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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.47 by elmex, Tue Dec 19 20:32:35 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 1031
1035 op->contr->last_used = 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 1049 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1050 {
1051 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
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 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));
1056 return 1; 1053 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1054 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1055
1082 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1061 op->close_container ();
1091 { 1062 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1094 tmp = op->container; 1065 return 1;
1095 apply_container (op, tmp); 1066 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1097 op->container = sack; 1068 // it's locked?
1098 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1099 strcat (buf, "."); 1070 {
1100 } 1071 if (object *tmp = find_key (op, op, sack))
1101 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1073 else
1109 { 1074 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 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));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1076 return 1;
1146 } 1077 }
1147 }
1148 } 1078 }
1149 1079
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1080 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1081
1155 return 1; 1082 return 1;
1156} 1083}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1084
1283/** 1085/**
1284 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1286 */ 1088 */
1629 1431
1630 1432
1631 case CONVERTER: 1433 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1434 if (convert_item (victim, trap) < 0)
1633 { 1435 {
1634 object *op;
1635
1636 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));
1637 1437 get_archetype ("burnout")->insert_at (trap, trap);
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 } 1438 }
1645 } 1439
1646 goto leave; 1440 goto leave;
1647 1441
1648 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1474 {
1681 /* Basically, don't show exits leading to random maps the 1475 /* Basically, don't show exits leading to random maps the
1682 * players output. 1476 * players output.
1683 */ 1477 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1686 enter_exit (victim, trap); 1481 victim->enter_exit (trap);
1687 } 1482 }
1688 goto leave; 1483 goto leave;
1689 1484
1690 case ENCOUNTER: 1485 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1486 /* may be some leftovers on this */
1706 1501
1707 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1708 goto leave; 1503 goto leave;
1709 1504
1710 case CONTAINER: 1505 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1715 goto leave; 1507 goto leave;
1716 1508
1717 case RUNE: 1509 case RUNE:
1718 case TRAP: 1510 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1779 1571
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1573
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1575 msgType->message_type, msgType->message_subtype,
1784 "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);
1785 1578
1786 /* gain xp from reading */ 1579 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1581 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1588
1796 /* If in a container, update how it looks */ 1589 /* If in a container, update how it looks */
1797 if (tmp->env) 1590 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1592 else
1800 op->contr->socket->floorbox_update (); 1593 op->contr->ns->floorbox_update ();
1801 } 1594 }
1802 1595
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1596 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1597 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1598 }
1945 return; 1738 return;
1946 } 1739 }
1947 1740
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1742 {
1950 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]");
1951 return; 1744 return;
1952 } 1745 }
1953 1746
1954 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);
1955 1748
1958 identify (tmp); 1751 identify (tmp);
1959 1752
1960 if (tmp->env) 1753 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1755 else
1963 op->contr->socket->floorbox_update (); 1756 op->contr->ns->floorbox_update ();
1964 } 1757 }
1965 1758
1966 /* 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
1967 * 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
1968 * 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
1978 { 1771 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1980 1773
1981 if (!spell_skill) 1774 if (!spell_skill)
1982 { 1775 {
1983 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);
1984 return; 1777 return;
1985 } 1778 }
1986 1779
1987 if (spell_skill->level < spell->level) 1780 if (spell_skill->level < spell->level)
1988 { 1781 {
2022 else 1815 else
2023 { 1816 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 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");
2026 } 1819 }
1820
2027 decrease_ob (tmp); 1821 decrease_ob (tmp);
2028} 1822}
2029 1823
2030/** 1824/**
2031 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2021 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2022 return 0;
2229 2023
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 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
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2031 if (tmp->arch->name == dragon_skin_force)
2237 skin = tmp; 2032 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->name == dragon_ability_force)
2239 abil = tmp; 2034 abil = tmp;
2240 }
2241 }
2242 2035
2243 /* 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
2244 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2246 return 0; 2039 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2290 2083
2291 /* 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!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2086 {
2294 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2295 winners++; 2088 winners++;
2296 } 2089 }
2297 2090
2328 2121
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2123 {
2331 /* resistance increased! */ 2124 /* resistance increased! */
2332 skin->resist[i]++; 2125 skin->resist[i]++;
2333 fix_player (op); 2126 op->update_stats ();
2334 2127
2335 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]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2130 }
2338 2131
2357 } 2150 }
2358 } 2151 }
2359 return 1; 2152 return 1;
2360} 2153}
2361 2154
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394}
2395
2396/** 2155/**
2397 * Handles applying an improve armor scroll. 2156 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2157 * Does some sanity checks, then calls improve_armour.
