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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.73 by root, Wed Mar 7 01:44:33 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28#include <skills.h> 28#include <skills.h>
65 { 65 {
66 arch_flag = 1; 66 arch_flag = 1;
67 name_flag = 1; 67 name_flag = 1;
68 race_flag = 1; 68 race_flag = 1;
69 } 69 }
70
70 /* 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,
71 * name or race that matches. 72 * name or race that matches.
72 */ 73 */
73 if ((op->race) && 74 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 77 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 78 return 1;
79 } 79
80 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 81 * of arch, name, or race match.
82 */ 82 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 85 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 86 return 1;
88 } 87
89 return 0; 88 return 0;
90} 89}
91 90
92/** 91/**
93 * 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.
422 int count = 0; 421 int count = 0;
423 422
424 423
425 if (item == NULL) 424 if (item == NULL)
426 return 0; 425 return 0;
426
427 op = op->below; 427 op = op->below;
428 while (op != NULL) 428 while (op != NULL)
429 { 429 {
430 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
431 { 431 {
436 count++; 436 count++;
437 else 437 else
438 count += op->nrof; 438 count += op->nrof;
439 } 439 }
440 } 440 }
441
441 op = op->below; 442 op = op->below;
442 } 443 }
444
443 return count; 445 return count;
444} 446}
445 447
446/** 448/**
447 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
1013 * Handle apply on containers. 1015 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1017 */ 1019 */
1018
1019int 1020int
1020apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1021{ 1022{
1022 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1024 return 0; /* This might change */
1027 1025
1028 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1029 { 1027 {
1030 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]");
1031 return 0; 1029 return 0;
1032 } 1030 }
1033 1031
1034 op->contr->last_used = 0; 1032 op->contr->last_used = 0;
1035 1033
1036 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;
1037 { 1038 }
1038 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)
1039 { 1044 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1041 return 1; 1047 return 1;
1042 } 1048 }
1043 1049 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1050 {
1050 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
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 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));
1055 return 1; 1053 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1054 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1055
1081 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1061 op->close_container ();
1090 { 1062 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1065 return 1;
1094 apply_container (op, tmp); 1066 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1096 op->container = sack; 1068 // it's locked?
1097 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1098 strcat (buf, "."); 1070 {
1099 } 1071 if (object *tmp = find_key (op, op, sack))
1100 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1073 else
1108 { 1074 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 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));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1076 return 1;
1145 } 1077 }
1146 }
1147 } 1078 }
1148 1079
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1080 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1081
1154 return 1; 1082 return 1;
1155} 1083}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1084
1282/** 1085/**
1283 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1285 */ 1088 */
1628 1431
1629 1432
1630 case CONVERTER: 1433 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1434 if (convert_item (victim, trap) < 0)
1632 { 1435 {
1633 object *op;
1634
1635 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));
1636 1437 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 } 1438 }
1644 } 1439
1645 goto leave; 1440 goto leave;
1646 1441
1647 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1706 1501
1707 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1708 goto leave; 1503 goto leave;
1709 1504
1710 case CONTAINER: 1505 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1715 goto leave; 1507 goto leave;
1716 1508
1717 case RUNE: 1509 case RUNE:
1718 case TRAP: 1510 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1945 return; 1737 return;
1946 } 1738 }
1947 1739
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1740 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1741 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1743 return;
1952 } 1744 }
1953 1745
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1747
1978 { 1770 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1771 spell_skill = find_skill_by_name (op, spell->skill);
1980 1772
1981 if (!spell_skill) 1773 if (!spell_skill)
1982 { 1774 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1776 return;
1985 } 1777 }
1986 1778
1987 if (spell_skill->level < spell->level) 1779 if (spell_skill->level < spell->level)
1988 { 1780 {
2022 else 1814 else
2023 { 1815 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1818 }
1819
2027 decrease_ob (tmp); 1820 decrease_ob (tmp);
2028} 1821}
2029 1822
2030/** 1823/**
2031 * Handles applying a spell scroll. 1824 * Handles applying a spell scroll.
