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> |
… | |
… | |
64 | { |
65 | { |
65 | arch_flag = 1; |
66 | arch_flag = 1; |
66 | name_flag = 1; |
67 | name_flag = 1; |
67 | race_flag = 1; |
68 | race_flag = 1; |
68 | } |
69 | } |
|
|
70 | |
69 | /* 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, |
70 | * name or race that matches. |
72 | * name or race that matches. |
71 | */ |
73 | */ |
72 | if ((op->race) && |
74 | if ((op->race) && |
73 | ((!(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)) && |
74 | ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && |
76 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
75 | ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) |
77 | ((!(victim->race && race_flag) || op->race != victim->race))) |
76 | { |
|
|
77 | return 1; |
78 | return 1; |
78 | } |
79 | |
79 | /* If the director has slaying set, only affect objects where none |
80 | /* If the director has slaying set, only affect objects where none |
80 | * of arch, name, or race match. |
81 | * of arch, name, or race match. |
81 | */ |
82 | */ |
82 | 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))) || |
83 | ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || |
84 | ((victim->name && name_flag && op->slaying == victim->name)) || |
84 | ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) |
85 | ((victim->race && race_flag && op->slaying == victim->race))) |
85 | { |
|
|
86 | return 1; |
86 | return 1; |
87 | } |
87 | |
88 | return 0; |
88 | return 0; |
89 | } |
89 | } |
90 | |
90 | |
91 | /** |
91 | /** |
92 | * 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. |
… | |
… | |
421 | int count = 0; |
421 | int count = 0; |
422 | |
422 | |
423 | |
423 | |
424 | if (item == NULL) |
424 | if (item == NULL) |
425 | return 0; |
425 | return 0; |
|
|
426 | |
426 | op = op->below; |
427 | op = op->below; |
427 | while (op != NULL) |
428 | while (op != NULL) |
428 | { |
429 | { |
429 | if (strcmp (op->arch->name, item) == 0) |
430 | if (strcmp (op->arch->name, item) == 0) |
430 | { |
431 | { |
… | |
… | |
435 | count++; |
436 | count++; |
436 | else |
437 | else |
437 | count += op->nrof; |
438 | count += op->nrof; |
438 | } |
439 | } |
439 | } |
440 | } |
|
|
441 | |
440 | op = op->below; |
442 | op = op->below; |
441 | } |
443 | } |
|
|
444 | |
442 | return count; |
445 | return count; |
443 | } |
446 | } |
444 | |
447 | |
445 | /** |
448 | /** |
446 | * This removes 'nrof' of what item->slaying says to remove. |
449 | * This removes 'nrof' of what item->slaying says to remove. |
… | |
… | |
978 | else |
981 | else |
979 | { |
982 | { |
980 | if (converter->other_arch == NULL) |
983 | if (converter->other_arch == NULL) |
981 | { |
984 | { |
982 | 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", |
983 | &converter->name, converter->map->path, converter->x, converter->y); |
986 | &converter->name, &converter->map->path, converter->x, converter->y); |
984 | return -1; |
987 | return -1; |
985 | } |
988 | } |
986 | |
989 | |
987 | item = object_create_arch (converter->other_arch); |
990 | item = object_create_arch (converter->other_arch); |
988 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
991 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
… | |
… | |
995 | if (is_in_shop (converter)) |
998 | if (is_in_shop (converter)) |
996 | SET_FLAG (item, FLAG_UNPAID); |
999 | SET_FLAG (item, FLAG_UNPAID); |
997 | else if (price_in < item->nrof * item->value) |
1000 | else if (price_in < item->nrof * item->value) |
998 | { |
1001 | { |
999 | 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", |
1000 | &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); |
1001 | |
1004 | |
1002 | /** |
1005 | /** |
1003 | * 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 |
1004 | * propably had something in mind when doing this |
1007 | * propably had something in mind when doing this |
1005 | */ |
1008 | */ |
… | |
… | |
1012 | * Handle apply on containers. |
1015 | * Handle apply on containers. |
1013 | * By Eneq(@csd.uu.se). |
1016 | * By Eneq(@csd.uu.se). |
1014 | * 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] |
1015 | * added the alchemical cauldron to the code -b.t. |
1018 | * added the alchemical cauldron to the code -b.t. |
1016 | */ |
1019 | */ |
1017 | |
|
|
1018 | int |
1020 | int |
1019 | apply_container (object *op, object *sack) |
1021 | apply_container (object *op, object *sack) |
1020 | { |
1022 | { |
1021 | char buf[MAX_BUF]; |
1023 | if (op->type != PLAYER || !op->contr->ns) |
1022 | object *tmp; |
|
|
1023 | |
|
|
1024 | if (op->type != PLAYER) |
|
|
1025 | return 0; /* This might change */ |
1024 | return 0; /* This might change */ |
1026 | |
1025 | |
1027 | if (sack == NULL || sack->type != CONTAINER) |
1026 | if (!sack || sack->type != CONTAINER) |
1028 | { |
1027 | { |
1029 | 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]"); |
1030 | return 0; |
1029 | return 0; |
1031 | } |
1030 | } |
1032 | |
1031 | |
1033 | op->contr->last_used = 0; |
1032 | op->contr->last_used = 0; |
1034 | |
1033 | |
1035 | 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; |
1036 | { |
1038 | } |
1037 | 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) |
1038 | { |
1044 | { |
1039 | new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); |
1045 | // open on ground or inv, so close |
|
|