2399 */ 2158 */
2400static void 2159static void
2405 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))
2406 { 2165 {
2407 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.");
2408 return; 2167 return;
2409 } 2168 }
2169
2410 armor = find_marked_object (op); 2170 armor = find_marked_object (op);
2171
2411 if (!armor) 2172 if (!armor)
2412 { 2173 {
2413 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.");
2414 return; 2175 return;
2415 } 2176 }
2177
2416 if (armor->type != ARMOUR 2178 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2179 && armor->type != CLOAK
2418 && 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)
2419 { 2181 {
2420 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");
2423 2185
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2187 improve_armour (op, tmp, armor);
2426} 2188}
2427 2189
2428
2429extern void 2190extern void
2430apply_poison (object *op, object *tmp) 2191apply_poison (object *op, object *tmp)
2431{ 2192{
2432 if (op->type == PLAYER) 2193 if (op->type == PLAYER)
2433 { 2194 {
2444 handle_apply_yield (tmp); 2205 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2206 decrease_ob (tmp);
2446} 2207}
2447 2208
2448/** 2209/**
2449 * 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.
2450 * A valid 2 way exit means: 2211 * A valid 2 way exit means:
2451 * -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)
2452 * -You are 2213 * -You are
2453 * ° the owner of the exit 2214 * ° the owner of the exit
2454 * ° or in the same party as the owner 2215 * ° or in the same party as the owner
2458 * 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).
2459 */ 2220 */
2460int 2221int
2461is_legal_2ways_exit (object *op, object *exit) 2222is_legal_2ways_exit (object *op, object *exit)
2462{ 2223{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2224 if (exit->stats.exp != 1)
2469 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
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2229 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2230#endif
2473 * all the exits in destination and try to find one with same path as 2231
2474 * the current exit's position */ 2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2233
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2234 if (exitmap)
2480 { 2235 {
2236 exitmap->load_sync ();
2237
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2238 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2239
2482 if (!tmp) 2240 if (!tmp)
2483 return 0; 2241 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2242
2243 for (; tmp; tmp = tmp->above)
2485 { 2244 {
2486 if (tmp->type != EXIT) 2245 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2246 continue; /*Not an exit */
2247
2488 if (!EXIT_PATH (tmp)) 2248 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2249 continue; /*Not a valid exit */
2250
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2251 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2252 continue; /*Not in the same place */
2253
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2254 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2255 continue; /*Not in the same map */
2494 2256
2495 /* 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
2496 * 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
2497 * town portals to prevent strangers from visiting your appartments 2259 * town portals to prevent strangers from visiting your appartments
2498 */ 2260 */
2499 if (!exit->race) 2261 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2262 return 1; /*No owner, free for all! */
2263
2501 exit_owner = NULL; 2264 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2265
2266 for_all_players (pp)
2503 { 2267 {
2504 if (!pp->ob) 2268 if (!pp->ob)
2505 continue; 2269 continue;
2270
2506 if (pp->ob->name != exit->race) 2271 if (pp->ob->name != exit->race)
2507 continue; 2272 continue;
2273
2508 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 */
2509 break; 2275 break;
2510 } 2276 }
2277
2511 if (!exit_owner) 2278 if (!exit_owner)
2512 return 0; /* No more owner */ 2279 return 0; /* No more owner */
2280
2513 if (exit_owner->contr == op->contr) 2281 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2282 return 1; /*It is your exit */
2283
2515 if (exit_owner && /*There is a owner */ 2284 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2285 (op->contr) && /*A player tries to pass */
