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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.51 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.72 by root, Mon Mar 5 02:27:22 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>
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
1018int 1020int
1019apply_container (object *op, object *sack) 1021apply_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, op, "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
1170int
1171esrv_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) < (unsigned 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 */
2426int 2219int
2427is_legal_2ways_exit (object *op, object *exit) 2220is_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
2791void 2588void
2792player_apply_below (object *pl) 2589player_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 {
3358 } 3153 }
3359 } 3154 }
3360 3155
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 { 3157 {
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]");
3364 return 1; 3161 return 1;
3365 } 3162 }
3366 3163
3367 3164
3368 /* Ok. We are now at the state where we can apply the new object. 3165 /* Ok. We are now at the state where we can apply the new object.
3369 * Note that we don't have the checks for can_use_... 3166 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3167 * below - that is already taken care of by can_apply_object.
3371 */ 3168 */
3372
3373 3169
3374 if (op->nrof > 1) 3170 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3171 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3172 else
3377 tmp = NULL; 3173 tmp = NULL;
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3184 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3389 if (tmp != NULL) 3185 if (tmp != NULL)
3390 (void) insert_ob_in_ob (tmp, who); 3186 (void) insert_ob_in_ob (tmp, who);
3391 return 1; 3187 return 1;
3392 } 3188 }
3189
3190 //TODO: this obviously fails for players using a shiorter prefix
3191 // i.e. "R" can use Ragnarok's swors.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3193 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* 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) */ 3195 /* (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."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197
3398 if (tmp != NULL) 3198 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200
3400 return 1; 3201 return 1;
3401 } 3202 }
3203
3402 SET_FLAG (op, FLAG_APPLIED); 3204 SET_FLAG (op, FLAG_APPLIED);
3403 3205
3404 if (skop) 3206 if (skop)
3405 change_skill (who, skop, 1); 3207 change_skill (who, skop, 1);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3208 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3637 3439
3638 case TREASURE: 3440 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3441 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3442 return 0;
3641 3443
3642 while ((op->stats.hp--) > 0) 3444 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3445 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); 3446 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3447
3646 /* If we generated an object and put it in this object inventory, 3448 /* 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 3449 * move it to the parent object as the current object is about
3664 } 3466 }
3665 return tmp ? 1 : 0; 3467 return tmp ? 1 : 0;
3666} 3468}
3667 3469
3668/** 3470/**
3669 * fix_auto_apply goes through the entire map (only the first time 3471 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3472 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3473 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3474 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3475 */
3674void 3476void
3675fix_auto_apply (maptile *m) 3477maptile::fix_auto_apply ()
3676{ 3478{
3677 object *tmp, *above = NULL; 3479 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3480 return;
3682 3481
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3482 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3483 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3484 {
3687 above = tmp->above; 3485 object *above = tmp->above;
3688 3486
3689 if (tmp->inv) 3487 if (tmp->inv)
3690 { 3488 {
3691 object *invtmp, *invnext; 3489 object *invtmp, *invnext;
3692 3490
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3491 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3492 {
3695 invnext = invtmp->below; 3493 invnext = invtmp->below;
3696 3494
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3495 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3496 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3497 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3498 {
3701 while ((invtmp->stats.hp--) > 0) 3499 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3500 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3501
3704 invtmp->randomitems = NULL; 3502 invtmp->randomitems = NULL;
3705 } 3503 }
3706 else if (invtmp && invtmp->arch 3504 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3505 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3506 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3507 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3508 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3509 * treasure again for this object
3712 */ 3510 */
3713 invtmp->randomitems = NULL; 3511 invtmp->randomitems = NULL;
3714 } 3512 }
3715 } 3513 }
3716 /* This is really temporary - the code at the bottom will 3514 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3515 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3516 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3517 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3518 * MSW 2004-05-13
3721 * 3519 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3520 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3521 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3522 * Ryo 2004-08-16
3725 */ 3523 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3524 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) 3525 || 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; 3526 tmp->randomitems = NULL;
3527
3739 } 3528 }
3529
3530 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3531 auto_apply (tmp);
3532 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3533 {
3534 while ((tmp->stats.hp--) > 0)
3535 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3536 tmp->randomitems = NULL;
3537 }
3740 else if (tmp->type == TIMED_GATE) 3538 else if (tmp->type == TIMED_GATE)
3741 { 3539 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3540 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3541
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3542 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3543 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3544 }
3750 /* This function can be called everytime a map is loaded, even when 3545 /* 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 3546 * 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 3547 * 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. 3548 * 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 3549 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3550 * which say how many times to make the treasure.
3756 */ 3551 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3552 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3553 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3554 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3555 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3556 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3557 tmp->randomitems = NULL;
3763 } 3558 }
3559 // close all containers
3560 else if (tmp->type == CONTAINER)
3561 tmp->flag [FLAG_APPLIED] = 0;
3562
3563 tmp = above;
3764 } 3564 }
3765 3565
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3566 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3567 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)) 3568 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3569 check_trigger (tmp, tmp->above);
3771} 3570}
3772 3571
3773/** 3572/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3573 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3574 * This used to call cast_change_attr(), but
3806 } 3605 }
3807 } 3606 }
3808 3607
3809 if (did_one) 3608 if (did_one)
3810 { 3609 {
3811 force->speed = 0.1; 3610 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3611 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3612 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3613 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3614 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3615 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3620 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3621 if (food->stats.hp != 0)
3824 { 3622 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3623 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3624 {
3827 strcpy (who->contr->killer, food->name); 3625 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3626 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3627 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3628 }
3831 else 3629 else
3832 { 3630 {

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