1046 | op->close_container (); |
1040 | return 1; |
1047 | return 1; |
1041 | } |
1048 | } |
1042 | |
1049 | else if (!sack->env) |
1043 | /* It's on the ground, the problems begin */ |
|
|
1044 | if (op->container != sack) |
|
|
1045 | { |
|
|
1046 | /* it's closed OR some player has opened it */ |
|
|
1047 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1048 | { |
1050 | { |
1049 | 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 |
1050 | if (tmp) |
|
|
1051 | { |
|
|
1052 | /* some other player have opened it */ |
|
|
1053 | 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)); |
1054 | return 1; |
1053 | return 1; |
1055 | } |
|
|
1056 | } |
|
|
1057 | } |
|
|
1058 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1059 | { |
1054 | } |
1060 | if (op->container == NULL) |
|
|
1061 | { |
|
|
1062 | tmp = arch_to_object (sack->other_arch); |
|
|
1063 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1064 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1065 | tmp->x = tmp->y = 0; |
|
|
1066 | tmp->map = NULL; |
|
|
1067 | tmp->env = sack; |
|
|
1068 | if (sack->inv) |
|
|
1069 | sack->inv->above = tmp; |
|
|
1070 | tmp->below = sack->inv; |
|
|
1071 | tmp->above = NULL; |
|
|
1072 | sack->inv = tmp; |
|
|
1073 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1074 | } |
|
|
1075 | else |
|
|
1076 | { |
|
|
1077 | sack->move_off = 0; |
|
|
1078 | tmp = sack->inv; |
|
|
1079 | |
1055 | |
1080 | if (tmp && tmp->type == CLOSE_CON) |
1056 | // fall through to opening it (active in inv) |
1081 | tmp->destroy (); |
|
|
1082 | } |
|
|
1083 | } |
|
|
1084 | } |
|
|
1085 | |
|
|
1086 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1087 | { |
1057 | } |
|
|
1058 | else if (sack->env) |
|
|
1059 | { |
|
|
1060 | // it is in our env, so activate it, do not open yet |
1088 | if (op->container) |
1061 | op->close_container (); |
1089 | { |
1062 | sack->flag [FLAG_APPLIED] = 1; |
1090 | if (op->container != sack) |
1063 | esrv_update_item (UPD_FLAGS, op, sack); |
1091 | { |
1064 | new_draw_info_format (NDI_UNIQUE, 0, this, "You ready %s.", query_name (sack)); |
1092 | tmp = op->container; |
1065 | return 1; |
1093 | apply_container (op, tmp); |
1066 | } |
1094 | sprintf (buf, "You close %s and open ", query_name (tmp)); |
1067 | |
1095 | op->container = sack; |
1068 | // it's locked? |
1096 | strcat (buf, query_name (sack)); |
1069 | if (sack->slaying) |
1097 | strcat (buf, "."); |
1070 | { |
1098 | } |
1071 | if (object *tmp = find_key (op, op, sack)) |
1099 | else |
1072 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
1100 | { |
|
|
1101 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1102 | op->container = NULL; |
|
|
1103 | sprintf (buf, "You close %s.", query_name (sack)); |
|
|
1104 | } |
|
|
1105 | } |
|
|
1106 | else |
1073 | else |
1107 | { |
1074 | { |
1108 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1109 | sprintf (buf, "You open %s.", query_name (sack)); |
|
|
1110 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1111 | op->container = sack; |
|
|
1112 | } |
|
|
1113 | } |
|
|
1114 | else |
|
|
1115 | { /* not applied */ |
|
|
1116 | if (sack->slaying) |
|
|
1117 | { /* it's locked */ |
|
|
1118 | tmp = find_key (op, op, sack); |
|
|
1119 | if (tmp) |
|
|
1120 | { |
|
|
1121 | sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1122 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1123 | |
|
|
1124 | if (sack->env == NULL) |
|
|
1125 | { /* if it's on ground,open it also */ |
|
|
1126 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1127 | apply_container (op, sack); |
|
|
1128 | return 1; |
|
|
1129 | } |
|
|
1130 | } |
|
|
1131 | else |
|
|
1132 | 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)); |
1133 | } |
|
|
1134 | else |
|
|
1135 | { |
|
|
1136 | sprintf (buf, "You readied %s.", query_name (sack)); |
|
|
1137 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1138 | |
|
|
1139 | if (sack->env == NULL) |
|
|
1140 | { /* if it's on ground,open it also */ |
|
|
1141 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1142 | apply_container (op, sack); |
|
|
1143 | return 1; |
1076 | return 1; |
1144 | } |
1077 | } |
1145 | } |
|
|
1146 | } |
1078 | } |
1147 | |
1079 | |
1148 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
1080 | op->open_container (sack); |
1149 | |
|
|
1150 | if (op->contr) |
|
|
1151 | op->contr->ns->floorbox_update (); |
|
|
1152 | |
1081 | |
1153 | return 1; |
1082 | return 1; |
1154 | } |
1083 | } |
1155 | |
|
|
1156 | /** |
|
|
1157 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1158 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1159 | * |
|
|
1160 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1161 | * This version is for client/server mode. |
|
|
1162 | * op is the player, sack is the container the player is opening or closing. |
|
|
1163 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1164 | * |
|
|
1165 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1166 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1167 | * (applied flag set, and op->container points to the open container) |
|
|
1168 | */ |
|
|
1169 | |
|
|
1170 | int |
|
|
1171 | esrv_apply_container (object *op, object *sack) |
|
|
1172 | { |
|
|
1173 | object *tmp = op->container; |
|
|
1174 | |
|
|
1175 | if (op->type != PLAYER) |
|
|
1176 | return 0; /* This might change */ |
