… | |
… | |
978 | else |
978 | else |
979 | { |
979 | { |
980 | if (converter->other_arch == NULL) |
980 | if (converter->other_arch == NULL) |
981 | { |
981 | { |
982 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
982 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
983 | &converter->name, converter->map->path, converter->x, converter->y); |
983 | &converter->name, &converter->map->path, converter->x, converter->y); |
984 | return -1; |
984 | return -1; |
985 | } |
985 | } |
986 | |
986 | |
987 | item = object_create_arch (converter->other_arch); |
987 | item = object_create_arch (converter->other_arch); |
988 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
988 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
… | |
… | |
995 | if (is_in_shop (converter)) |
995 | if (is_in_shop (converter)) |
996 | SET_FLAG (item, FLAG_UNPAID); |
996 | SET_FLAG (item, FLAG_UNPAID); |
997 | else if (price_in < item->nrof * item->value) |
997 | else if (price_in < item->nrof * item->value) |
998 | { |
998 | { |
999 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
999 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1000 | &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1000 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1001 | |
1001 | |
1002 | /** |
1002 | /** |
1003 | * elmex: we are going to let the game continue, as the mapcreator |
1003 | * elmex: we are going to let the game continue, as the mapcreator |
1004 | * propably had something in mind when doing this |
1004 | * propably had something in mind when doing this |
1005 | */ |
1005 | */ |
… | |
… | |
1679 | /* Basically, don't show exits leading to random maps the |
1679 | /* Basically, don't show exits leading to random maps the |
1680 | * players output. |
1680 | * players output. |
1681 | */ |
1681 | */ |
1682 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
1682 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
1683 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1683 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1684 | |
1684 | enter_exit (victim, trap); |
1685 | victim->enter_exit (trap); |
1685 | } |
1686 | } |
1686 | goto leave; |
1687 | goto leave; |
1687 | |
1688 | |
1688 | case ENCOUNTER: |
1689 | case ENCOUNTER: |
1689 | /* may be some leftovers on this */ |
1690 | /* may be some leftovers on this */ |
… | |
… | |
2410 | handle_apply_yield (tmp); |
2411 | handle_apply_yield (tmp); |
2411 | decrease_ob (tmp); |
2412 | decrease_ob (tmp); |
2412 | } |
2413 | } |
2413 | |
2414 | |
2414 | /** |
2415 | /** |
2415 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2416 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2416 | * A valid 2 way exit means: |
2417 | * A valid 2 way exit means: |
2417 | * -You can come back (there is another exit at the other side) |
2418 | * -You can come back (there is another exit at the other side) |
2418 | * -You are |
2419 | * -You are |
2419 | * ° the owner of the exit |
2420 | * ° the owner of the exit |
2420 | * ° or in the same party as the owner |
2421 | * ° or in the same party as the owner |
… | |
… | |
2424 | * survive in the swapping (in fact the whole exit doesn't survive). |
2425 | * survive in the swapping (in fact the whole exit doesn't survive). |
2425 | */ |
2426 | */ |
2426 | int |
2427 | int |
2427 | is_legal_2ways_exit (object *op, object *exit) |
2428 | is_legal_2ways_exit (object *op, object *exit) |
2428 | { |
2429 | { |
|
|
2430 | if (exit->stats.exp != 1) |
|
|
2431 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2432 | |
|
|
2433 | #if 0 //TODO |
|
|
2434 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2435 | return 0; /* This is a reset town portal */ |
|
|
2436 | #endif |
|
|
2437 | |
|
|
2438 | maptile *exitmap = exit->map->find_map (EXIT_PATH (exit)); |
|
|
2439 | |
2429 | object *tmp; |
2440 | object *tmp; |
2430 | object *exit_owner; |
2441 | object *exit_owner; |
2431 | maptile *exitmap; |
|
|
2432 | |
|
|
2433 | if (exit->stats.exp != 1) |
|
|
2434 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2435 | |
|
|
2436 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2437 | return 0; /* This is a reset town portal */ |
|
|
2438 | |
|
|
2439 | /* To know if an exit has a correspondant, we look at |
|
|
2440 | * all the exits in destination and try to find one with same path as |
|
|
2441 | * the current exit's position */ |
|
|
2442 | if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
|
|
2443 | exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2444 | else |
|
|
2445 | exitmap = ready_map_name (EXIT_PATH (exit), 0); |
|
|
2446 | |
2442 | |
2447 | if (exitmap) |
2443 | if (exitmap) |
2448 | { |
2444 | { |
