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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 1.77 by root, Mon Apr 30 04:43:45 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.
762{ 765{
763 object *otmp; 766 object *otmp;
764 767
765 if (op->type != PLAYER) 768 if (op->type != PLAYER)
766 return 0; 769 return 0;
770
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 { 772 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
770 return 0; 774 return 0;
771 } 775 }
776
772 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
773 if (!otmp) 778 if (!otmp)
774 { 779 {
775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
776 return 0; 781 return 0;
777 } 782 }
783
778 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 785 {
780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
781 return 0; 787 return 0;
782 } 788 }
789
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
786 return 1; 793 return 1;
787} 794}
978 else 985 else
979 { 986 {
980 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
981 { 988 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 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); 990 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 991 return -1;
985 } 992 }
986 993
987 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
998 { 1005 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 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); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001 1008
1002 /** 1009 /**
1003 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1005 */ 1012 */
1012 * Handle apply on containers. 1019 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1016 */ 1023 */
1017
1018int 1024int
1019apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1020{ 1026{
1021 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1028 return 0; /* This might change */
1026 1029
1027 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1028 { 1031 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 1033 return 0;
1031 } 1034 }
1032 1035
1033 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1034 1037
1035 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1036 { 1042 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1038 { 1048 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1040 return 1; 1051 return 1;
1041 } 1052 }
1042 1053 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 { 1054 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // 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)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1; 1057 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1058 }
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 1059
1080 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1065 op->close_container ();
1089 { 1066 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1069 return 1;
1093 apply_container (op, tmp); 1070 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1095 op->container = sack; 1072 // it's locked?
1096 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1097 strcat (buf, "."); 1074 {
1098 } 1075 if (object *tmp = find_key (op, op, sack))
1099 else 1076 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 1077 else
1107 { 1078 {
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)); 1079 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; 1080 return 1;
1144 } 1081 }
1145 }
1146 } 1082 }
1147 1083
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1085
1153 return 1; 1086 return 1;
1154} 1087}
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 1088
1281/** 1089/**
1282 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1284 */ 1092 */
1627 1435
1628 1436
1629 case CONVERTER: 1437 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1631 { 1439 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 1441 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 } 1442 }
1643 } 1443
1644 goto leave; 1444 goto leave;
1645 1445
1646 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1478 {
1679 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1680 * players output. 1480 * players output.
1681 */ 1481 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1684 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1685 } 1486 }
1686 goto leave; 1487 goto leave;
1687 1488
1688 case ENCOUNTER: 1489 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1704 1505
1705 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1706 goto leave; 1507 goto leave;
1707 1508
1708 case CONTAINER: 1509 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1713 goto leave; 1511 goto leave;
1714 1512
1715 case RUNE: 1513 case RUNE:
1716 case TRAP: 1514 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1777 1575
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1577
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1782 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1783 1582
1784 /* gain xp from reading */ 1583 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1585 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1943 return; 1742 return;
1944 } 1743 }
1945 1744
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1746 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1949 return; 1748 return;
1950 } 1749 }
1951 1750
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953 1752
1976 { 1775 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1978 1777
1979 if (!spell_skill) 1778 if (!spell_skill)
1980 { 1779 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1982 return; 1781 return;
1983 } 1782 }
1984 1783
1985 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1986 { 1785 {
2020 else 1819 else
2021 { 1820 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 } 1823 }
1824
2025 decrease_ob (tmp); 1825 decrease_ob (tmp);
2026} 1826}
2027 1827
2028/** 1828/**
2029 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2026 return 0;
2227 2027
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2029 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2034 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2035 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2036 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2037 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2038 abil = tmp;
2238 }
2239 }
2240 2039
2241 /* if either skin or ability are missing, this is an old player 2040 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2042 if (skin == NULL || abil == NULL)
2244 return 0; 2043 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2086 chance = MIN (100., chance * 2.);
2288 2087
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2090 {
2292 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2293 winners++; 2092 winners++;
2294 } 2093 }
2295 2094