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2020 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2021 return 0;
2229 2022
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2023 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2024 from the player's inventory */
2025 shstr_cmp dragon_ability_force ("dragon_ability_force");
2026 shstr_cmp dragon_skin_force ("dragon_skin_force");
2027
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2028 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2029 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2030 if (tmp->arch->name == dragon_skin_force)
2237 skin = tmp; 2031 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2032 else if (tmp->arch->name == dragon_ability_force)
2239 abil = tmp; 2033 abil = tmp;
2240 }
2241 }
2242 2034
2243 /* if either skin or ability are missing, this is an old player 2035 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2036 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2037 if (skin == NULL || abil == NULL)
2246 return 0; 2038 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2079 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2080 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2081 chance = MIN (100., chance * 2.);
2290 2082
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2083 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2084 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2085 {
2294 atnr_winner[winners] = i; 2086 atnr_winner[winners] = i;
2295 winners++; 2087 winners++;
2296 } 2088 }
2297 2089
2456 continue; /*Not a valid exit */ 2248 continue; /*Not a valid exit */
2457 2249
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2250 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2251 continue; /*Not in the same place */
2460 2252
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2253 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2254 continue; /*Not in the same map */
2463 2255
2464 /* From here we have found the exit is valid. However we do 2256 /* From here we have found the exit is valid. However we do
2465 * here the check of the exit owner. It is important for the 2257 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments 2258 * town portals to prevent strangers from visiting your appartments
2617 case POTION: 2409 case POTION:
2618 (void) apply_potion (op, tmp); 2410 (void) apply_potion (op, tmp);
2619 return 1; 2411 return 1;
2620 2412
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2413 /* Eneq(@csd.uu.se): Handle apply on containers. */
2414 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2415 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env); 2416 apply_container (op, tmp->env);
2627 return 1; 2417 return 1;
2628 2418
2629 case CONTAINER: 2419 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2420 apply_container (op, tmp);
2634 return 1; 2421 return 1;
2635 2422
2636 case TREASURE: 2423 case TREASURE:
2637 if (op->type == PLAYER) 2424 if (op->type == PLAYER)
2638 { 2425 {
2639 apply_treasure (op, tmp); 2426 apply_treasure (op, tmp);
2640 return 1; 2427 return 1;
2641 } 2428 }
2642 else 2429 else
2643 {
2644 return 0; 2430 return 0;
2645 }
2646 2431
2647 case WEAPON: 2432 case WEAPON:
2648 case ARMOUR: 2433 case ARMOUR:
2649 case BOOTS: 2434 case BOOTS:
2650 case GLOVES: 2435 case GLOVES:
2802 */ 2587 */
2803 2588
2804void 2589void
2805player_apply_below (object *pl) 2590player_apply_below (object *pl)
2806{ 2591{
2807 object *tmp, *next;
2808 int floors; 2592 int floors = 0;
2809 2593
2810 /* If using a container, set the starting item to be the top 2594 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map. 2595 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* This is perhaps more complicated. However, I want to make sure that 2596 * This is perhaps more complicated. However, I want to make sure that
2816 * we don't use a corrupt pointer for the next object, so we get the 2597 * we don't use a corrupt pointer for the next object, so we get the
2817 * next object in the stack before applying. This is can only be a 2598 * next object in the stack before applying. This is can only be a
2818 * problem if player_apply() has a bug in that it uses the object but does 2599 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value. 2600 * not return a proper value.
2820 */ 2601 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2602 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2603 {
2823 next = tmp->below; 2604 next = tmp->below;
2605
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2606 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2607 floors++;
2826 else if (floors > 0) 2608 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2609 return; /* process only floor objects after first floor object */
2828 2610
3372 } 3154 }
3373 } 3155 }
3374 3156
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3157 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376 { 3158 {
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3159 new_draw_info (NDI_UNIQUE, 0, who,
3160 "Equipping that combined with other items would consume your soul! "
3161 "[use the skills command to check your available item power]");
3378 return 1; 3162 return 1;
3379 } 3163 }
3380 3164
3381 3165
3382 /* Ok. We are now at the state where we can apply the new object. 3166 /* Ok. We are now at the state where we can apply the new object.
3383 * Note that we don't have the checks for can_use_... 3167 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3168 * below - that is already taken care of by can_apply_object.
3385 */ 3169 */
3386
3387 3170
3388 if (op->nrof > 1) 3171 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3390 else 3173 else
3391 tmp = NULL; 3174 tmp = NULL;
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403 if (tmp != NULL) 3186 if (tmp != NULL)
3404 (void) insert_ob_in_ob (tmp, who); 3187 (void) insert_ob_in_ob (tmp, who);
3405 return 1; 3188 return 1;
3406 } 3189 }
3190
3191 //TODO: this obviously fails for players using a shiorter prefix
3192 // i.e. "R" can use Ragnarok's swors.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3193 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3194 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 3195 /* if the weapon does not have the name as the character, can't use it. */
3410 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3196 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3197 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3198
3412 if (tmp != NULL) 3199 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3200 insert_ob_in_ob (tmp, who);
3201
3414 return 1; 3202 return 1;
3415 } 3203 }
3204
3416 SET_FLAG (op, FLAG_APPLIED); 3205 SET_FLAG (op, FLAG_APPLIED);
3417 3206
3418 if (skop) 3207 if (skop)
3419 change_skill (who, skop, 1); 3208 change_skill (who, skop, 1);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3209 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3651 3440
3652 case TREASURE: 3441 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3442 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3443 return 0;
3655 3444
3656 while ((op->stats.hp--) > 0) 3445 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3446 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3447 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3448
3660 /* If we generated an object and put it in this object inventory, 3449 /* If we generated an object and put it in this object inventory,
3661 * move it to the parent object as the current object is about 3450 * move it to the parent object as the current object is about
3678 } 3467 }
3679 return tmp ? 1 : 0; 3468 return tmp ? 1 : 0;
3680} 3469}
3681 3470
3682/** 3471/**
3683 * fix_auto_apply goes through the entire map (only the first time 3472 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3473 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3474 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3475 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3476 */
3688void 3477void
3689maptile::fix_auto_apply () 3478maptile::fix_auto_apply ()
3766 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3555 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3767 { 3556 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3557 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3558 tmp->randomitems = NULL;
3770 } 3559 }
3560 // close all containers
3561 else if (tmp->type == CONTAINER)
3562 tmp->flag [FLAG_APPLIED] = 0;
3771 3563
3772 tmp = above; 3564 tmp = above;
3773 } 3565 }
3774 3566
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3567 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3829 /* check for hp, sp change */ 3621 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3622 if (food->stats.hp != 0)
3831 { 3623 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3624 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3625 {
3834 strcpy (who->contr->killer, food->name); 3626 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3627 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3628 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 } 3629 }
3838 else 3630 else
3839 { 3631 {

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