2449 | tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
2445 | tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
2450 | |
2446 | |
… | |
… | |
2576 | else |
2572 | else |
2577 | { |
2573 | { |
2578 | /* Don't display messages for random maps. */ |
2574 | /* Don't display messages for random maps. */ |
2579 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
2575 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
2580 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2576 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2581 | enter_exit (op, tmp); |
2577 | op->enter_exit (tmp); |
2582 | } |
2578 | } |
2583 | return 1; |
2579 | return 1; |
2584 | |
2580 | |
2585 | case SIGN: |
2581 | case SIGN: |
2586 | apply_sign (op, tmp, 0); |
2582 | apply_sign (op, tmp, 0); |
… | |
… | |
3343 | } |
3339 | } |
3344 | else |
3340 | else |
3345 | { |
3341 | { |
3346 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3342 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3347 | { |
3343 | { |
3348 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3344 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); |
3349 | unapply_for_ob (who, op, AP_PRINT); |
3345 | unapply_for_ob (who, op, AP_PRINT); |
3350 | return 1; |
3346 | return 1; |
3351 | } |
3347 | } |
3352 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3348 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3353 | { |
3349 | { |
… | |
… | |
3355 | if (i) |
3351 | if (i) |
3356 | return 1; |
3352 | return 1; |
3357 | } |
3353 | } |
3358 | } |
3354 | } |
3359 | } |
3355 | } |
|
|
3356 | |
3360 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3357 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3361 | { |
3358 | { |
3362 | skop = find_skill_by_name (who, op->skill); |
3359 | skop = find_skill_by_name (who, op->skill); |
3363 | if (!skop) |
3360 | if (!skop) |
3364 | { |
3361 | { |
… | |
… | |
3686 | * when an original map is loaded) and performs special actions for |
3683 | * when an original map is loaded) and performs special actions for |
3687 | * certain objects (most initialization of chests and creation of |
3684 | * certain objects (most initialization of chests and creation of |
3688 | * treasures and stuff). Calls auto_apply if appropriate. |
3685 | * treasures and stuff). Calls auto_apply if appropriate. |
3689 | */ |
3686 | */ |
3690 | void |
3687 | void |
3691 | fix_auto_apply (maptile *m) |
3688 | maptile::fix_auto_apply () |
3692 | { |
3689 | { |
3693 | object *tmp, *above = NULL; |
3690 | if (!spaces) |
3694 | int x, y; |
|
|
3695 | |
|
|
3696 | if (m == NULL) |
|
|
3697 | return; |
3691 | return; |
3698 | |
3692 | |
3699 | for (x = 0; x < m->width; x++) |
3693 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3700 | for (y = 0; y < m->height; y++) |
3694 | for (object *tmp = ms->bot; tmp; ) |
3701 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) |
|
|
3702 | { |
3695 | { |
3703 | above = tmp->above; |
3696 | object *above = tmp->above; |
3704 | |
3697 | |
3705 | if (tmp->inv) |
3698 | if (tmp->inv) |
3706 | { |
3699 | { |
3707 | object *invtmp, *invnext; |
3700 | object *invtmp, *invnext; |
3708 | |
3701 | |
3709 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3702 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3710 | { |
3703 | { |
3711 | invnext = invtmp->below; |
3704 | invnext = invtmp->below; |
3712 | |
3705 | |
3713 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3706 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3714 | auto_apply (invtmp); |
3707 | auto_apply (invtmp); |
3715 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3708 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3716 | { |
3709 | { |
3717 | while ((invtmp->stats.hp--) > 0) |
3710 | while ((invtmp->stats.hp--) > 0) |
3718 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3711 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3719 | |
3712 | |
3720 | invtmp->randomitems = NULL; |
3713 | invtmp->randomitems = NULL; |
3721 | } |
3714 | } |
3722 | else if (invtmp && invtmp->arch |
3715 | else if (invtmp && invtmp->arch |
3723 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3716 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3724 | { |
3717 | { |
3725 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3718 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3726 | /* Need to clear this so that we never try to create |
3719 | /* Need to clear this so that we never try to create |
3727 | * treasure again for this object |
3720 | * treasure again for this object |
3728 | */ |
3721 | */ |
3729 | invtmp->randomitems = NULL; |
3722 | invtmp->randomitems = NULL; |
3730 | } |
3723 | } |
3731 | } |
3724 | } |
3732 | /* This is really temporary - the code at the bottom will |