2410 handle_apply_yield (tmp); 2209 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2210 decrease_ob (tmp);
2412} 2211}
2413 2212
2414/** 2213/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2214 * 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: 2215 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2216 * -You can come back (there is another exit at the other side)
2418 * -You are 2217 * -You are
2419 * ° the owner of the exit 2218 * ° the owner of the exit
2420 * ° or in the same party as the owner 2219 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2223 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2224 */
2426int 2225int
2427is_legal_2ways_exit (object *op, object *exit) 2226is_legal_2ways_exit (object *op, object *exit)
2428{ 2227{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2228 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */ 2229 return 1; /*This is not a 2 way, so it is legal */
2230
2231#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2233 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2234#endif
2439 * all the exits in destination and try to find one with same path as 2235
2440 * the current exit's position */ 2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2237
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) 2238 if (exitmap)
2446 { 2239 {
2240 exitmap->load_sync ();
2241
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2242 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2243
2448 if (!tmp) 2244 if (!tmp)
2449 return 0; 2245 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2246
2247 for (; tmp; tmp = tmp->above)
2451 { 2248 {
2452 if (tmp->type != EXIT) 2249 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2250 continue; /*Not an exit */
2251
2454 if (!EXIT_PATH (tmp)) 2252 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2253 continue; /*Not a valid exit */
2254
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2256 continue; /*Not in the same place */
2257
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2258 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2259 continue; /*Not in the same map */
2460 2260
2461 /* From here we have found the exit is valid. However we do 2261 /* 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 2262 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2464 */ 2264 */
2465 if (!exit->race) 2265 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2266 return 1; /*No owner, free for all! */
2267
2467 exit_owner = NULL; 2268 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2269
2270 for_all_players (pp)
2469 { 2271 {
2470 if (!pp->ob) 2272 if (!pp->ob)
2471 continue; 2273 continue;
2274
2472 if (pp->ob->name != exit->race) 2275 if (pp->ob->name != exit->race)
2473 continue; 2276 continue;
2277
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2278 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2279 break;
2476 } 2280 }
2281
2477 if (!exit_owner) 2282 if (!exit_owner)
2478 return 0; /* No more owner */ 2283 return 0; /* No more owner */
2284
2479 if (exit_owner->contr == op->contr) 2285 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2286 return 1; /*It is your exit */
2287
2481 if (exit_owner && /*There is a owner */ 2288 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2289 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2290 ((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 */ 2291 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0; 2292 return 0;
2293
2486 return 1; 2294 return 1;
2487 } 2295 }
2488 } 2296 }
2297
2489 return 0; 2298 return 0;
2490} 2299}
2491 2300
2492 2301
2493/** 2302/**
2543 { 2352 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2353 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2354 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 } 2355 }
2547 else 2356 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2357 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 } 2358
2551 return 1; 2359 return 1;
2552 2360
2553 case EXIT: 2361 case EXIT:
2554 if (op->type != PLAYER) 2362 if (op->type != PLAYER)
2555 return 0; 2363 return 0;
2364
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2365 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 { 2366 {
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2367 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 } 2368 }
2560 else 2369 else
2561 { 2370 {
2562 /* Don't display messages for random maps. */ 2371 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2372 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2373 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2374
2565 enter_exit (op, tmp); 2375 op->enter_exit (tmp);
2566 } 2376 }
2567 return 1; 2377 return 1;
2568 2378
2569 case SIGN: 2379 case SIGN:
2570 apply_sign (op, tmp, 0); 2380 apply_sign (op, tmp, 0);
2604 case POTION: 2414 case POTION:
2605 (void) apply_potion (op, tmp); 2415 (void) apply_potion (op, tmp);
2606 return 1; 2416 return 1;
2607 2417
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2418 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2420 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); 2421 apply_container (op, tmp->env);
2614 return 1; 2422 return 1;
2615 2423
2616 case CONTAINER: 2424 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2425 apply_container (op, tmp);
2621 return 1; 2426 return 1;
2622 2427
2623 case TREASURE: 2428 case TREASURE:
2624 if (op->type == PLAYER) 2429 if (op->type == PLAYER)
2625 { 2430 {
2626 apply_treasure (op, tmp); 2431 apply_treasure (op, tmp);
2627 return 1; 2432 return 1;
2628 } 2433 }
2629 else 2434 else
2630 {
2631 return 0; 2435 return 0;
2632 }
2633 2436
2634 case WEAPON: 2437 case WEAPON:
2635 case ARMOUR: 2438 case ARMOUR:
2636 case BOOTS: 2439 case BOOTS:
2637 case GLOVES: 2440 case GLOVES:
2701 } 2504 }
2702 2505
2703 case MENU: 2506 case MENU:
2704 if (op->type == PLAYER) 2507 if (op->type == PLAYER)
2705 { 2508 {
2706 shop_listing (op); 2509 shop_listing (tmp, op);
2707 return 1; 2510 return 1;
2708 } 2511 }
2709 else 2512 else
2710 { 2513 {
2711 return 0; 2514 return 0;
2789 */ 2592 */
2790 2593
2791void 2594void
2792player_apply_below (object *pl) 2595player_apply_below (object *pl)
2793{ 2596{
2794 object *tmp, *next;
2795 int floors; 2597 int floors = 0;
2796 2598
2797 /* If using a container, set the starting item to be the top 2599 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map. 2600 * 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 2601 * 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 2602 * 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 2603 * 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 2604 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value. 2605 * not return a proper value.