|
|
1177 | |
|
|
1178 | if (sack == NULL || sack->type != CONTAINER) |
|
|
1179 | { |
|
|
1180 | LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
|
|
1181 | return 0; |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1185 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1186 | * openening the new container. |
|
|
1187 | */ |
|
|
1188 | |
|
|
1189 | if (op->container && QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1190 | { |
|
|
1191 | if (op->container->env != op) |
|
|
1192 | { /* if container is on the ground */ |
|
|
1193 | op->container->move_off = 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
|
|
1197 | return 1; |
|
|
1198 | |
|
|
1199 | new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container)); |
|
|
1200 | CLEAR_FLAG (op->container, FLAG_APPLIED); |
|
|
1201 | op->container = NULL; |
|
|
1202 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1203 | if (tmp == sack) |
|
|
1204 | return 1; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | |
|
|
1208 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1209 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1210 | */ |
|
|
1211 | |
|
|
1212 | if (sack->slaying) |
|
|
1213 | { /* it's locked */ |
|
|
1214 | tmp = find_key (op, op, sack); |
|
|
1215 | if (tmp) |
|
|
1216 | { |
|
|
1217 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1218 | } |
|
|
1219 | else |
|
|
1220 | { |
|
|
1221 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
|
|
1222 | return 0; |
|
|
1223 | } |
|
|
1224 | } |
|
|
1225 | |
|
|
1226 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1227 | * if this is a locked container, the player they key to open it. |
|
|
1228 | */ |
|
|
1229 | |
|
|
1230 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1231 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1232 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1233 | */ |
|
|
1234 | |
|
|
1235 | |
|
|
1236 | if (sack->env != op) |
|
|
1237 | { |
|
|
1238 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1239 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1240 | * try to do it, so lets handle it gracefully. |
|
|
1241 | */ |
|
|
1242 | if (sack->env) |
|
|
1243 | { |
|
|
1244 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack)); |
|
|
1245 | return 0; |
|
|
1246 | } |
|
|
1247 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1248 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1249 | |
|
|
1250 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1251 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1252 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1253 | op->container = sack; |
|
|
1254 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1255 | esrv_send_inventory (op, sack); |
|
|
1256 | |
|
|
1257 | } |
|
|
1258 | else |
|
|
1259 | { /* sack is in players inventory */ |
|
|
1260 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1261 | { /* readied sack becoming open */ |
|
|
1262 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1263 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1264 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1265 | op->container = sack; |
|
|
1266 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1267 | esrv_send_inventory (op, sack); |
|
|
1268 | } |
|
|
1269 | else |
|
|
1270 | { |
|
|
1271 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1272 | new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack)); |
|
|
1273 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1274 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1275 | } |
|
|
1276 | } |
|
|
1277 | return 1; |
|
|
1278 | } |
|
|
1279 | |
|
|
1280 | |
1084 | |
1281 | /** |
1085 | /** |
1282 | * Handles dropping things on altar. |
1086 | * Handles dropping things on altar. |
1283 | * Returns true if sacrifice was accepted. |
1087 | * Returns true if sacrifice was accepted. |
1284 | */ |
1088 | */ |
… | |
… | |
1627 | |
1431 | |
1628 | |
1432 | |
1629 | case CONVERTER: |
1433 | case CONVERTER: |
1630 | if (convert_item (victim, trap) < 0) |
1434 | if (convert_item (victim, trap) < 0) |
1631 | { |
1435 | { |
1632 | object *op; |
|
|
1633 | |
|
|
1634 | 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)); |
1635 | |
1437 | get_archetype ("burnout")->insert_at (trap, trap); |
1636 | op = get_archetype ("burnout"); |
|
|
1637 | if (op != NULL) |
|
|
1638 | { |
|
|
1639 | op->x = trap->x; |
|
|
1640 | op->y = trap->y; |
|
|
1641 | insert_ob_in_map (op, trap->map, trap, 0); |
|
|
1642 | } |
1438 | } |
1643 | } |
1439 | |
1644 | goto leave; |
1440 | goto leave; |
1645 | |
1441 | |
1646 | case TRIGGER_BUTTON: |
1442 | case TRIGGER_BUTTON: |
1647 | case TRIGGER_PEDESTAL: |
1443 | case TRIGGER_PEDESTAL: |
1648 | case TRIGGER_ALTAR: |
1444 | case TRIGGER_ALTAR: |
… | |
… | |
1677 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1473 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1678 | { |
1474 | { |
1679 | /* Basically, don't show exits leading to random maps the |
1475 | /* Basically, don't show exits leading to random maps the |
1680 | * players output. |
1476 | * players output. |
1681 | */ |
1477 | */ |
1682 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
1478 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
1683 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1479 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1480 | |
