = tmp; 2032 skin = tmp;
2231 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->name == dragon_ability_force)
2232 abil = tmp; 2034 abil = tmp;
2233 }
2234 }
2235 2035
2236 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2237 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2238 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2239 return 0; 2039 return 0;
2280 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2283 2083
2284 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285 if (RANDOM () % 10000 < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2286 { 2086 {
2287 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2288 winners++; 2088 winners++;
2289 } 2089 }
2290 2090
2321 2121
2322 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323 { 2123 {
2324 /* resistance increased! */ 2124 /* resistance increased! */
2325 skin->resist[i]++; 2125 skin->resist[i]++;
2326 fix_player (op); 2126 op->update_stats ();
2327 2127
2328 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2329 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330 } 2130 }
2331 2131
2350 } 2150 }
2351 } 2151 }
2352 return 1; 2152 return 1;
2353} 2153}
2354 2154
2355static void
2356apply_savebed (object *pl)
2357{
2358#ifndef COZY_SERVER
2359 if (!pl->contr->name_changed || !pl->stats.exp)
2360 {
2361 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2362 return;
2363 }
2364#endif
2365 INVOKE_PLAYER (LOGOUT, pl->contr);
2366 /* Need to call terminate_all_pets() before we remove the player ob */
2367 terminate_all_pets (pl);
2368 pl->remove ();
2369 pl->direction = 0;
2370 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2371
2372 /* update respawn position */
2373 strcpy (pl->contr->savebed_map, pl->map->path);
2374 pl->contr->bed_x = pl->x;
2375 pl->contr->bed_y = pl->y;
2376
2377 strcpy (pl->contr->killer, "left");
2378 check_score (pl); /* Always check score */
2379 (void) save_player (pl, 0);
2380 pl->map->players--;
2381#if MAP_MAXTIMEOUT
2382 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2383#endif
2384 play_again (pl);
2385 pl->speed = 0;
2386 update_ob_speed (pl);
2387}
2388
2389/** 2155/**
2390 * Handles applying an improve armor scroll. 2156 * Handles applying an improve armor scroll.
2391 * Does some sanity checks, then calls improve_armour. 2157 * Does some sanity checks, then calls improve_armour.
2392 */ 2158 */
2393static void 2159static void
2398 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2399 { 2165 {
2400 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2401 return; 2167 return;
2402 } 2168 }
2169
2403 armor = find_marked_object (op); 2170 armor = find_marked_object (op);
2171
2404 if (!armor) 2172 if (!armor)
2405 { 2173 {
2406 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2407 return; 2175 return;
2408 } 2176 }
2177
2409 if (armor->type != ARMOUR 2178 if (armor->type != ARMOUR
2410 && armor->type != CLOAK 2179 && armor->type != CLOAK
2411 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2412 { 2181 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2416 2185
2417 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2418 improve_armour (op, tmp, armor); 2187 improve_armour (op, tmp, armor);
2419} 2188}
2420 2189
2421
2422extern void 2190extern void
2423apply_poison (object *op, object *tmp) 2191apply_poison (object *op, object *tmp)
2424{ 2192{
2425 if (op->type == PLAYER) 2193 if (op->type == PLAYER)
2426 { 2194 {
2437 handle_apply_yield (tmp); 2205 handle_apply_yield (tmp);
2438 decrease_ob (tmp); 2206 decrease_ob (tmp);
2439} 2207}
2440 2208
2441/** 2209/**
2442 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2210 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2443 * A valid 2 way exit means: 2211 * A valid 2 way exit means:
2444 * -You can come back (there is another exit at the other side) 2212 * -You can come back (there is another exit at the other side)
2445 * -You are 2213 * -You are
2446 * ° the owner of the exit 2214 * ° the owner of the exit
2447 * ° or in the same party as the owner 2215 * ° or in the same party as the owner
2448 * 2216 *
2449 * Note: a owner in a 2 way exit is saved as the owner's name 2217 * Note: a owner in a 2 way exit is saved as the owner's name
2450 * in the field exit->name cause the field exit->owner doesn't 2218 * in the field exit->name cause the field exit->owner doesn't
2451 * survive in the swapping (in fact the whole exit doesn't survive). 2219 * survive in the swapping (in fact the whole exit doesn't survive).