2807 */ 2606 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2607 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2608 {
2810 next = tmp->below; 2609 next = tmp->below;
2610
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2611 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2612 floors++;
2813 else if (floors > 0) 2613 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2614 return; /* process only floor objects after first floor object */
2815 2615
2841 return RESULT_INT (0); 2641 return RESULT_INT (0);
2842 2642
2843 object *tmp2; 2643 object *tmp2;
2844 2644
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2645 CLEAR_FLAG (op, FLAG_APPLIED);
2646
2846 switch (op->type) 2647 switch (op->type)
2847 { 2648 {
2848 case WEAPON: 2649 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2850 2651
2855 break; 2656 break;
2856 2657
2857 case SKILL: /* allows objects to impart skills */ 2658 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2659 case SKILL_TOOL:
2859 if (op != who->chosen_skill) 2660 if (op != who->chosen_skill)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2862 } 2662
2863 if (who->type == PLAYER) 2663 if (who->type == PLAYER)
2864 { 2664 {
2865 if (who->contr->shoottype == range_skill) 2665 if (who->contr->ranged_ob == op)
2866 who->contr->shoottype = range_none; 2666 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2867 if (!op->invisible) 2671 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2672 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 2673 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2674 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 } 2675 }
2875 } 2676
2876 (void) change_abil (who, op); 2677 change_abil (who, op);
2877 who->chosen_skill = NULL; 2678 who->chosen_skill = 0;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2679 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2680 break;
2880 2681
2881 case ARMOUR: 2682 case ARMOUR:
2882 case HELMET: 2683 case HELMET:
2921 } 2722 }
2922 if (who->type == PLAYER) 2723 if (who->type == PLAYER)
2923 esrv_send_item (who, tmp2); 2724 esrv_send_item (who, tmp2);
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2725 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2726 break;
2727
2926 case BOW: 2728 case BOW:
2927 case WAND: 2729 case WAND:
2928 case ROD: 2730 case ROD:
2929 case HORN: 2731 case HORN:
2930 clear_skill (who); 2732 clear_skill (who);
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER) 2733 if (who->type == PLAYER)
2933 { 2734 {
2934 who->contr->shoottype = range_none; 2735 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2736
2737 who->contr->ranged_skill = 0;
2738 who->contr->ranged_ob = 0;
2935 } 2739 }
2936 else 2740 else
2937 { 2741 {
2938 if (op->type == BOW) 2742 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2743 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2744 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2745 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2746 }
2747
2943 break; 2748 break;
2944 2749
2945 case BUILDER: 2750 case BUILDER:
2751 if (who->type == PLAYER)
2752 {
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2753 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none; 2754
2948 who->contr->ranges[range_builder] = NULL; 2755 who->contr->ranged_skill = 0;
2756 who->contr->ranged_ob = 0;
2757 }
2949 break; 2758 break;
2950 2759
2951 default: 2760 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break; 2762 break;
3137 ws = tmp; 2946 ws = tmp;
3138 } 2947 }
3139 } 2948 }
3140 } 2949 }
3141 2950
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2951 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 { 2952 {
3145 if (op->body_info[i]) 2953 if (op->body_info[i])
3146 { 2954 {
3147 /* Item uses more slots than we have */ 2955 /* Item uses more slots than we have */
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 3034 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 3035 * all use the same location.