2517 ((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 */
2518 (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 */
2519 return 0; 2288 return 0;
2289
2520 return 1; 2290 return 1;
2521 } 2291 }
2522 } 2292 }
2293
2523 return 0; 2294 return 0;
2524} 2295}
2525 2296
2526 2297
2527/** 2298/**
2553 { 2324 {
2554 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.");
2555 return 1; 2326 return 1;
2556 } 2327 }
2557 else 2328 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2329 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2330 }
2562 2331
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2333 return RESULT_INT (0);
2565 2334
2566 switch (tmp->type) 2335 switch (tmp->type)
2567 { 2336 {
2568
2569 case CF_HANDLE: 2337 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 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);
2572 tmp->value = tmp->value ? 0 : 1; 2340 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2341 SET_ANIMATION (tmp, tmp->value);
2580 { 2348 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 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);
2583 } 2351 }
2584 else 2352 else
2585 {
2586 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.");
2587 } 2354
2588 return 1; 2355 return 1;
2589 2356
2590 case EXIT: 2357 case EXIT:
2591 if (op->type != PLAYER) 2358 if (op->type != PLAYER)
2592 return 0; 2359 return 0;
2360
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 { 2362 {
2595 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));
2596 } 2364 }
2597 else 2365 else
2598 { 2366 {
2599 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2602 enter_exit (op, tmp); 2371 op->enter_exit (tmp);
2603 } 2372 }
2604 return 1; 2373 return 1;
2605 2374
2606 case SIGN: 2375 case SIGN:
2607 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2641 case POTION: 2410 case POTION:
2642 (void) apply_potion (op, tmp); 2411 (void) apply_potion (op, tmp);
2643 return 1; 2412 return 1;
2644 2413
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2416 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2651 return 1; 2418 return 1;
2652 2419
2653 case CONTAINER: 2420 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2658 return 1; 2422 return 1;
2659 2423
2660 case TREASURE: 2424 case TREASURE:
2661 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2662 { 2426 {
2663 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2664 return 1; 2428 return 1;
2665 } 2429 }
2666 else 2430 else
2667 {
2668 return 0; 2431 return 0;
2669 }
2670 2432
2671 case WEAPON: 2433 case WEAPON:
2672 case ARMOUR: 2434 case ARMOUR:
2673 case BOOTS: 2435 case BOOTS:
2674 case GLOVES: 2436 case GLOVES:
2701 case POISON: 2463 case POISON:
2702 apply_poison (op, tmp); 2464 apply_poison (op, tmp);
2703 return 1; 2465 return 1;
2704 2466
2705 case SAVEBED: 2467 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2468 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2469
2716 case ARMOUR_IMPROVER: 2470 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2471 if (op->type == PLAYER)
2718 { 2472 {
2719 apply_armour_improver (op, tmp); 2473 apply_armour_improver (op, tmp);
2720 return 1; 2474 return 1;
2721 } 2475 }
2722 else 2476 else
2723 {
2724 return 0; 2477 return 0;
2725 }
2726 2478
2727 case WEAPON_IMPROVER: 2479 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2480 (void) check_improve_weapon (op, tmp);
2729 return 1; 2481 return 1;
2730 2482
2748 } 2500 }
2749 2501
2750 case MENU: 2502 case MENU:
2751 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2752 { 2504 {
2753 shop_listing (op); 2505 shop_listing (tmp, op);
2754 return 1; 2506 return 1;
2755 } 2507 }
2756 else 2508 else
2757 { 2509 {
2758 return 0; 2510 return 0;
2836 */ 2588 */
2837 2589
2838void 2590void
2839player_apply_below (object *pl) 2591player_apply_below (object *pl)
2840{ 2592{
2841 object *tmp, *next;
2842 int floors; 2593 int floors = 0;
2843 2594
2844 /* 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
2845 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* 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
2850 * 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
2851 * 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
2852 * 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
2853 * not return a proper value. 2601 * not return a proper value.
