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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.54 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
64 { 65 {
65 arch_flag = 1; 66 arch_flag = 1;
66 name_flag = 1; 67 name_flag = 1;
67 race_flag = 1; 68 race_flag = 1;
68 } 69 }
70
69 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches. 72 * name or race that matches.
71 */ 73 */
72 if ((op->race) && 74 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 77 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 78 return 1;
78 } 79
79 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 81 * of arch, name, or race match.
81 */ 82 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 85 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 86 return 1;
87 } 87
88 return 0; 88 return 0;
89} 89}
90 90
91/** 91/**
92 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
421 int count = 0; 421 int count = 0;
422 422
423 423
424 if (item == NULL) 424 if (item == NULL)
425 return 0; 425 return 0;
426
426 op = op->below; 427 op = op->below;
427 while (op != NULL) 428 while (op != NULL)
428 { 429 {
429 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
430 { 431 {
435 count++; 436 count++;
436 else 437 else
437 count += op->nrof; 438 count += op->nrof;
438 } 439 }
439 } 440 }
441
440 op = op->below; 442 op = op->below;
441 } 443 }
444
442 return count; 445 return count;
443} 446}
444 447
445/** 448/**
446 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
978 else 981 else
979 { 982 {
980 if (converter->other_arch == NULL) 983 if (converter->other_arch == NULL)
981 { 984 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 &converter->name, converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 987 return -1;
985 } 988 }
986 989
987 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1000 else if (price_in < item->nrof * item->value)
998 { 1001 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1000 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001 1004
1002 /** 1005 /**
1003 * elmex: we are going to let the game continue, as the mapcreator 1006 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1005 */ 1008 */
1012 * Handle apply on containers. 1015 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1016 */ 1019 */
1017
1018int 1020int
1019apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1020{ 1022{
1021 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1024 return 0; /* This might change */
1026 1025
1027 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1028 { 1027 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 1029 return 0;
1031 } 1030 }
1032 1031
1033 op->contr->last_used = 0; 1032 op->contr->last_used = 0;
1034 1033
1035 if (sack->env != op) 1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1036 { 1038 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1038 { 1044 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1040 return 1; 1047 return 1;
1041 } 1048 }
1042 1049 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 { 1050 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1051 // active, but not ours: some other player has opened it
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1; 1053 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1054 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1055
1080 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1061 op->close_container ();
1089 { 1062 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1065 return 1;
1093 apply_container (op, tmp); 1066 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1095 op->container = sack; 1068 // it's locked?
1096 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1097 strcat (buf, "."); 1070 {
1098 } 1071 if (object *tmp = find_key (op, op, sack))
1099 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1073 else
1107 { 1074 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1076 return 1;
1144 } 1077 }
1145 }
1146 } 1078 }
1147 1079
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1080 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1081
1153 return 1; 1082 return 1;
1154} 1083}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1084
1281/** 1085/**
1282 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1284 */ 1088 */
1627 1431
1628 1432
1629 case CONVERTER: 1433 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1434 if (convert_item (victim, trap) < 0)
1631 { 1435 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 1437 get_archetype ("burnout")->insert_at (trap, trap);
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 } 1438 }
1643 } 1439
1644 goto leave; 1440 goto leave;
1645 1441
1646 case TRIGGER_BUTTON: 1442 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1443 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1444 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1474 {
1679 /* Basically, don't show exits leading to random maps the 1475 /* Basically, don't show exits leading to random maps the
1680 * players output. 1476 * players output.