3228 */ 3036 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3037 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3038 retval |= CAN_APPLY_RESTRICTION;
3039
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3040 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3041 retval |= CAN_APPLY_RESTRICTION;
3233
3234 3042
3235 if (who->type != PLAYER) 3043 if (who->type != PLAYER)
3236 { 3044 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3045 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3049 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3050 retval |= CAN_APPLY_RESTRICTION;
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3052 retval |= CAN_APPLY_RESTRICTION;
3245 } 3053 }
3054
3246 return retval; 3055 return retval;
3247} 3056}
3248
3249
3250 3057
3251/** 3058/**
3252 * who is the object using the object. It can be a monster. 3059 * who is the object using the object. It can be a monster.
3253 * op is the object they are using. op is an equipment type item, 3060 * op is the object they are using. op is an equipment type item,
3254 * eg, one which you put on and keep on for a while, and not something 3061 * eg, one which you put on and keep on for a while, and not something
3327 } 3134 }
3328 else 3135 else
3329 { 3136 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3137 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 3138 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3139 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); 3140 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3141 return 1;
3335 } 3142 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3143 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 { 3144 {
3339 if (i) 3146 if (i)
3340 return 1; 3147 return 1;
3341 } 3148 }
3342 } 3149 }
3343 } 3150 }
3151
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3152 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3153 {
3346 skop = find_skill_by_name (who, op->skill); 3154 skop = find_skill_by_name (who, op->skill);
3347 if (!skop) 3155 if (!skop)
3348 { 3156 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3157 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1; 3158 return 1;
3351 } 3159 }
3352 else 3160 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3161 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3162 * skill so that the dam and wc get updated
3356 */ 3163 */
3357 change_skill (who, skop, 0); 3164 change_skill (who, skop, 0);
3358 }
3359 } 3165 }
3360 3166
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3167 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 { 3168 {
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3169 new_draw_info (NDI_UNIQUE, 0, who,
3170 "Equipping that combined with other items would consume your soul! "
3171 "[use the skills command to check your available item power]");
3364 return 1; 3172 return 1;
3365 } 3173 }
3366 3174
3367 3175
3368 /* Ok. We are now at the state where we can apply the new object. 3176 /* 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_... 3177 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3178 * below - that is already taken care of by can_apply_object.
3371 */ 3179 */
3372
3373 3180
3374 if (op->nrof > 1) 3181 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3182 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3183 else
3377 tmp = NULL; 3184 tmp = NULL;
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3195 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3389 if (tmp != NULL) 3196 if (tmp != NULL)
3390 (void) insert_ob_in_ob (tmp, who); 3197 (void) insert_ob_in_ob (tmp, who);
3391 return 1; 3198 return 1;
3392 } 3199 }
3200
3201 //TODO: this obviously fails for players using a shiorter prefix
3202 // i.e. "R" can use Ragnarok's swors.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3203 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3204 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3205 /* 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) */ 3206 /* (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."); 3207 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3208
3398 if (tmp != NULL) 3209 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3210 insert_ob_in_ob (tmp, who);
3211
3400 return 1; 3212 return 1;
3401 } 3213 }
3214
3402 SET_FLAG (op, FLAG_APPLIED); 3215 SET_FLAG (op, FLAG_APPLIED);
3403 3216
3404 if (skop) 3217 if (skop)
3405 change_skill (who, skop, 1); 3218 change_skill (who, skop, 1);
3219
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3220 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3221 SET_FLAG (who, FLAG_READY_WEAPON);
3408 3222
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410 3224
3411 (void) change_abil (who, op); 3225 change_abil (who, op);
3412 break; 3226 break;
3413 3227
3414 case ARMOUR: 3228 case ARMOUR:
3415 case HELMET: 3229 case HELMET:
3416 case SHIELD: 3230 case SHIELD:
3421 case CLOAK: 3235 case CLOAK:
3422 case RING: 3236 case RING:
3423 case AMULET: 3237 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3238 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3239 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3426 (void) change_abil (who, op); 3240 change_abil (who, op);
3427 break; 3241 break;
3242
3428 case LAMP: 3243 case LAMP:
3429 if (op->stats.food < 1) 3244 if (op->stats.food < 1)
3430 { 3245 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3432 return 1; 3247 return 1;
3433 } 3248 }
3249
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3250 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch); 3251 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3252 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3253 SET_FLAG (tmp2, FLAG_APPLIED);
3254
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3255 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3256 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3257
3440 insert_ob_in_ob (tmp2, who); 3258 insert_ob_in_ob (tmp2, who);
3441 3259
3442 /* Remove the old lantern */ 3260 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3261 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3262 esrv_del_item (who->contr, op->count);
3445 3263
3446 op->destroy (); 3264 op->destroy ();
3447 3265