2452 */ 2220 */
2453int 2221int
2454is_legal_2ways_exit (object *op, object *exit) 2222is_legal_2ways_exit (object *op, object *exit)
2455{ 2223{
2456 object *tmp;
2457 object *exit_owner;
2458 player *pp;
2459 maptile *exitmap;
2460
2461 if (exit->stats.exp != 1) 2224 if (exit->stats.exp != 1)
2462 return 1; /*This is not a 2 way, so it is legal */ 2225 return 1; /*This is not a 2 way, so it is legal */
2226
2227#if 0 //TODO
2463 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2464 return 0; /* This is a reset town portal */ 2229 return 0; /* This is a reset town portal */
2465 /* To know if an exit has a correspondant, we look at 2230#endif
2466 * all the exits in destination and try to find one with same path as 2231
2467 * the current exit's position */ 2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2468 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2233
2469 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2470 else
2471 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2472 if (exitmap) 2234 if (exitmap)
2473 { 2235 {
2236 exitmap->load_sync ();
2237
2474 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2238 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2239
2475 if (!tmp) 2240 if (!tmp)
2476 return 0; 2241 return 0;
2477 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2242
2243 for (; tmp; tmp = tmp->above)
2478 { 2244 {
2479 if (tmp->type != EXIT) 2245 if (tmp->type != EXIT)
2480 continue; /*Not an exit */ 2246 continue; /*Not an exit */
2247
2481 if (!EXIT_PATH (tmp)) 2248 if (!EXIT_PATH (tmp))
2482 continue; /*Not a valid exit */ 2249 continue; /*Not a valid exit */
2250
2483 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2251 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2484 continue; /*Not in the same place */ 2252 continue; /*Not in the same place */
2253
2485 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2254 if (exit->map->path != EXIT_PATH (tmp))
2486 continue; /*Not in the same map */ 2255 continue; /*Not in the same map */
2487 2256
2488 /* From here we have found the exit is valid. However we do 2257 /* From here we have found the exit is valid. However we do
2489 * here the check of the exit owner. It is important for the 2258 * here the check of the exit owner. It is important for the
2490 * town portals to prevent strangers from visiting your appartments 2259 * town portals to prevent strangers from visiting your appartments
2491 */ 2260 */
2492 if (!exit->race) 2261 if (!exit->race)
2493 return 1; /*No owner, free for all! */ 2262 return 1; /*No owner, free for all! */
2263
2494 exit_owner = NULL; 2264 object *exit_owner = 0;
2495 for (pp = first_player; pp; pp = pp->next) 2265
2266 for_all_players (pp)
2496 { 2267 {
2497 if (!pp->ob) 2268 if (!pp->ob)
2498 continue; 2269 continue;
2270
2499 if (pp->ob->name != exit->race) 2271 if (pp->ob->name != exit->race)
2500 continue; 2272 continue;
2273
2501 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2274 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2502 break; 2275 break;
2503 } 2276 }
2277
2504 if (!exit_owner) 2278 if (!exit_owner)
2505 return 0; /* No more owner */ 2279 return 0; /* No more owner */
2280
2506 if (exit_owner->contr == op->contr) 2281 if (exit_owner->contr == op->contr)
2507 return 1; /*It is your exit */ 2282 return 1; /*It is your exit */
2283
2508 if (exit_owner && /*There is a owner */ 2284 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */ 2285 (op->contr) && /*A player tries to pass */
2510 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2286 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2287 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0; 2288 return 0;
2289
2513 return 1; 2290 return 1;
2514 } 2291 }
2515 } 2292 }
2293
2516 return 0; 2294 return 0;
2517} 2295}
2518 2296
2519 2297
2520/** 2298/**
2546 { 2324 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2548 return 1; 2326 return 1;
2549 } 2327 }
2550 else 2328 else
2551 {
2552 return 0; /* monsters just skip unpaid items */ 2329 return 0; /* monsters just skip unpaid items */
2553 }
2554 } 2330 }
2555 2331
2556 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2557 return RESULT_INT (0); 2333 return RESULT_INT (0);
2558 2334
2559 switch (tmp->type) 2335 switch (tmp->type)
2560 { 2336 {
2561
2562 case CF_HANDLE: 2337 case CF_HANDLE:
2563 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2564 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2565 tmp->value = tmp->value ? 0 : 1; 2340 tmp->value = tmp->value ? 0 : 1;
2566 SET_ANIMATION (tmp, tmp->value); 2341 SET_ANIMATION (tmp, tmp->value);