2854 */ 2602 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2604 {
2857 next = tmp->below; 2605 next = tmp->below;
2606
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2608 floors++;
2860 else if (floors > 0) 2609 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2862 2611
2888 return RESULT_INT (0); 2637 return RESULT_INT (0);
2889 2638
2890 object *tmp2; 2639 object *tmp2;
2891 2640
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2641 CLEAR_FLAG (op, FLAG_APPLIED);
2642
2893 switch (op->type) 2643 switch (op->type)
2894 { 2644 {
2895 case WEAPON: 2645 case WEAPON:
2896 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));
2897 2647
2902 break; 2652 break;
2903 2653
2904 case SKILL: /* allows objects to impart skills */ 2654 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2655 case SKILL_TOOL:
2906 if (op != who->chosen_skill) 2656 if (op != who->chosen_skill)
2907 {
2908 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");
2909 } 2658
2910 if (who->type == PLAYER) 2659 if (who->type == PLAYER)
2911 { 2660 {
2912 if (who->contr->shoottype == range_skill) 2661 if (who->contr->ranged_ob == op)
2913 who->contr->shoottype = range_none; 2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2914 if (!op->invisible) 2667 if (!op->invisible)
2915 {
2916 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));
2917 }
2918 else 2669 else
2919 {
2920 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);
2921 } 2671 }
2922 } 2672
2923 (void) change_abil (who, op); 2673 change_abil (who, op);
2924 who->chosen_skill = NULL; 2674 who->chosen_skill = 0;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2676 break;
2927 2677
2928 case ARMOUR: 2678 case ARMOUR:
2929 case HELMET: 2679 case HELMET:
2955 if (who->type == PLAYER) 2705 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2957 2707
2958 op->destroy (); 2708 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2710 who->update_stats ();
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2712 {
2963 if (who->type == PLAYER) 2713 if (who->type == PLAYER)
2964 { 2714 {
2965 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!");
2968 } 2718 }
2969 if (who->type == PLAYER) 2719 if (who->type == PLAYER)
2970 esrv_send_item (who, tmp2); 2720 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2721 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2722 break;
2723
2973 case BOW: 2724 case BOW:
2974 case WAND: 2725 case WAND:
2975 case ROD: 2726 case ROD:
2976 case HORN: 2727 case HORN:
2977 clear_skill (who); 2728 clear_skill (who);
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER) 2729 if (who->type == PLAYER)
2980 { 2730 {
2981 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;
2982 } 2735 }
2983 else 2736 else
2984 { 2737 {
2985 if (op->type == BOW) 2738 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2740 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2742 }
2743
2990 break; 2744 break;
2991 2745
2992 case BUILDER: 2746 case BUILDER:
2747 if (who->type == PLAYER)
2748 {
2993 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));
2994 who->contr->shoottype = range_none; 2750
2995 who->contr->ranges[range_builder] = NULL; 2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2996 break; 2754 break;
2997 2755
2998 default: 2756 default:
2999 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));
3000 break; 2758 break;
3001 } 2759 }
3002 2760
3003 fix_player (who); 2761 who->update_stats ();
3004 2762
3005 if (!(aflags & AP_NO_MERGE)) 2763 if (!(aflags & AP_NO_MERGE))
3006 { 2764 {
3007 object *tmp; 2765 object *tmp;
3008 2766
3184 ws = tmp; 2942 ws = tmp;
3185 } 2943 }
3186 } 2944 }
3187 } 2945 }
3188 2946
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 { 2948 {
3192 if (op->body_info[i]) 2949 if (op->body_info[i])
3193 { 2950 {
3194 /* Item uses more slots than we have */ 2951 /* Item uses more slots than we have */
3273 * 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
3274 * all use the same location. 3031 * all use the same location.
3275 */ 3032 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3280
3281 3038
3282 if (who->type != PLAYER) 3039 if (who->type != PLAYER)
3283 { 3040 {
3284 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))
3285 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3292 } 3049 }
3050
3293 return retval; 3051 return retval;
3294} 3052}
3295
3296
3297 3053
3298/** 3054/**
3299 * 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.
3300 * 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,
3301 * 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
3374 } 3130 }
3375 else 3131 else
3376 { 3132 {
3377 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))
3378 { 3134 {
3379 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:");
3380 unapply_for_ob (who, op, AP_PRINT); 3136 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3137 return 1;
3382 } 3138 }
3383 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))
3384 { 3140 {
3386 if (i) 3142 if (i)
3387 return 1; 3143 return 1;
3388 } 3144 }
3389 } 3145 }
3390 } 3146 }
3147
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3149 {
3393 skop = find_skill_by_name (who, op->skill); 3150 skop = find_skill_by_name (who, op->skill);
3394 if (!skop) 3151 if (!skop)
3395 { 3152 {
3396 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);
3397 return 1; 3154 return 1;
3398 } 3155 }
3399 else 3156 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3157 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3158 * skill so that the dam and wc get updated
3403 */ 3159 */
3404 change_skill (who, skop, 0); 3160 change_skill (who, skop, 0);
3405 }
3406 } 3161 }
3407 3162
3408 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))
3409 { 3164 {
3410 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]");
3411 return 1; 3168 return 1;
3412 } 3169 }
3413 3170
3414 3171
3415 /* 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.