3448 /* insert the portion that was split off */ 3266 /* insert the portion that was split off */
3449 if (tmp != NULL) 3267 if (tmp)
3450 { 3268 {
3451 (void) insert_ob_in_ob (tmp, who); 3269 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3270 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3271 esrv_send_item (who, tmp);
3454 } 3272 }
3273
3455 who->update_stats (); 3274 who->update_stats ();
3275
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3276 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 { 3277 {
3458 if (who->type == PLAYER) 3278 if (who->type == PLAYER)
3459 { 3279 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3280 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3281 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3282 }
3463 } 3283 }
3284
3464 if (who->type == PLAYER) 3285 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3286 esrv_send_item (who, tmp2);
3287
3466 return 0; 3288 return 0;
3467 break;
3468 3289
3469 /* this part is needed for skill-tools */ 3290 /* this part is needed for skill-tools */
3470 case SKILL: 3291 case SKILL:
3471 case SKILL_TOOL: 3292 case SKILL_TOOL:
3472 if (who->chosen_skill) 3293 if (who->chosen_skill)
3473 { 3294 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3475 return 1; 3296 return 1;
3476 } 3297 }
3298
3477 if (who->type == PLAYER) 3299 if (who->type == PLAYER)
3478 { 3300 {
3479 who->contr->shoottype = range_skill;
3480 who->contr->ranges[range_skill] = op; 3301 who->contr->ranged_skill = who;
3302 who->contr->ranged_ob = op;
3303
3481 if (!op->invisible) 3304 if (!op->invisible)
3482 { 3305 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3306 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3307 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 } 3308 }
3486 else 3309 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3310 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 } 3311 }
3490 } 3312
3491 SET_FLAG (op, FLAG_APPLIED); 3313 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3314 change_abil (who, op);
3493 who->chosen_skill = op; 3315 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3316 SET_FLAG (who, FLAG_READY_SKILL);
3495 break; 3317 break;
3496 3318
3497 case BOW: 3319 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3320 if (!check_weapon_power (who, op->last_eat))
3499 { 3321 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3322 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3323 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3324
3502 if (tmp != NULL) 3325 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3326 insert_ob_in_ob (tmp, who);
3327
3504 return 1; 3328 return 1;
3505 } 3329 }
3330
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3331 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3332 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3333 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL) 3334 if (tmp != NULL)
3510 (void) insert_ob_in_ob (tmp, who); 3335 insert_ob_in_ob (tmp, who);
3336
3511 return 1; 3337 return 1;
3512 } 3338 }
3339
3513 /*FALLTHROUGH*/ case WAND: 3340 /*FALLTHROUGH*/
3341 case WAND:
3514 case ROD: 3342 case ROD:
3515 case HORN: 3343 case HORN:
3516 /* check for skill, alter player status */ 3344 /* check for skill, alter player status */
3517 SET_FLAG (op, FLAG_APPLIED); 3345 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop) 3346 if (skop)
3519 change_skill (who, skop, 0); 3347 change_skill (who, skop, 0);
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521 3348
3522 if (who->type == PLAYER) 3349 if (who->type == PLAYER)
3523 { 3350 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3352
3524 if (op->type == BOW) 3353 if (op->type == BOW)
3525 { 3354 {
3526 (void) change_abil (who, op); 3355 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who, 3356 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3357 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3529 who->contr->shoottype = range_bow;
3530 } 3358 }
3531 else 3359
3532 { 3360 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3533 who->contr->shoottype = range_misc; 3361 who->contr->ranged_ob = op;
3534 }
3535 } 3362 }
3536 else 3363 else
3537 { 3364 {
3538 if (op->type == BOW) 3365 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3366 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3367 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3368 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3369 }
3370
3543 break; 3371 break;
3544 3372
3545 case BUILDER: 3373 case BUILDER:
3546 if (who->contr->ranges[range_builder]) 3374 if (who->type == PLAYER)
3375 {
3376 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3377 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3378
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3379 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3380
3381 who->contr->ranged_skill = who;
3382 who->contr->ranged_ob = op;
3383 }
3551 break; 3384 break;
3552 3385
3553 default: 3386 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3387 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3555 } /* end of switch op->type */ 3388 } /* end of switch op->type */
3574 { 3407 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3408 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3409 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3410 }
3578 } 3411 }
3412
3579 if (who->type == PLAYER) 3413 if (who->type == PLAYER)
3580 { 3414 {
3581 /* if multiple objects were applied, update both slots */ 3415 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3416 if (tmp)
3583 esrv_send_item (who, tmp); 3417 esrv_send_item (who, tmp);
3418
3584 esrv_send_item (who, op); 3419 esrv_send_item (who, op);
3585 } 3420 }
3421
3586 return 0; 3422 return 0;
3587} 3423}
3588
3589 3424
3590int 3425int
3591monster_apply_special (object *who, object *op, int aflags) 3426monster_apply_special (object *who, object *op, int aflags)
3592{ 3427{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3428 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3637 3472
3638 case TREASURE: 3473 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3474 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3475 return 0;
3641 3476