2573 { 2348 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2576 } 2351 }
2577 else 2352 else
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 } 2354
2581 return 1; 2355 return 1;
2582 2356
2583 case EXIT: 2357 case EXIT:
2584 if (op->type != PLAYER) 2358 if (op->type != PLAYER)
2585 return 0; 2359 return 0;
2360
2586 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 { 2362 {
2588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2589 } 2364 }
2590 else 2365 else
2591 { 2366 {
2592 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2593 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2594 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2595 enter_exit (op, tmp); 2371 op->enter_exit (tmp);
2596 } 2372 }
2597 return 1; 2373 return 1;
2598 2374
2599 case SIGN: 2375 case SIGN:
2600 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2634 case POTION: 2410 case POTION:
2635 (void) apply_potion (op, tmp); 2411 (void) apply_potion (op, tmp);
2636 return 1; 2412 return 1;
2637 2413
2638 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2639 case CLOSE_CON: 2416 case CLOSE_CON:
2640 if (op->type == PLAYER)
2641 (void) esrv_apply_container (op, tmp->env);
2642 else
2643 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2644 return 1; 2418 return 1;
2645 2419
2646 case CONTAINER: 2420 case CONTAINER:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp);
2649 else
2650 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2651 return 1; 2422 return 1;
2652 2423
2653 case TREASURE: 2424 case TREASURE:
2654 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2655 { 2426 {
2656 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2657 return 1; 2428 return 1;
2658 } 2429 }
2659 else 2430 else
2660 {
2661 return 0; 2431 return 0;
2662 }
2663 2432
2664 case WEAPON: 2433 case WEAPON:
2665 case ARMOUR: 2434 case ARMOUR:
2666 case BOOTS: 2435 case BOOTS:
2667 case GLOVES: 2436 case GLOVES:
2694 case POISON: 2463 case POISON:
2695 apply_poison (op, tmp); 2464 apply_poison (op, tmp);
2696 return 1; 2465 return 1;
2697 2466
2698 case SAVEBED: 2467 case SAVEBED:
2699 if (op->type == PLAYER)
2700 {
2701 apply_savebed (op);
2702 return 1; 2468 return 1;
2703 }
2704 else
2705 {
2706 return 0;
2707 }
2708 2469
2709 case ARMOUR_IMPROVER: 2470 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER) 2471 if (op->type == PLAYER)
2711 { 2472 {
2712 apply_armour_improver (op, tmp); 2473 apply_armour_improver (op, tmp);
2713 return 1; 2474 return 1;
2714 } 2475 }
2715 else 2476 else
2716 {
2717 return 0; 2477 return 0;
2718 }
2719 2478
2720 case WEAPON_IMPROVER: 2479 case WEAPON_IMPROVER:
2721 (void) check_improve_weapon (op, tmp); 2480 (void) check_improve_weapon (op, tmp);
2722 return 1; 2481 return 1;
2723 2482
2741 } 2500 }
2742 2501
2743 case MENU: 2502 case MENU:
2744 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2745 { 2504 {
2746 shop_listing (op); 2505 shop_listing (tmp, op);
2747 return 1; 2506 return 1;
2748 } 2507 }
2749 else 2508 else
2750 { 2509 {
2751 return 0; 2510 return 0;
2808 op->destroy (); 2567 op->destroy ();
2809 return 1; 2568 return 1;
2810 } 2569 }
2811 2570
2812 pl->contr->last_used = op; 2571 pl->contr->last_used = op;
2813 pl->contr->last_used_id = op->count;
2814 2572
2815 tmp = manual_apply (pl, op, aflag); 2573 tmp = manual_apply (pl, op, aflag);
2816 if (!quiet) 2574 if (!quiet)
2817 { 2575 {
2818 if (tmp == 0) 2576 if (tmp == 0)
2830 */ 2588 */
2831 2589
2832void 2590void
2833player_apply_below (object *pl) 2591player_apply_below (object *pl)
2834{ 2592{
2835 object *tmp, *next;
2836 int floors; 2593 int floors = 0;
2837 2594
2838 /* If using a container, set the starting item to be the top 2595 /* If using a container, set the starting item to be the top
2839 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2840 */
2841 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2842
2843 /* This is perhaps more complicated. However, I want to make sure that 2597 * This is perhaps more complicated. However, I want to make sure that
2844 * we don't use a corrupt pointer for the next object, so we get the 2598 * we don't use a corrupt pointer for the next object, so we get the
2845 * next object in the stack before applying. This is can only be a 2599 * next object in the stack before applying. This is can only be a
2846 * problem if player_apply() has a bug in that it uses the object but does 2600 * problem if player_apply() has a bug in that it uses the object but does
2847 * not return a proper value. 2601 * not return a proper value.