3416 * Note that we don't have the checks for can_use_... 3173 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3418 */ 3175 */
3419
3420 3176
3421 if (op->nrof > 1) 3177 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3178 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3179 else
3424 tmp = NULL; 3180 tmp = NULL;
3435 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!.");
3436 if (tmp != NULL) 3192 if (tmp != NULL)
3437 (void) insert_ob_in_ob (tmp, who); 3193 (void) insert_ob_in_ob (tmp, who);
3438 return 1; 3194 return 1;
3439 } 3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix
3198 // i.e. "R" can use Ragnarok's swors.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3200 {
3442 /* 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. */
3443 /* (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) */
3444 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
3445 if (tmp != NULL) 3205 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3206 insert_ob_in_ob (tmp, who);
3207
3447 return 1; 3208 return 1;
3448 } 3209 }
3210
3449 SET_FLAG (op, FLAG_APPLIED); 3211 SET_FLAG (op, FLAG_APPLIED);
3450 3212
3451 if (skop) 3213 if (skop)
3452 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3455 3218
3456 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));
3457 3220
3458 (void) change_abil (who, op); 3221 change_abil (who, op);
3459 break; 3222 break;
3460 3223
3461 case ARMOUR: 3224 case ARMOUR:
3462 case HELMET: 3225 case HELMET:
3463 case SHIELD: 3226 case SHIELD:
3468 case CLOAK: 3231 case CLOAK:
3469 case RING: 3232 case RING:
3470 case AMULET: 3233 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3472 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));
3473 (void) change_abil (who, op); 3236 change_abil (who, op);
3474 break; 3237 break;
3238
3475 case LAMP: 3239 case LAMP:
3476 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3477 { 3241 {
3478 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);
3479 return 1; 3243 return 1;
3480 } 3244 }
3245
3481 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);
3482 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3487 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3488 3255
3489 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3492 3259
3493 op->destroy (); 3260 op->destroy ();
3494 3261
3495 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3496 if (tmp != NULL) 3263 if (tmp)
3497 { 3264 {
3498 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3501 } 3268 }
3502 fix_player (who); 3269
3270 who->update_stats ();
3271
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 { 3273 {
3505 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3506 { 3275 {
3507 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!");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3278 }
3510 } 3279 }
3280
3511 if (who->type == PLAYER) 3281 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3282 esrv_send_item (who, tmp2);
3283
3513 return 0; 3284 return 0;
3514 break;
3515 3285
3516 /* this part is needed for skill-tools */ 3286 /* this part is needed for skill-tools */
3517 case SKILL: 3287 case SKILL:
3518 case SKILL_TOOL: 3288 case SKILL_TOOL:
3519 if (who->chosen_skill) 3289 if (who->chosen_skill)
3520 { 3290 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3522 return 1; 3292 return 1;
3523 } 3293 }
3294
3524 if (who->type == PLAYER) 3295 if (who->type == PLAYER)
3525 { 3296 {
3526 who->contr->shoottype = range_skill;
3527 who->contr->ranges[range_skill] = op; 3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299
3528 if (!op->invisible) 3300 if (!op->invisible)
3529 { 3301 {
3530 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));
3531 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);
3532 } 3304 }
3533 else 3305 else
3534 {
3535 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);
3536 } 3307 }
3537 } 3308
3538 SET_FLAG (op, FLAG_APPLIED); 3309 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3310 change_abil (who, op);
3540 who->chosen_skill = op; 3311 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3312 SET_FLAG (who, FLAG_READY_SKILL);
3542 break; 3313 break;
3543 3314
3544 case BOW: 3315 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3316 if (!check_weapon_power (who, op->last_eat))
3546 { 3317 {
3547 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.");
3548 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
3549 if (tmp != NULL) 3321 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3322 insert_ob_in_ob (tmp, who);
3323
3551 return 1; 3324 return 1;
3552 } 3325 }
3326
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3328 {
3555 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.");
3556 if (tmp != NULL) 3330 if (tmp != NULL)
3557 (void) insert_ob_in_ob (tmp, who); 3331 insert_ob_in_ob (tmp, who);
3332
3558 return 1; 3333 return 1;
3559 } 3334 }
3335
3560 /*FALLTHROUGH*/ case WAND: 3336 /*FALLTHROUGH*/
3337 case WAND:
3561 case ROD: 3338 case ROD:
3562 case HORN: 3339 case HORN:
3563 /* check for skill, alter player status */ 3340 /* check for skill, alter player status */
3564 SET_FLAG (op, FLAG_APPLIED); 3341 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop) 3342 if (skop)
3566 change_skill (who, skop, 0); 3343 change_skill (who, skop, 0);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3344
3569 if (who->type == PLAYER) 3345 if (who->type == PLAYER)
3570 { 3346 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348
3571 if (op->type == BOW) 3349 if (op->type == BOW)
3572 { 3350 {
3573 (void) change_abil (who, op); 3351 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who, 3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "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));
3576 who->contr->shoottype = range_bow;
3577 } 3354 }
3578 else 3355
3579 { 3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3580 who->contr->shoottype = range_misc; 3357 who->contr->ranged_ob = op;