3642 while ((op->stats.hp--) > 0) 3477 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3478 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); 3479 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3480
3646 /* If we generated an object and put it in this object inventory, 3481 /* 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 3482 * move it to the parent object as the current object is about
3664 } 3499 }
3665 return tmp ? 1 : 0; 3500 return tmp ? 1 : 0;
3666} 3501}
3667 3502
3668/** 3503/**
3669 * fix_auto_apply goes through the entire map (only the first time 3504 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3505 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3506 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3507 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3508 */
3674void 3509void
3675fix_auto_apply (maptile *m) 3510maptile::fix_auto_apply ()
3676{ 3511{
3677 object *tmp, *above = NULL; 3512 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3513 return;
3682 3514
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3515 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3516 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3517 {
3687 above = tmp->above; 3518 object *above = tmp->above;
3688 3519
3689 if (tmp->inv) 3520 if (tmp->inv)
3690 { 3521 {
3691 object *invtmp, *invnext; 3522 object *invtmp, *invnext;
3692 3523
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3524 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3525 {
3695 invnext = invtmp->below; 3526 invnext = invtmp->below;
3696 3527
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3528 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3529 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3530 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3531 {
3701 while ((invtmp->stats.hp--) > 0) 3532 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3533 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3534
3704 invtmp->randomitems = NULL; 3535 invtmp->randomitems = NULL;
3705 } 3536 }
3706 else if (invtmp && invtmp->arch 3537 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3538 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3539 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3540 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3541 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3542 * treasure again for this object
3712 */ 3543 */
3713 invtmp->randomitems = NULL; 3544 invtmp->randomitems = NULL;
3714 } 3545 }
3715 } 3546 }
3716 /* This is really temporary - the code at the bottom will 3547 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3548 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3549 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3550 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3551 * MSW 2004-05-13
3721 * 3552 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3553 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3554 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3555 * Ryo 2004-08-16
3725 */ 3556 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3557 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) 3558 || 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; 3559 tmp->randomitems = NULL;
3560
3739 } 3561 }
3562
3563 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3564 auto_apply (tmp);
3565 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3566 {
3567 while ((tmp->stats.hp--) > 0)
3568 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3569 tmp->randomitems = NULL;
3570 }
3740 else if (tmp->type == TIMED_GATE) 3571 else if (tmp->type == TIMED_GATE)
3741 { 3572 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3573 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3574
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3575 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3576 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3577 }
3750 /* This function can be called everytime a map is loaded, even when 3578 /* 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 3579 * 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 3580 * 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. 3581 * 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 3582 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3583 * which say how many times to make the treasure.
3756 */ 3584 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3585 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3586 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3587 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3588 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3589 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3590 tmp->randomitems = NULL;
3763 } 3591 }
3592 // close all containers
3593 else if (tmp->type == CONTAINER)
3594 tmp->flag [FLAG_APPLIED] = 0;
3595
3596 tmp = above;
3764 } 3597 }
3765 3598
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3599 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3600 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)) 3601 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3602 check_trigger (tmp, tmp->above);
3771} 3603}
3772 3604
3773/** 3605/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3606 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3607 * This used to call cast_change_attr(), but
3806 } 3638 }
3807 } 3639 }
3808 3640
3809 if (did_one) 3641 if (did_one)
3810 { 3642 {
3811 force->speed = 0.1; 3643 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3644 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3645 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3646 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3647 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3648 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3653 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3654 if (food->stats.hp != 0)
3824 { 3655 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3656 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3657 {
3827 strcpy (who->contr->killer, food->name); 3658 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3659 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3660 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3661 }
3831 else 3662 else
3832 { 3663 {

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