2848 */ 2602 */
2849 for (floors = 0; tmp != NULL; tmp = next) 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2850 { 2604 {
2851 next = tmp->below; 2605 next = tmp->below;
2606
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++; 2608 floors++;
2854 else if (floors > 0) 2609 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2856 2611
2882 return RESULT_INT (0); 2637 return RESULT_INT (0);
2883 2638
2884 object *tmp2; 2639 object *tmp2;
2885 2640
2886 CLEAR_FLAG (op, FLAG_APPLIED); 2641 CLEAR_FLAG (op, FLAG_APPLIED);
2642
2887 switch (op->type) 2643 switch (op->type)
2888 { 2644 {
2889 case WEAPON: 2645 case WEAPON:
2890 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2891 2647
2896 break; 2652 break;
2897 2653
2898 case SKILL: /* allows objects to impart skills */ 2654 case SKILL: /* allows objects to impart skills */
2899 case SKILL_TOOL: 2655 case SKILL_TOOL:
2900 if (op != who->chosen_skill) 2656 if (op != who->chosen_skill)
2901 {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2903 } 2658
2904 if (who->type == PLAYER) 2659 if (who->type == PLAYER)
2905 { 2660 {
2906 if (who->contr->shoottype == range_skill) 2661 if (who->contr->ranged_ob == op)
2907 who->contr->shoottype = range_none; 2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2908 if (!op->invisible) 2667 if (!op->invisible)
2909 {
2910 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2911 }
2912 else 2669 else
2913 {
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915 } 2671 }
2916 } 2672
2917 (void) change_abil (who, op); 2673 change_abil (who, op);
2918 who->chosen_skill = NULL; 2674 who->chosen_skill = 0;
2919 CLEAR_FLAG (who, FLAG_READY_SKILL); 2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2920 break; 2676 break;
2921 2677
2922 case ARMOUR: 2678 case ARMOUR:
2923 case HELMET: 2679 case HELMET:
2949 if (who->type == PLAYER) 2705 if (who->type == PLAYER)
2950 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2951 2707
2952 op->destroy (); 2708 op->destroy ();
2953 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2954 fix_player (who); 2710 who->update_stats ();
2955 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956 { 2712 {
2957 if (who->type == PLAYER) 2713 if (who->type == PLAYER)
2958 { 2714 {
2959 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2962 } 2718 }
2963 if (who->type == PLAYER) 2719 if (who->type == PLAYER)
2964 esrv_send_item (who, tmp2); 2720 esrv_send_item (who, tmp2);
2965 return 1; /* otherwise, an attempt to drop causes problems */ 2721 return 1; /* otherwise, an attempt to drop causes problems */
2966 break; 2722 break;
2723
2967 case BOW: 2724 case BOW:
2968 case WAND: 2725 case WAND:
2969 case ROD: 2726 case ROD:
2970 case HORN: 2727 case HORN:
2971 clear_skill (who); 2728 clear_skill (who);
2972 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2973 if (who->type == PLAYER) 2729 if (who->type == PLAYER)
2974 { 2730 {
2975 who->contr->shoottype = range_none; 2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732
2733 who->contr->ranged_skill = 0;
2734 who->contr->ranged_ob = 0;
2976 } 2735 }
2977 else 2736 else
2978 { 2737 {
2979 if (op->type == BOW) 2738 if (op->type == BOW)
2980 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2981 else 2740 else
2982 CLEAR_FLAG (who, FLAG_READY_RANGE); 2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2983 } 2742 }
2743
2984 break; 2744 break;
2985 2745
2986 case BUILDER: 2746 case BUILDER:
2747 if (who->type == PLAYER)
2748 {
2987 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2988 who->contr->shoottype = range_none; 2750
2989 who->contr->ranges[range_builder] = NULL; 2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2990 break; 2754 break;
2991 2755
2992 default: 2756 default:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2994 break; 2758 break;
2995 } 2759 }
2996 2760
2997 fix_player (who); 2761 who->update_stats ();
2998 2762
2999 if (!(aflags & AP_NO_MERGE)) 2763 if (!(aflags & AP_NO_MERGE))
3000 { 2764 {
3001 object *tmp; 2765 object *tmp;
3002 2766
3178 ws = tmp; 2942 ws = tmp;
3179 } 2943 }
3180 } 2944 }
3181 } 2945 }
3182 2946
3183
3184 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3185 { 2948 {
3186 if (op->body_info[i]) 2949 if (op->body_info[i])
3187 { 2950 {
3188 /* Item uses more slots than we have */ 2951 /* Item uses more slots than we have */
3267 * and weapons all use the same slot. Similar for horn/rod/wand - they 3030 * and weapons all use the same slot. Similar for horn/rod/wand - they
3268 * all use the same location. 3031 * all use the same location.
3269 */ 3032 */
3270 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3271 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3272 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3273 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3274
3275 3038
3276 if (who->type != PLAYER) 3039 if (who->type != PLAYER)
3277 { 3040 {
3278 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3279 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3282 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3283 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3284 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3285 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3286 } 3049 }
3050
3287 return retval; 3051 return retval;
3288} 3052}
3289
3290
3291 3053
3292/** 3054/**
3293 * who is the object using the object. It can be a monster. 3055 * who is the object using the object. It can be a monster.
3294 * op is the object they are using. op is an equipment type item, 3056 * op is the object they are using. op is an equipment type item,
3295 * eg, one which you put on and keep on for a while, and not something 3057 * eg, one which you put on and keep on for a while, and not something
3368 } 3130 }
3369 else 3131 else
3370 { 3132 {
3371 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3372 { 3134 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3135 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); 3136 unapply_for_ob (who, op, AP_PRINT);
3375 return 1; 3137 return 1;
3376 } 3138 }
3377 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3378 { 3140 {
3380 if (i) 3142 if (i)
3381 return 1; 3143 return 1;
3382 } 3144 }
3383 } 3145 }
3384 } 3146 }
3147
3385 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386 { 3149 {
3387 skop = find_skill_by_name (who, op->skill); 3150 skop = find_skill_by_name (who, op->skill);
3388 if (!skop) 3151 if (!skop)
3389 { 3152 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3391 return 1; 3154 return 1;
3392 } 3155 }
3393 else 3156 else
3394 {
3395 /* While experience will be credited properly, we want to change the 3157 /* While experience will be credited properly, we want to change the
3396 * skill so that the dam and wc get updated 3158 * skill so that the dam and wc get updated
3397 */ 3159 */
3398 change_skill (who, skop, 0); 3160 change_skill (who, skop, 0);
3399 }
3400 } 3161 }
3401 3162
3402 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3403 { 3164 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3165 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]");
3405 return 1; 3168 return 1;
3406 } 3169 }
3407 3170
3408 3171
3409 /* Ok. We are now at the state where we can apply the new object. 3172 /* Ok. We are now at the state where we can apply the new object.