3581 }
3582 } 3358 }
3583 else 3359 else
3584 { 3360 {
3585 if (op->type == BOW) 3361 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3362 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3363 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3364 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3365 }
3366
3590 break; 3367 break;
3591 3368
3592 case BUILDER: 3369 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3370 if (who->type == PLAYER)
3371 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3373 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3374
3596 who->contr->ranges[range_builder] = op;
3597 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 }
3598 break; 3380 break;
3599 3381
3600 default: 3382 default:
3601 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));
3602 } /* end of switch op->type */ 3384 } /* end of switch op->type */
3604 SET_FLAG (op, FLAG_APPLIED); 3386 SET_FLAG (op, FLAG_APPLIED);
3605 3387
3606 if (tmp != NULL) 3388 if (tmp != NULL)
3607 tmp = insert_ob_in_ob (tmp, who); 3389 tmp = insert_ob_in_ob (tmp, who);
3608 3390
3609 fix_player (who); 3391 who->update_stats ();
3610 3392
3611 /* We exclude spell casting objects. The fire code will set the 3393 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3394 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3395 * you don't know anything about them.
3614 */ 3396 */
3621 { 3403 {
3622 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!");
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3405 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3406 }
3625 } 3407 }
3408
3626 if (who->type == PLAYER) 3409 if (who->type == PLAYER)
3627 { 3410 {
3628 /* if multiple objects were applied, update both slots */ 3411 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3412 if (tmp)
3630 esrv_send_item (who, tmp); 3413 esrv_send_item (who, tmp);
3414
3631 esrv_send_item (who, op); 3415 esrv_send_item (who, op);
3632 } 3416 }
3417
3633 return 0; 3418 return 0;
3634} 3419}
3635
3636 3420
3637int 3421int
3638monster_apply_special (object *who, object *op, int aflags) 3422monster_apply_special (object *who, object *op, int aflags)
3639{ 3423{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3684 3468
3685 case TREASURE: 3469 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3471 return 0;
3688 3472
3689 while ((op->stats.hp--) > 0) 3473 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 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);
3692 3476
3693 /* 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,
3694 * 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
3711 } 3495 }
3712 return tmp ? 1 : 0; 3496 return tmp ? 1 : 0;
3713} 3497}
3714 3498
3715/** 3499/**
3716 * 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
3717 * when an original map is loaded) and performs special actions for 3501 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3502 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3503 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3504 */
3721void 3505void
3722fix_auto_apply (maptile *m) 3506maptile::fix_auto_apply ()
3723{ 3507{
3724 object *tmp, *above = NULL; 3508 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3509 return;
3729 3510
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3511 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3512 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3513 {
3734 above = tmp->above; 3514 object *above = tmp->above;
3735 3515
3736 if (tmp->inv) 3516 if (tmp->inv)
3737 { 3517 {
3738 object *invtmp, *invnext; 3518 object *invtmp, *invnext;
3739 3519
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3521 {
3742 invnext = invtmp->below; 3522 invnext = invtmp->below;
3743 3523
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3525 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3527 {
3748 while ((invtmp->stats.hp--) > 0) 3528 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3530
3751 invtmp->randomitems = NULL; 3531 invtmp->randomitems = NULL;
3752 } 3532 }
3753 else if (invtmp && invtmp->arch 3533 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3534 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3535 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3536 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3537 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3538 * treasure again for this object
3759 */ 3539 */
3760 invtmp->randomitems = NULL; 3540 invtmp->randomitems = NULL;
3761 } 3541 }
3762 } 3542 }
3763 /* This is really temporary - the code at the bottom will 3543 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3544 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3545 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3546 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3547 * MSW 2004-05-13
3768 * 3548 *
3769 * 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,
3770 * else you get two spells in the book ^_- 3550 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3551 * Ryo 2004-08-16
3772 */ 3552 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3553 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3554 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3555 tmp->randomitems = NULL;
3556
3786 } 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 }
3787 else if (tmp->type == TIMED_GATE) 3567 else if (tmp->type == TIMED_GATE)
3788 { 3568 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3569 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3570
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3571 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3572 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3573 }
3797 /* 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
3798 * 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
3799 * 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
3800 * 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.