1684 | enter_exit (victim, trap); |
1481 | victim->enter_exit (trap); |
1685 | } |
1482 | } |
1686 | goto leave; |
1483 | goto leave; |
1687 | |
1484 | |
1688 | case ENCOUNTER: |
1485 | case ENCOUNTER: |
1689 | /* may be some leftovers on this */ |
1486 | /* may be some leftovers on this */ |
… | |
… | |
1704 | |
1501 | |
1705 | apply_sign (victim, trap, 1); |
1502 | apply_sign (victim, trap, 1); |
1706 | goto leave; |
1503 | goto leave; |
1707 | |
1504 | |
1708 | case CONTAINER: |
1505 | case CONTAINER: |
1709 | if (victim->type == PLAYER) |
|
|
1710 | (void) esrv_apply_container (victim, trap); |
|
|
1711 | else |
|
|
1712 | (void) apply_container (victim, trap); |
1506 | apply_container (victim, trap); |
1713 | goto leave; |
1507 | goto leave; |
1714 | |
1508 | |
1715 | case RUNE: |
1509 | case RUNE: |
1716 | case TRAP: |
1510 | case TRAP: |
1717 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1511 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
… | |
… | |
2225 | if (meal->type != FLESH || !is_dragon_pl (op)) |
2019 | if (meal->type != FLESH || !is_dragon_pl (op)) |
2226 | return 0; |
2020 | return 0; |
2227 | |
2021 | |
2228 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2022 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2229 | from the player's inventory */ |
2023 | from the player's inventory */ |
|
|
2024 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
2025 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
2026 | |
2230 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2027 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2231 | { |
|
|
2232 | if (tmp->type == FORCE) |
2028 | if (tmp->type == FORCE) |
2233 | { |
|
|
2234 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
2029 | if (tmp->arch->name == dragon_skin_force) |
2235 | skin = tmp; |
2030 | skin = tmp; |
2236 | else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
2031 | else if (tmp->arch->name == dragon_ability_force) |
2237 | abil = tmp; |
2032 | abil = tmp; |
2238 | } |
|
|
2239 | } |
|
|
2240 | |
2033 | |
2241 | /* if either skin or ability are missing, this is an old player |
2034 | /* if either skin or ability are missing, this is an old player |
2242 | which is not to be considered a dragon -> bail out */ |
2035 | which is not to be considered a dragon -> bail out */ |
2243 | if (skin == NULL || abil == NULL) |
2036 | if (skin == NULL || abil == NULL) |
2244 | return 0; |
2037 | return 0; |
… | |
… | |
2285 | /* doubled chance for resistance of ability-focus */ |
2078 | /* doubled chance for resistance of ability-focus */ |
2286 | if (i == abil->stats.exp) |
2079 | if (i == abil->stats.exp) |
2287 | chance = MIN (100., chance * 2.); |
2080 | chance = MIN (100., chance * 2.); |
2288 | |
2081 | |
2289 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2082 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2290 | if (RANDOM () % 10000 < (int) (chance * 100)) |
2083 | if (rndm (10000) < (int) (chance * 100)) |
2291 | { |
2084 | { |
2292 | atnr_winner[winners] = i; |
2085 | atnr_winner[winners] = i; |
2293 | winners++; |
2086 | winners++; |
2294 | } |
2087 | } |
2295 | |
2088 | |
… | |
… | |
2410 | handle_apply_yield (tmp); |
2203 | handle_apply_yield (tmp); |
2411 | decrease_ob (tmp); |
2204 | decrease_ob (tmp); |
2412 | } |
2205 | } |
2413 | |
2206 | |
2414 | /** |
2207 | /** |
2415 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2208 | * 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: |
2209 | * A valid 2 way exit means: |
2417 | * -You can come back (there is another exit at the other side) |
2210 | * -You can come back (there is another exit at the other side) |
2418 | * -You are |
2211 | * -You are |
2419 | * ° the owner of the exit |
2212 | * ° the owner of the exit |
2420 | * ° or in the same party as the owner |
2213 | * ° or in the same party as the owner |
… | |
… | |
2424 | * survive in the swapping (in fact the whole exit doesn't survive). |
2217 | * survive in the swapping (in fact the whole exit doesn't survive). |
2425 | */ |
2218 | */ |
2426 | int |
2219 | int |
2427 | is_legal_2ways_exit (object *op, object *exit) |
2220 | is_legal_2ways_exit (object *op, object *exit) |
2428 | { |
2221 | { |
2429 | object *tmp; |
|
|
2430 | object *exit_owner; |
|
|
2431 | player *pp; |
|
|
2432 | maptile *exitmap; |
|
|
2433 | |
|
|
2434 | if (exit->stats.exp != 1) |
2222 | if (exit->stats.exp != 1) |
2435 | return 1; /*This is not a 2 way, so it is legal */ |
2223 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2224 | |
|
|
2225 | #if 0 //TODO |
2436 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2226 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2437 | return 0; /* This is a reset town portal */ |
2227 | return 0; /* This is a reset town portal */ |
2438 | /* To know if an exit has a correspondant, we look at |
2228 | #endif |
2439 | * all the exits in destination and try to find one with same path as |
2229 | |
2440 | * the current exit's position */ |
2230 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
2441 | if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
2231 | |
2442 | exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2443 | else |
|
|
2444 | exitmap = ready_map_name (EXIT_PATH (exit), 0); |
|
|
2445 | if (exitmap) |
2232 | if (exitmap) |
2446 | { |