3410 * Note that we don't have the checks for can_use_... 3173 * Note that we don't have the checks for can_use_...
3411 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3412 */ 3175 */
3413
3414 3176
3415 if (op->nrof > 1) 3177 if (op->nrof > 1)
3416 tmp = get_split_ob (op, op->nrof - 1); 3178 tmp = get_split_ob (op, op->nrof - 1);
3417 else 3179 else
3418 tmp = NULL; 3180 tmp = NULL;
3429 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3430 if (tmp != NULL) 3192 if (tmp != NULL)
3431 (void) insert_ob_in_ob (tmp, who); 3193 (void) insert_ob_in_ob (tmp, who);
3432 return 1; 3194 return 1;
3433 } 3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix
3198 // i.e. "R" can use Ragnarok's swors.
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 { 3200 {
3436 /* if the weapon does not have the name as the character, can't use it. */ 3201 /* if the weapon does not have the name as the character, can't use it. */
3437 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3438 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3204
3439 if (tmp != NULL) 3205 if (tmp)
3440 (void) insert_ob_in_ob (tmp, who); 3206 insert_ob_in_ob (tmp, who);
3207
3441 return 1; 3208 return 1;
3442 } 3209 }
3210
3443 SET_FLAG (op, FLAG_APPLIED); 3211 SET_FLAG (op, FLAG_APPLIED);
3444 3212
3445 if (skop) 3213 if (skop)
3446 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3447 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3448 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3449 3218
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3451 3220
3452 (void) change_abil (who, op); 3221 change_abil (who, op);
3453 break; 3222 break;
3454 3223
3455 case ARMOUR: 3224 case ARMOUR:
3456 case HELMET: 3225 case HELMET:
3457 case SHIELD: 3226 case SHIELD:
3462 case CLOAK: 3231 case CLOAK:
3463 case RING: 3232 case RING:
3464 case AMULET: 3233 case AMULET:
3465 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3467 (void) change_abil (who, op); 3236 change_abil (who, op);
3468 break; 3237 break;
3238
3469 case LAMP: 3239 case LAMP:
3470 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3471 { 3241 {
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3473 return 1; 3243 return 1;
3474 } 3244 }
3245
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3476 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3477 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3478 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3479 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3480 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3481 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3482 3255
3483 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3484 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3485 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3486 3259
3487 op->destroy (); 3260 op->destroy ();
3488 3261
3489 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3490 if (tmp != NULL) 3263 if (tmp)
3491 { 3264 {
3492 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3493 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3495 } 3268 }
3496 fix_player (who); 3269
3270 who->update_stats ();
3271
3497 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3498 { 3273 {
3499 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3500 { 3275 {
3501 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3502 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3503 } 3278 }
3504 } 3279 }
3280
3505 if (who->type == PLAYER) 3281 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp2); 3282 esrv_send_item (who, tmp2);
3283
3507 return 0; 3284 return 0;
3508 break;
3509 3285
3510 /* this part is needed for skill-tools */ 3286 /* this part is needed for skill-tools */
3511 case SKILL: 3287 case SKILL:
3512 case SKILL_TOOL: 3288 case SKILL_TOOL:
3513 if (who->chosen_skill) 3289 if (who->chosen_skill)
3514 { 3290 {
3515 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3516 return 1; 3292 return 1;
3517 } 3293 }
3294
3518 if (who->type == PLAYER) 3295 if (who->type == PLAYER)
3519 { 3296 {
3520 who->contr->shoottype = range_skill;
3521 who->contr->ranges[range_skill] = op; 3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299
3522 if (!op->invisible) 3300 if (!op->invisible)
3523 { 3301 {
3524 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3526 } 3304 }
3527 else 3305 else
3528 {
3529 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3530 } 3307 }
3531 } 3308
3532 SET_FLAG (op, FLAG_APPLIED); 3309 SET_FLAG (op, FLAG_APPLIED);
3533 (void) change_abil (who, op); 3310 change_abil (who, op);
3534 who->chosen_skill = op; 3311 who->chosen_skill = op;
3535 SET_FLAG (who, FLAG_READY_SKILL); 3312 SET_FLAG (who, FLAG_READY_SKILL);
3536 break; 3313 break;
3537 3314
3538 case BOW: 3315 case BOW:
3539 if (!check_weapon_power (who, op->last_eat)) 3316 if (!check_weapon_power (who, op->last_eat))
3540 { 3317 {
3541 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3542 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320
3543 if (tmp != NULL) 3321 if (tmp)
3544 (void) insert_ob_in_ob (tmp, who); 3322 insert_ob_in_ob (tmp, who);
3323
3545 return 1; 3324 return 1;
3546 } 3325 }
3326
3547 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3548 { 3328 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3550 if (tmp != NULL) 3330 if (tmp != NULL)