3801 * 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
3802 * which say how many times to make the treasure. 3579 * which say how many times to make the treasure.
3803 */ 3580 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3581 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3582 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3584 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3586 tmp->randomitems = NULL;
3810 } 3587 }
3588 // close all containers
3589 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0;
3591
3592 tmp = above;
3811 } 3593 }
3812 3594
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3598 check_trigger (tmp, tmp->above);
3818} 3599}
3819 3600
3820/** 3601/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3602 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3603 * This used to call cast_change_attr(), but
3853 } 3634 }
3854 } 3635 }
3855 3636
3856 if (did_one) 3637 if (did_one)
3857 { 3638 {
3858 force->speed = 0.1; 3639 force->set_speed (0.1);
3859 update_ob_speed (force);
3860 /* bigger morsel of food = longer effect time */ 3640 /* bigger morsel of food = longer effect time */
3861 force->duration = food->stats.food / 5; 3641 force->duration = food->stats.food / 5;
3862 SET_FLAG (force, FLAG_APPLIED); 3642 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3643 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3644 insert_ob_in_ob (force, who);
3869 /* check for hp, sp change */ 3649 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3650 if (food->stats.hp != 0)
3871 { 3651 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3652 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3653 {
3874 strcpy (who->contr->killer, food->name); 3654 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3655 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3657 }
3878 else 3658 else
3879 { 3659 {
3898 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!");
3899 who->stats.sp += food->stats.sp; 3679 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3680 /* place limit on max sp from food? */
3901 } 3681 }
3902 } 3682 }
3903 fix_player (who); 3683 who->update_stats ();
3904} 3684}
3905
3906 3685
3907/** 3686/**
3908 * Designed primarily to light torches/lanterns/etc. 3687 * Designed primarily to light torches/lanterns/etc.
3909 * 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
3910 * the selected object to "burn". -b.t. 3689 * the selected object to "burn". -b.t.
3911 */ 3690 */
3912
3913void 3691void
3914apply_lighter (object *who, object *lighter) 3692apply_lighter (object *who, object *lighter)
3915{ 3693{
3916 object *item; 3694 object *item;
3917 int is_player_env = 0; 3695 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3696
3920 item = find_marked_object (who); 3697 item = find_marked_object (who);
3921 if (item) 3698 if (item)
3922 { 3699 {
3923 if (lighter->last_eat && lighter->stats.food) 3700 if (lighter->last_eat && lighter->stats.food)
3941 else if (lighter->last_eat) 3718 else if (lighter->last_eat)
3942 { /* no charges left in lighter */ 3719 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3720 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return; 3721 return;
3945 } 3722 }
3723
3946 /* 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?
3947 * 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
3948 * objects at once. 3726 * objects at once.
3949 */ 3727 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3728
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3729 if (who == item->in_player ())
3956 is_player_env = 1; 3730 is_player_env = 1;
3957 3731
3958 save_throw_object (item, AT_FIRE, who); 3732 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3733
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3734 if (item->destroyed ())
3963 { 3735 {
3964 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);
3965 /* Need to update the player so that the players glow radius 3737 /* Need to update the player so that the players glow radius
3966 * gets changed. 3738 * gets changed.
3967 */ 3739 */
3968 if (is_player_env) 3740 if (is_player_env)
3969 fix_player (who); 3741 who->update_stats ();
3970 } 3742 }
3971 else 3743 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 } 3745 }
3974 else /* nothing to light */ 3746 else /* nothing to light */

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