1681 */ 1477 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1684 enter_exit (victim, trap); 1481 victim->enter_exit (trap);
1685 } 1482 }
1686 goto leave; 1483 goto leave;
1687 1484
1688 case ENCOUNTER: 1485 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1486 /* may be some leftovers on this */
1704 1501
1705 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1706 goto leave; 1503 goto leave;
1707 1504
1708 case CONTAINER: 1505 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1713 goto leave; 1507 goto leave;
1714 1508
1715 case RUNE: 1509 case RUNE:
1716 case TRAP: 1510 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1777 1571
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1573
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1575 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); 1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg);
1783 1578
1784 /* gain xp from reading */ 1579 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1581 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1943 return; 1738 return;
1944 } 1739 }
1945 1740
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1742 {
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."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1949 return; 1744 return;
1950 } 1745 }
1951 1746
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953 1748
1976 { 1771 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1978 1773
1979 if (!spell_skill) 1774 if (!spell_skill)
1980 { 1775 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1982 return; 1777 return;
1983 } 1778 }
1984 1779
1985 if (spell_skill->level < spell->level) 1780 if (spell_skill->level < spell->level)
1986 { 1781 {
2020 else 1815 else
2021 { 1816 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 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"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 } 1819 }
1820
2025 decrease_ob (tmp); 1821 decrease_ob (tmp);
2026} 1822}
2027 1823
2028/** 1824/**
2029 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2021 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2022 return 0;
2227 2023
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2025 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2031 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2032 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2034 abil = tmp;
2238 }
2239 }
2240 2035
2241 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2244 return 0; 2039 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2288 2083
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2086 {
2292 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2293 winners++; 2088 winners++;
2294 } 2089 }
2295 2090
2410 handle_apply_yield (tmp); 2205 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2206 decrease_ob (tmp);
2412} 2207}
2413 2208
2414/** 2209/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2210 * 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: 2211 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2212 * -You can come back (there is another exit at the other side)
2418 * -You are 2213 * -You are
2419 * ° the owner of the exit 2214 * ° the owner of the exit
2420 * ° or in the same party as the owner 2215 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2219 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2220 */
2426int 2221int
2427is_legal_2ways_exit (object *op, object *exit) 2222is_legal_2ways_exit (object *op, object *exit)
2428{ 2223{
2429 object *tmp;
2430 object *exit_owner;
2431 maptile *exitmap;
2432
2433 if (exit->stats.exp != 1) 2224 if (exit->stats.exp != 1)
2434 return 1; /*This is not a 2 way, so it is legal */ 2225 return 1; /*This is not a 2 way, so it is legal */
2435 2226
2227#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2229 return 0; /* This is a reset town portal */
2230#endif
2438 2231
2439 /* To know if an exit has a correspondant, we look at 2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2440 * all the exits in destination and try to find one with same path as
2441 * the current exit's position */
2442 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2443 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2444 else
2445 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2446 2233
2447 if (exitmap) 2234 if (exitmap)
2448 { 2235 {
2236 exitmap->load_sync ();
2237
2449 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2238 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2450 2239
2451 if (!tmp) 2240 if (!tmp)
2452 return 0; 2241 return 0;
2453 2242
2454 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243 for (; tmp; tmp = tmp->above)
2455 { 2244 {
2456 if (tmp->type != EXIT) 2245 if (tmp->type != EXIT)
2457 continue; /*Not an exit */ 2246 continue; /*Not an exit */
2458 2247
2459 if (!EXIT_PATH (tmp)) 2248 if (!EXIT_PATH (tmp))
2460 continue; /*Not a valid exit */ 2249 continue; /*Not a valid exit */
2461 2250
2462 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2251 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2463 continue; /*Not in the same place */ 2252 continue; /*Not in the same place */