3725 | /* This is really temporary - the code at the bottom will |
3733 | * also set randomitems to null. The problem is there are bunches |
3726 | * also set randomitems to null. The problem is there are bunches |
3734 | * of maps/players already out there with items that have spells |
3727 | * of maps/players already out there with items that have spells |
3735 | * which haven't had the randomitems set to null yet. |
3728 | * which haven't had the randomitems set to null yet. |
3736 | * MSW 2004-05-13 |
3729 | * MSW 2004-05-13 |
3737 | * |
3730 | * |
3738 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3731 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3739 | * else you get two spells in the book ^_- |
3732 | * else you get two spells in the book ^_- |
3740 | * Ryo 2004-08-16 |
3733 | * Ryo 2004-08-16 |
3741 | */ |
3734 | */ |
3742 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3735 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3743 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3736 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3744 | tmp->randomitems = NULL; |
|
|
3745 | |
|
|
3746 | } |
|
|
3747 | |
|
|
3748 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3749 | auto_apply (tmp); |
|
|
3750 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3751 | { |
|
|
3752 | while ((tmp->stats.hp--) > 0) |
|
|
3753 | create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
|
|
3754 | tmp->randomitems = NULL; |
3737 | tmp->randomitems = NULL; |
|
|
3738 | |
3755 | } |
3739 | } |
|
|
3740 | |
|
|
3741 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3742 | auto_apply (tmp); |
|
|
3743 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3744 | { |
|
|
3745 | while ((tmp->stats.hp--) > 0) |
|
|
3746 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3747 | tmp->randomitems = NULL; |
|
|
3748 | } |
3756 | else if (tmp->type == TIMED_GATE) |
3749 | else if (tmp->type == TIMED_GATE) |
3757 | { |
3750 | { |
3758 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3751 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3759 | |
3752 | |
3760 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3753 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3761 | tmp->set_speed (0); |
3754 | tmp->set_speed (0); |
3762 | } |
3755 | } |
3763 | /* This function can be called everytime a map is loaded, even when |
3756 | /* This function can be called everytime a map is loaded, even when |
3764 | * swapping back in. As such, we don't want to create the treasure |
3757 | * swapping back in. As such, we don't want to create the treasure |
3765 | * over and ove again, so after we generate the treasure, blank out |
3758 | * over and ove again, so after we generate the treasure, blank out |
3766 | * randomitems so if it is swapped in again, it won't make anything. |
3759 | * randomitems so if it is swapped in again, it won't make anything. |
3767 | * This is a problem for the above objects, because they have counters |
3760 | * This is a problem for the above objects, because they have counters |
3768 | * which say how many times to make the treasure. |
3761 | * which say how many times to make the treasure. |
3769 | */ |
3762 | */ |
3770 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3763 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3771 | && tmp->type != TREASURE && tmp->type != SPELL |
3764 | && tmp->type != TREASURE && tmp->type != SPELL |
3772 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3765 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3773 | { |
3766 | { |
3774 | create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
3767 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3775 | tmp->randomitems = NULL; |
3768 | tmp->randomitems = NULL; |
3776 | } |
3769 | } |
|
|
3770 | |
|
|
3771 | tmp = above; |
3777 | } |
3772 | } |
3778 | |
3773 | |
3779 | for (x = 0; x < m->width; x++) |
3774 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3780 | for (y = 0; y < m->height; y++) |
3775 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3781 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
3782 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3776 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3783 | check_trigger (tmp, tmp->above); |
3777 | check_trigger (tmp, tmp->above); |
3784 | } |
3778 | } |
3785 | |
3779 | |
3786 | /** |
3780 | /** |
3787 | * Handles player eating food that temporarily changes status (resistances, stats). |
3781 | * Handles player eating food that temporarily changes status (resistances, stats). |
3788 | * This used to call cast_change_attr(), but |
3782 | * This used to call cast_change_attr(), but |