2233 | { |
|
|
2234 | exitmap->load_sync (); |
|
|
2235 | |
2447 | tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
2236 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2237 | |
2448 | if (!tmp) |
2238 | if (!tmp) |
2449 | return 0; |
2239 | return 0; |
2450 | for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) |
2240 | |
|
|
2241 | for (; tmp; tmp = tmp->above) |
2451 | { |
2242 | { |
2452 | if (tmp->type != EXIT) |
2243 | if (tmp->type != EXIT) |
2453 | continue; /*Not an exit */ |
2244 | continue; /*Not an exit */ |
|
|
2245 | |
2454 | if (!EXIT_PATH (tmp)) |
2246 | if (!EXIT_PATH (tmp)) |
2455 | continue; /*Not a valid exit */ |
2247 | continue; /*Not a valid exit */ |
|
|
2248 | |
2456 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2249 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2457 | continue; /*Not in the same place */ |
2250 | continue; /*Not in the same place */ |
|
|
2251 | |
2458 | if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) |
2252 | if (exit->map->path != EXIT_PATH (tmp)) |
2459 | continue; /*Not in the same map */ |
2253 | continue; /*Not in the same map */ |
2460 | |
2254 | |
2461 | /* From here we have found the exit is valid. However we do |
2255 | /* From here we have found the exit is valid. However we do |
2462 | * here the check of the exit owner. It is important for the |
2256 | * here the check of the exit owner. It is important for the |
2463 | * town portals to prevent strangers from visiting your appartments |
2257 | * town portals to prevent strangers from visiting your appartments |
2464 | */ |
2258 | */ |
2465 | if (!exit->race) |
2259 | if (!exit->race) |
2466 | return 1; /*No owner, free for all! */ |
2260 | return 1; /*No owner, free for all! */ |
|
|
2261 | |
2467 | exit_owner = NULL; |
2262 | object *exit_owner = 0; |
2468 | for (pp = first_player; pp; pp = pp->next) |
2263 | |
|
|
2264 | for_all_players (pp) |
2469 | { |
2265 | { |
2470 | if (!pp->ob) |
2266 | if (!pp->ob) |
2471 | continue; |
2267 | continue; |
|
|
2268 | |
2472 | if (pp->ob->name != exit->race) |
2269 | if (pp->ob->name != exit->race) |
2473 | continue; |
2270 | continue; |
|
|
2271 | |
2474 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2272 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2475 | break; |
2273 | break; |
2476 | } |
2274 | } |
|
|
2275 | |
2477 | if (!exit_owner) |
2276 | if (!exit_owner) |
2478 | return 0; /* No more owner */ |
2277 | return 0; /* No more owner */ |
|
|
2278 | |
2479 | if (exit_owner->contr == op->contr) |
2279 | if (exit_owner->contr == op->contr) |
2480 | return 1; /*It is your exit */ |
2280 | return 1; /*It is your exit */ |
|
|
2281 | |
2481 | if (exit_owner && /*There is a owner */ |
2282 | if (exit_owner && /*There is a owner */ |
2482 | (op->contr) && /*A player tries to pass */ |
2283 | (op->contr) && /*A player tries to pass */ |
2483 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2284 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2484 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2285 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2485 | return 0; |
2286 | return 0; |
|
|
2287 | |
2486 | return 1; |
2288 | return 1; |
2487 | } |
2289 | } |
2488 | } |
2290 | } |
|
|
2291 | |
2489 | return 0; |
2292 | return 0; |
2490 | } |
2293 | } |
2491 | |
2294 | |
2492 | |
2295 | |
2493 | /** |
2296 | /** |
… | |
… | |
2543 | { |
2346 | { |
2544 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2347 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2545 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2348 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2546 | } |
2349 | } |
2547 | else |
2350 | else |
2548 | { |
|
|
2549 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2351 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2550 | } |
2352 | |
2551 | return 1; |
2353 | return 1; |
2552 | |
2354 | |
2553 | case EXIT: |
2355 | case EXIT: |
2554 | if (op->type != PLAYER) |
2356 | if (op->type != PLAYER) |
2555 | return 0; |
2357 | return 0; |
|
|
2358 | |
2556 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2359 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2557 | { |
2360 | { |
2558 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
2361 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
2559 | } |
2362 | } |
2560 | else |
2363 | else |
2561 | { |
2364 | { |
2562 | /* Don't display messages for random maps. */ |
2365 | /* Don't display messages for random maps. */ |
2563 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
2366 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2564 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2367 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2368 | |
2565 | enter_exit (op, tmp); |
2369 | op->enter_exit (tmp); |
2566 | } |
2370 | } |
2567 | return 1; |
2371 | return 1; |
2568 | |
2372 | |
2569 | case SIGN: |
2373 | case SIGN: |
2570 | apply_sign (op, tmp, 0); |
2374 | apply_sign (op, tmp, 0); |
… | |
… | |
2604 | case POTION: |
2408 | case POTION: |
2605 | (void) apply_potion (op, tmp); |
2409 | (void) apply_potion (op, tmp); |
2606 | return 1; |
2410 | return 1; |
2607 | |
2411 | |
2608 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2412 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2413 | //TODO: remove, as it is unsed? |
2609 | case CLOSE_CON: |