3551 (void) insert_ob_in_ob (tmp, who); 3331 insert_ob_in_ob (tmp, who);
3332
3552 return 1; 3333 return 1;
3553 } 3334 }
3335
3554 /*FALLTHROUGH*/ case WAND: 3336 /*FALLTHROUGH*/
3337 case WAND:
3555 case ROD: 3338 case ROD:
3556 case HORN: 3339 case HORN:
3557 /* check for skill, alter player status */ 3340 /* check for skill, alter player status */
3558 SET_FLAG (op, FLAG_APPLIED); 3341 SET_FLAG (op, FLAG_APPLIED);
3559 if (skop) 3342 if (skop)
3560 change_skill (who, skop, 0); 3343 change_skill (who, skop, 0);
3561 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3562 3344
3563 if (who->type == PLAYER) 3345 if (who->type == PLAYER)
3564 { 3346 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348
3565 if (op->type == BOW) 3349 if (op->type == BOW)
3566 { 3350 {
3567 (void) change_abil (who, op); 3351 change_abil (who, op);
3568 new_draw_info_format (NDI_UNIQUE, 0, who, 3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3569 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3570 who->contr->shoottype = range_bow;
3571 } 3354 }
3572 else 3355
3573 { 3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3574 who->contr->shoottype = range_misc; 3357 who->contr->ranged_ob = op;
3575 }
3576 } 3358 }
3577 else 3359 else
3578 { 3360 {
3579 if (op->type == BOW) 3361 if (op->type == BOW)
3580 SET_FLAG (who, FLAG_READY_BOW); 3362 SET_FLAG (who, FLAG_READY_BOW);
3581 else 3363 else
3582 SET_FLAG (who, FLAG_READY_RANGE); 3364 SET_FLAG (who, FLAG_READY_RANGE);
3583 } 3365 }
3366
3584 break; 3367 break;
3585 3368
3586 case BUILDER: 3369 case BUILDER:
3587 if (who->contr->ranges[range_builder]) 3370 if (who->type == PLAYER)
3371 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3588 unapply_special (who, who->contr->ranges[range_builder], 0); 3373 unapply_special (who, who->contr->ranged_ob, 0);
3589 who->contr->shoottype = range_builder; 3374
3590 who->contr->ranges[range_builder] = op;
3591 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op;
3379 }
3592 break; 3380 break;
3593 3381
3594 default: 3382 default:
3595 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3596 } /* end of switch op->type */ 3384 } /* end of switch op->type */
3598 SET_FLAG (op, FLAG_APPLIED); 3386 SET_FLAG (op, FLAG_APPLIED);
3599 3387
3600 if (tmp != NULL) 3388 if (tmp != NULL)
3601 tmp = insert_ob_in_ob (tmp, who); 3389 tmp = insert_ob_in_ob (tmp, who);
3602 3390
3603 fix_player (who); 3391 who->update_stats ();
3604 3392
3605 /* We exclude spell casting objects. The fire code will set the 3393 /* We exclude spell casting objects. The fire code will set the
3606 * been applied flag when they are used - until that point, 3394 * been applied flag when they are used - until that point,
3607 * you don't know anything about them. 3395 * you don't know anything about them.
3608 */ 3396 */
3615 { 3403 {
3616 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3617 SET_FLAG (op, FLAG_KNOWN_CURSED); 3405 SET_FLAG (op, FLAG_KNOWN_CURSED);
3618 } 3406 }
3619 } 3407 }
3408
3620 if (who->type == PLAYER) 3409 if (who->type == PLAYER)
3621 { 3410 {
3622 /* if multiple objects were applied, update both slots */ 3411 /* if multiple objects were applied, update both slots */
3623 if (tmp) 3412 if (tmp)
3624 esrv_send_item (who, tmp); 3413 esrv_send_item (who, tmp);
3414
3625 esrv_send_item (who, op); 3415 esrv_send_item (who, op);
3626 } 3416 }
3417
3627 return 0; 3418 return 0;
3628} 3419}
3629
3630 3420
3631int 3421int
3632monster_apply_special (object *who, object *op, int aflags) 3422monster_apply_special (object *who, object *op, int aflags)
3633{ 3423{
3634 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3648 int i; 3438 int i;
3649 3439
3650 switch (op->type) 3440 switch (op->type)
3651 { 3441 {
3652 case SHOP_FLOOR: 3442 case SHOP_FLOOR:
3653 if (!HAS_RANDOM_ITEMS (op)) 3443 if (!op->has_random_items ())
3654 return 0; 3444 return 0;
3655 3445
3656 do 3446 do
3657 { 3447 {
3658 i = 10; /* let's give it 10 tries */ 3448 i = 10; /* let's give it 10 tries */
3678 3468
3679 case TREASURE: 3469 case TREASURE:
3680 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3681 return 0; 3471 return 0;
3682 3472
3683 while ((op->stats.hp--) > 0) 3473 while (op->stats.hp-- > 0)
3684 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3685 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3475 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3686 3476
3687 /* If we generated an object and put it in this object inventory, 3477 /* If we generated an object and put it in this object inventory,
3688 * move it to the parent object as the current object is about 3478 * move it to the parent object as the current object is about
3705 } 3495 }
3706 return tmp ? 1 : 0; 3496 return tmp ? 1 : 0;
3707} 3497}
3708 3498
3709/** 3499/**
3710 * fix_auto_apply goes through the entire map (only the first time 3500 * fix_auto_apply goes through the entire map every time a map
3711 * when an original map is loaded) and performs special actions for 3501 * is loaded or swapped in and performs special actions for
3712 * certain objects (most initialization of chests and creation of 3502 * certain objects (most initialization of chests and creation of
3713 * treasures and stuff). Calls auto_apply if appropriate. 3503 * treasures and stuff). Calls auto_apply if appropriate.