2414 | case CLOSE_CON: |
2610 | if (op->type == PLAYER) |
|
|
2611 | (void) esrv_apply_container (op, tmp->env); |
|
|
2612 | else |
|
|
2613 | (void) apply_container (op, tmp->env); |
2415 | apply_container (op, tmp->env); |
2614 | return 1; |
2416 | return 1; |
2615 | |
2417 | |
2616 | case CONTAINER: |
2418 | case CONTAINER: |
2617 | if (op->type == PLAYER) |
|
|
2618 | (void) esrv_apply_container (op, tmp); |
|
|
2619 | else |
|
|
2620 | (void) apply_container (op, tmp); |
2419 | apply_container (op, tmp); |
2621 | return 1; |
2420 | return 1; |
2622 | |
2421 | |
2623 | case TREASURE: |
2422 | case TREASURE: |
2624 | if (op->type == PLAYER) |
2423 | if (op->type == PLAYER) |
2625 | { |
2424 | { |
2626 | apply_treasure (op, tmp); |
2425 | apply_treasure (op, tmp); |
2627 | return 1; |
2426 | return 1; |
2628 | } |
2427 | } |
2629 | else |
2428 | else |
2630 | { |
|
|
2631 | return 0; |
2429 | return 0; |
2632 | } |
|
|
2633 | |
2430 | |
2634 | case WEAPON: |
2431 | case WEAPON: |
2635 | case ARMOUR: |
2432 | case ARMOUR: |
2636 | case BOOTS: |
2433 | case BOOTS: |
2637 | case GLOVES: |
2434 | case GLOVES: |
… | |
… | |
2789 | */ |
2586 | */ |
2790 | |
2587 | |
2791 | void |
2588 | void |
2792 | player_apply_below (object *pl) |
2589 | player_apply_below (object *pl) |
2793 | { |
2590 | { |
2794 | object *tmp, *next; |
|
|
2795 | int floors; |
2591 | int floors = 0; |
2796 | |
2592 | |
2797 | /* If using a container, set the starting item to be the top |
2593 | /* If using a container, set the starting item to be the top |
2798 | * item in the container. Otherwise, use the map. |
2594 | * item in the container. Otherwise, use the map. |
2799 | */ |
|
|
2800 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2801 | |
|
|
2802 | /* This is perhaps more complicated. However, I want to make sure that |
2595 | * This is perhaps more complicated. However, I want to make sure that |
2803 | * we don't use a corrupt pointer for the next object, so we get the |
2596 | * we don't use a corrupt pointer for the next object, so we get the |
2804 | * next object in the stack before applying. This is can only be a |
2597 | * next object in the stack before applying. This is can only be a |
2805 | * problem if player_apply() has a bug in that it uses the object but does |
2598 | * problem if player_apply() has a bug in that it uses the object but does |
2806 | * not return a proper value. |
2599 | * not return a proper value. |
2807 | */ |
2600 | */ |
2808 | for (floors = 0; tmp != NULL; tmp = next) |
2601 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
2809 | { |
2602 | { |
2810 | next = tmp->below; |
2603 | next = tmp->below; |
|
|
2604 | |
2811 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2605 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2812 | floors++; |
2606 | floors++; |
2813 | else if (floors > 0) |
2607 | else if (floors > 0) |
2814 | return; /* process only floor objects after first floor object */ |
2608 | return; /* process only floor objects after first floor object */ |
2815 | |
2609 | |
… | |
… | |
3327 | } |
3121 | } |
3328 | else |
3122 | else |
3329 | { |
3123 | { |
3330 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3124 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3331 | { |
3125 | { |
3332 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3126 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); |
3333 | unapply_for_ob (who, op, AP_PRINT); |
3127 | unapply_for_ob (who, op, AP_PRINT); |
3334 | return 1; |
3128 | return 1; |
3335 | } |
3129 | } |
3336 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3130 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3337 | { |
3131 | { |
… | |
… | |
3339 | if (i) |
3133 | if (i) |
3340 | return 1; |
3134 | return 1; |
3341 | } |
3135 | } |
3342 | } |
3136 | } |
3343 | } |
3137 | } |
|
|
3138 | |
3344 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3139 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3345 | { |
3140 | { |
3346 | skop = find_skill_by_name (who, op->skill); |
3141 | skop = find_skill_by_name (who, op->skill); |
3347 | if (!skop) |
3142 | if (!skop) |
3348 | { |
3143 | { |
… | |
… | |
3388 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3183 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3389 | if (tmp != NULL) |
3184 | if (tmp != NULL) |
3390 | (void) insert_ob_in_ob (tmp, who); |
3185 | (void) insert_ob_in_ob (tmp, who); |
3391 | return 1; |
3186 | return 1; |
3392 | } |
3187 | } |
|
|
3188 | |
|
|
3189 | //TODO: this obviously fails for players using a shiorter prefix |
|
|
3190 | // i.e. "R" can use Ragnarok's swors. |
3393 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3191 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3394 | { |
3192 | { |
3395 | /* if the weapon does not have the name as the character, can't use it. */ |
3193 | /* if the weapon does not have the name as the character, can't use it. */ |
3396 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3194 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3397 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3195 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
|
|
3196 | |
3398 | if (tmp != NULL) |
3197 | if (tmp) |
3399 | (void) insert_ob_in_ob (tmp, who); |
3198 | insert_ob_in_ob (tmp, who); |
|
|
3199 | |
3400 | return 1; |
3200 | return 1; |
3401 | } |
3201 | } |
|
|
3202 | |
3402 | SET_FLAG (op, FLAG_APPLIED); |
3203 | SET_FLAG (op, FLAG_APPLIED); |
3403 | |
3204 | |
3404 | if (skop) |
3205 | if (skop) |
3405 | change_skill (who, skop, 1); |
3206 | change_skill (who, skop, 1); |
3406 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3207 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
… | |
… | |
3637 | |
3438 | |
3638 | case TREASURE: |
3439 | case TREASURE: |
3639 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3440 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3640 | return 0; |
3441 | return 0; |
3641 | |
3442 | |
3642 | while ((op->stats.hp--) > 0) |
3443 | while (op->stats.hp-- > 0) |
3643 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3444 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3644 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3445 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3645 | |
3446 | |
3646 | /* If we generated an object and put it in this object inventory, |
3447 | /* If we generated an object and put it in this object inventory, |
3647 | * move it to the parent object as the current object is about |
3448 | * move it to the parent object as the current object is about |
… | |
… | |
3664 | } |
3465 | } |
3665 | return tmp ? 1 : 0; |
3466 | return tmp ? 1 : 0; |
3666 | } |
3467 | } |
3667 | |
3468 | |
3668 | /** |
3469 | /** |
3669 | * fix_auto_apply goes through the entire map (only the first time |
3470 | * fix_auto_apply goes through the entire map every time a map |
3670 | * when an original map is loaded) and performs special actions for |
3471 | * is loaded or swapped in and performs special actions for |
3671 | * certain objects (most initialization of chests and creation of |
3472 | * certain objects (most initialization of chests and creation of |
3672 | * treasures and stuff). Calls auto_apply if appropriate. |
3473 | * treasures and stuff). Calls auto_apply if appropriate. |
3673 | */ |
3474 | */ |
3674 | void |
3475 | void |
3675 | fix_auto_apply (maptile *m) |
3476 | maptile::fix_auto_apply () |
3676 | { |
3477 | { |
3677 | object *tmp, *above = NULL; |
3478 | if (!spaces) |
3678 | int x, y; |
|
|
3679 | |
|
|
3680 | if (m == NULL) |
|
|
3681 | return; |
3479 | return; |
3682 | |
3480 | |
3683 | for (x = 0; x < MAP_WIDTH (m); x++) |
3481 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3684 | for (y = 0; y < MAP_HEIGHT (m); y++) |
3482 | for (object *tmp = ms->bot; tmp; ) |
3685 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) |
|
|
3686 | { |
3483 | { |
3687 | above = tmp->above; |
3484 | object *above = tmp->above; |
3688 | |
3485 | |
3689 | if (tmp->inv) |
3486 | if (tmp->inv) |
3690 | { |
3487 | { |
3691 | object *invtmp, *invnext; |
3488 | object *invtmp, *invnext; |
3692 | |
3489 | |
3693 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3490 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3694 | { |
3491 | { |
3695 | invnext = invtmp->below; |
3492 | invnext = invtmp->below; |
3696 | |
3493 | |
3697 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3494 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3698 | auto_apply (invtmp); |
3495 | auto_apply (invtmp); |
3699 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3496 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3700 | { |
3497 | { |
3701 | while ((invtmp->stats.hp--) > 0) |
3498 | while ((invtmp->stats.hp--) > 0) |
3702 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3499 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3703 | |
3500 | |
3704 | invtmp->randomitems = NULL; |
3501 | invtmp->randomitems = NULL; |
3705 | } |
3502 | } |
3706 | else if (invtmp && invtmp->arch |
3503 | else if (invtmp && invtmp->arch |
3707 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3504 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3708 | { |
3505 | { |
3709 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3506 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3710 | /* Need to clear this so that we never try to create |
3507 | /* Need to clear this so that we never try to create |
3711 | * treasure again for this object |
3508 | * treasure again for this object |
3712 | */ |
3509 | */ |
3713 | invtmp->randomitems = NULL; |
3510 | invtmp->randomitems = NULL; |
3714 | } |
3511 | } |
3715 | } |
3512 | } |
3716 | /* This is really temporary - the code at the bottom will |
3513 | /* This is really temporary - the code at the bottom will |
3717 | * also set randomitems to null. The problem is there are bunches |
3514 | * also set randomitems to null. The problem is there are bunches |
3718 | * of maps/players already out there with items that have spells |
3515 | * of maps/players already out there with items that have spells |
3719 | * which haven't had the randomitems set to null yet. |
3516 | * which haven't had the randomitems set to null yet. |
3720 | * MSW 2004-05-13 |
3517 | * MSW 2004-05-13 |
3721 | * |
3518 | * |
3722 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3519 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3723 | * else you get two spells in the book ^_- |
3520 | * else you get two spells in the book ^_- |
3724 | * Ryo 2004-08-16 |
3521 | * Ryo 2004-08-16 |
3725 | */ |
3522 | */ |