3714 */ 3504 */
3715void 3505void
3716fix_auto_apply (maptile *m) 3506maptile::fix_auto_apply ()
3717{ 3507{
3718 object *tmp, *above = NULL; 3508 if (!spaces)
3719 int x, y;
3720
3721 if (m == NULL)
3722 return; 3509 return;
3723 3510
3724 for (x = 0; x < MAP_WIDTH (m); x++) 3511 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (y = 0; y < MAP_HEIGHT (m); y++) 3512 for (object *tmp = ms->bot; tmp; )
3726 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3727 { 3513 {
3728 above = tmp->above; 3514 object *above = tmp->above;
3729 3515
3730 if (tmp->inv) 3516 if (tmp->inv)
3731 { 3517 {
3732 object *invtmp, *invnext; 3518 object *invtmp, *invnext;
3733 3519
3734 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3735 { 3521 {
3736 invnext = invtmp->below; 3522 invnext = invtmp->below;
3737 3523
3738 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739 auto_apply (invtmp); 3525 auto_apply (invtmp);
3740 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3741 { 3527 {
3742 while ((invtmp->stats.hp--) > 0) 3528 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); 3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530
3531 invtmp->randomitems = NULL;
3532 }
3533 else if (invtmp && invtmp->arch
3534 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3535 {
3536 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3751 /* Need to clear this so that we never try to create 3537 /* Need to clear this so that we never try to create
3752 * treasure again for this object 3538 * treasure again for this object
3753 */ 3539 */
3754 invtmp->randomitems = NULL; 3540 invtmp->randomitems = NULL;
3755 } 3541 }
3756 } 3542 }
3757 /* This is really temporary - the code at the bottom will 3543 /* This is really temporary - the code at the bottom will
3758 * also set randomitems to null. The problem is there are bunches 3544 * also set randomitems to null. The problem is there are bunches
3759 * of maps/players already out there with items that have spells 3545 * of maps/players already out there with items that have spells
3760 * which haven't had the randomitems set to null yet. 3546 * which haven't had the randomitems set to null yet.
3761 * MSW 2004-05-13 3547 * MSW 2004-05-13
3762 * 3548 *
3763 * And if it's a spellbook, it's better to set randomitems to NULL too, 3549 * And if it's a spellbook, it's better to set randomitems to NULL too,
3764 * else you get two spells in the book ^_- 3550 * else you get two spells in the book ^_-
3765 * Ryo 2004-08-16 3551 * Ryo 2004-08-16
3766 */ 3552 */
3767 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3553 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) 3554 || 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; 3555 tmp->randomitems = NULL;
3556
3780 } 3557 }
3558
3559 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3560 auto_apply (tmp);
3561 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3562 {
3563 while ((tmp->stats.hp--) > 0)
3564 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3565 tmp->randomitems = NULL;
3566 }
3781 else if (tmp->type == TIMED_GATE) 3567 else if (tmp->type == TIMED_GATE)
3782 { 3568 {
3783 object *head = tmp->head != NULL ? tmp->head : tmp; 3569 object *head = tmp->head != NULL ? tmp->head : tmp;
3784 3570
3785 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3571 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786 {
3787 tmp->speed = 0; 3572 tmp->set_speed (0);
3788 update_ob_speed (tmp);
3789 }
3790 } 3573 }
3791 /* This function can be called everytime a map is loaded, even when 3574 /* 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 3575 * 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 3576 * 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. 3577 * 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 3578 * This is a problem for the above objects, because they have counters
3796 * which say how many times to make the treasure. 3579 * which say how many times to make the treasure.