3726 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3523 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3727 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3524 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3728 | tmp->randomitems = NULL; |
|
|
3729 | |
|
|
3730 | } |
|
|
3731 | |
|
|
3732 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3733 | auto_apply (tmp); |
|
|
3734 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3735 | { |
|
|
3736 | while ((tmp->stats.hp--) > 0) |
|
|
3737 | create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
|
|
3738 | tmp->randomitems = NULL; |
3525 | tmp->randomitems = NULL; |
|
|
3526 | |
3739 | } |
3527 | } |
|
|
3528 | |
|
|
3529 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3530 | auto_apply (tmp); |
|
|
3531 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3532 | { |
|
|
3533 | while ((tmp->stats.hp--) > 0) |
|
|
3534 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3535 | tmp->randomitems = NULL; |
|
|
3536 | } |
3740 | else if (tmp->type == TIMED_GATE) |
3537 | else if (tmp->type == TIMED_GATE) |
3741 | { |
3538 | { |
3742 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3539 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3743 | |
3540 | |
3744 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3541 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3745 | { |
|
|
3746 | tmp->speed = 0; |
3542 | tmp->set_speed (0); |
3747 | update_ob_speed (tmp); |
|
|
3748 | } |
|
|
3749 | } |
3543 | } |
3750 | /* This function can be called everytime a map is loaded, even when |
3544 | /* This function can be called everytime a map is loaded, even when |
3751 | * swapping back in. As such, we don't want to create the treasure |
3545 | * swapping back in. As such, we don't want to create the treasure |
3752 | * over and ove again, so after we generate the treasure, blank out |
3546 | * over and ove again, so after we generate the treasure, blank out |
3753 | * randomitems so if it is swapped in again, it won't make anything. |
3547 | * randomitems so if it is swapped in again, it won't make anything. |
3754 | * This is a problem for the above objects, because they have counters |
3548 | * This is a problem for the above objects, because they have counters |
3755 | * which say how many times to make the treasure. |
3549 | * which say how many times to make the treasure. |
3756 | */ |
3550 | */ |
3757 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3551 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3758 | && tmp->type != TREASURE && tmp->type != SPELL |
3552 | && tmp->type != TREASURE && tmp->type != SPELL |
3759 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3553 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3760 | { |
3554 | { |
3761 | create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
3555 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3762 | tmp->randomitems = NULL; |
3556 | tmp->randomitems = NULL; |
3763 | } |
3557 | } |
|
|
3558 | // close all containers |
|
|
3559 | else if (tmp->type == CONTAINER) |
|
|
3560 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3561 | |
|
|
3562 | tmp = above; |
3764 | } |
3563 | } |
3765 | |
3564 | |
3766 | for (x = 0; x < MAP_WIDTH (m); x++) |
3565 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3767 | for (y = 0; y < MAP_HEIGHT (m); y++) |
3566 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3768 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
3769 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3567 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3770 | check_trigger (tmp, tmp->above); |
3568 | check_trigger (tmp, tmp->above); |
3771 | } |
3569 | } |
3772 | |
3570 | |
3773 | /** |
3571 | /** |
3774 | * Handles player eating food that temporarily changes status (resistances, stats). |
3572 | * Handles player eating food that temporarily changes status (resistances, stats). |
3775 | * This used to call cast_change_attr(), but |
3573 | * This used to call cast_change_attr(), but |
… | |
… | |
3806 | } |
3604 | } |
3807 | } |
3605 | } |
3808 | |
3606 | |
3809 | if (did_one) |
3607 | if (did_one) |
3810 | { |
3608 | { |
3811 | force->speed = 0.1; |
3609 | force->set_speed (0.1); |
3812 | update_ob_speed (force); |
|
|
3813 | /* bigger morsel of food = longer effect time */ |
3610 | /* bigger morsel of food = longer effect time */ |
3814 | force->duration = food->stats.food / 5; |
3611 | force->duration = food->stats.food / 5; |
3815 | SET_FLAG (force, FLAG_APPLIED); |
3612 | SET_FLAG (force, FLAG_APPLIED); |
3816 | change_abil (who, force); |
3613 | change_abil (who, force); |
3817 | insert_ob_in_ob (force, who); |
3614 | insert_ob_in_ob (force, who); |
… | |
… | |
3822 | /* check for hp, sp change */ |
3619 | /* check for hp, sp change */ |
3823 | if (food->stats.hp != 0) |
3620 | if (food->stats.hp != 0) |
3824 | { |
3621 | { |
3825 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3622 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3826 | { |
3623 | { |
3827 | strcpy (who->contr->killer, food->name); |
3624 | assign (who->contr->killer, food->name); |
3828 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3625 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3829 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
3626 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
3830 | } |
3627 | } |
3831 | else |
3628 | else |
3832 | { |
3629 | { |