3797 */ 3580 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER 3581 else if (tmp && tmp->arch && tmp->type != PLAYER
3799 && tmp->type != TREASURE && tmp->type != SPELL 3582 && tmp->type != TREASURE && tmp->type != SPELL
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3801 { 3584 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3803 tmp->randomitems = NULL; 3586 tmp->randomitems = NULL;
3804 } 3587 }
3588 // close all containers
3589 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0;
3591
3592 tmp = above;
3805 } 3593 }
3806 3594
3807 for (x = 0; x < MAP_WIDTH (m); x++) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3808 for (y = 0; y < MAP_HEIGHT (m); y++) 3596 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)) 3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 check_trigger (tmp, tmp->above); 3598 check_trigger (tmp, tmp->above);
3812} 3599}
3813 3600
3814/** 3601/**
3815 * Handles player eating food that temporarily changes status (resistances, stats). 3602 * Handles player eating food that temporarily changes status (resistances, stats).
3816 * This used to call cast_change_attr(), but 3603 * This used to call cast_change_attr(), but
3844 { 3631 {
3845 force->resist[i] = food->resist[i] / 2; 3632 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1; 3633 did_one = 1;
3847 } 3634 }
3848 } 3635 }
3636
3849 if (did_one) 3637 if (did_one)
3850 { 3638 {
3851 force->speed = 0.1; 3639 force->set_speed (0.1);
3852 update_ob_speed (force);
3853 /* bigger morsel of food = longer effect time */ 3640 /* bigger morsel of food = longer effect time */
3854 force->stats.food = food->stats.food / 5; 3641 force->duration = food->stats.food / 5;
3855 SET_FLAG (force, FLAG_IS_USED_UP);
3856 SET_FLAG (force, FLAG_APPLIED); 3642 SET_FLAG (force, FLAG_APPLIED);
3857 change_abil (who, force); 3643 change_abil (who, force);
3858 insert_ob_in_ob (force, who); 3644 insert_ob_in_ob (force, who);
3859 } 3645 }
3860 else 3646 else
3863 /* check for hp, sp change */ 3649 /* check for hp, sp change */
3864 if (food->stats.hp != 0) 3650 if (food->stats.hp != 0)
3865 { 3651 {
3866 if (QUERY_FLAG (food, FLAG_CURSED)) 3652 if (QUERY_FLAG (food, FLAG_CURSED))
3867 { 3653 {
3868 strcpy (who->contr->killer, food->name); 3654 assign (who->contr->killer, food->name);
3869 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3655 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3870 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3871 } 3657 }
3872 else 3658 else
3873 { 3659 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3893 who->stats.sp += food->stats.sp; 3679 who->stats.sp += food->stats.sp;
3894 /* place limit on max sp from food? */ 3680 /* place limit on max sp from food? */
3895 } 3681 }
3896 } 3682 }
3897 fix_player (who); 3683 who->update_stats ();
3898} 3684}
3899
3900 3685
3901/** 3686/**
3902 * Designed primarily to light torches/lanterns/etc. 3687 * Designed primarily to light torches/lanterns/etc.
3903 * Also burns up burnable material too. First object in the inventory is 3688 * Also burns up burnable material too. First object in the inventory is
3904 * the selected object to "burn". -b.t. 3689 * the selected object to "burn". -b.t.
3905 */ 3690 */
3906
3907void 3691void
3908apply_lighter (object *who, object *lighter) 3692apply_lighter (object *who, object *lighter)
3909{ 3693{
3910 object *item; 3694 object *item;
3911 int is_player_env = 0; 3695 int is_player_env = 0;
3912 char item_name[MAX_BUF];
3913 3696
3914 item = find_marked_object (who); 3697 item = find_marked_object (who);
3915 if (item) 3698 if (item)
3916 { 3699 {
3917 if (lighter->last_eat && lighter->stats.food) 3700 if (lighter->last_eat && lighter->stats.food)
3935 else if (lighter->last_eat) 3718 else if (lighter->last_eat)
3936 { /* no charges left in lighter */ 3719 { /* 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); 3720 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; 3721 return;
3939 } 3722 }
3723
3940 /* Perhaps we should split what we are trying to light on fire? 3724 /* 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 3725 * I can't see many times when you would want to light multiple
3942 * objects at once. 3726 * objects at once.
3943 */ 3727 */
3944 /* If the item is destroyed, we don't have a valid pointer to the 3728
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)) 3729 if (who == item->in_player ())
3950 is_player_env = 1; 3730 is_player_env = 1;
3951 3731
3952 save_throw_object (item, AT_FIRE, who); 3732 save_throw_object (item, AT_FIRE, who);
3953 /* Change to check count and not freed, since the object pointer 3733
3954 * may have gotten recycled
3955 */
3956 if (item->destroyed ()) 3734 if (item->destroyed ())
3957 { 3735 {
3958 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3736 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 3737 /* Need to update the player so that the players glow radius
3960 * gets changed. 3738 * gets changed.
3961 */ 3739 */
3962 if (is_player_env) 3740 if (is_player_env)
3963 fix_player (who); 3741 who->update_stats ();
3964 } 3742 }
3965 else 3743 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); 3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3967 } 3745 }
3968 else /* nothing to light */ 3746 else /* nothing to light */

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