2464 2253
2465 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2254 if (exit->map->path != EXIT_PATH (tmp))
2466 continue; /*Not in the same map */ 2255 continue; /*Not in the same map */
2467 2256
2468 /* From here we have found the exit is valid. However we do 2257 /* From here we have found the exit is valid. However we do
2469 * here the check of the exit owner. It is important for the 2258 * here the check of the exit owner. It is important for the
2470 * town portals to prevent strangers from visiting your appartments 2259 * town portals to prevent strangers from visiting your appartments
2471 */ 2260 */
2472 if (!exit->race) 2261 if (!exit->race)
2473 return 1; /*No owner, free for all! */ 2262 return 1; /*No owner, free for all! */
2474 2263
2475 exit_owner = NULL; 2264 object *exit_owner = 0;
2476 2265
2477 for_all_players (pp) 2266 for_all_players (pp)
2478 { 2267 {
2479 if (!pp->ob) 2268 if (!pp->ob)
2480 continue; 2269 continue;
2559 { 2348 {
2560 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2561 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2562 } 2351 }
2563 else 2352 else
2564 {
2565 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2566 } 2354
2567 return 1; 2355 return 1;
2568 2356
2569 case EXIT: 2357 case EXIT:
2570 if (op->type != PLAYER) 2358 if (op->type != PLAYER)
2571 return 0; 2359 return 0;
2360
2572 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2573 { 2362 {
2574 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2575 } 2364 }
2576 else 2365 else
2577 { 2366 {
2578 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2579 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2580 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2581 enter_exit (op, tmp); 2371 op->enter_exit (tmp);
2582 } 2372 }
2583 return 1; 2373 return 1;
2584 2374
2585 case SIGN: 2375 case SIGN:
2586 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2620 case POTION: 2410 case POTION:
2621 (void) apply_potion (op, tmp); 2411 (void) apply_potion (op, tmp);
2622 return 1; 2412 return 1;
2623 2413
2624 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2625 case CLOSE_CON: 2416 case CLOSE_CON:
2626 if (op->type == PLAYER)
2627 (void) esrv_apply_container (op, tmp->env);
2628 else
2629 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2630 return 1; 2418 return 1;
2631 2419
2632 case CONTAINER: 2420 case CONTAINER:
2633 if (op->type == PLAYER)
2634 (void) esrv_apply_container (op, tmp);
2635 else
2636 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2637 return 1; 2422 return 1;
2638 2423
2639 case TREASURE: 2424 case TREASURE:
2640 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2641 { 2426 {
2642 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2643 return 1; 2428 return 1;
2644 } 2429 }
2645 else 2430 else
2646 {
2647 return 0; 2431 return 0;
2648 }
2649 2432
2650 case WEAPON: 2433 case WEAPON:
2651 case ARMOUR: 2434 case ARMOUR:
2652 case BOOTS: 2435 case BOOTS:
2653 case GLOVES: 2436 case GLOVES:
2717 } 2500 }
2718 2501
2719 case MENU: 2502 case MENU:
2720 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2721 { 2504 {
2722 shop_listing (op); 2505 shop_listing (tmp, op);
2723 return 1; 2506 return 1;
2724 } 2507 }
2725 else 2508 else
2726 { 2509 {
2727 return 0; 2510 return 0;
2805 */ 2588 */
2806 2589
2807void 2590void
2808player_apply_below (object *pl) 2591player_apply_below (object *pl)
2809{ 2592{
2810 object *tmp, *next;
2811 int floors; 2593 int floors = 0;
2812 2594
2813 /* If using a container, set the starting item to be the top 2595 /* If using a container, set the starting item to be the top
2814 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2815 */
2816 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2817
2818 /* This is perhaps more complicated. However, I want to make sure that 2597 * This is perhaps more complicated. However, I want to make sure that
2819 * we don't use a corrupt pointer for the next object, so we get the 2598 * we don't use a corrupt pointer for the next object, so we get the
2820 * next object in the stack before applying. This is can only be a 2599 * next object in the stack before applying. This is can only be a
2821 * problem if player_apply() has a bug in that it uses the object but does 2600 * problem if player_apply() has a bug in that it uses the object but does
2822 * not return a proper value. 2601 * not return a proper value.
2823 */ 2602 */
2824 for (floors = 0; tmp != NULL; tmp = next) 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2825 { 2604 {
2826 next = tmp->below; 2605 next = tmp->below;
2606
2827 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2828 floors++; 2608 floors++;
2829 else if (floors > 0) 2609 else if (floors > 0)
2830 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2831 2611
2857 return RESULT_INT (0); 2637 return RESULT_INT (0);
2858 2638
2859 object *tmp2; 2639 object *tmp2;
2860 2640
2861 CLEAR_FLAG (op, FLAG_APPLIED); 2641 CLEAR_FLAG (op, FLAG_APPLIED);
2642
2862 switch (op->type) 2643 switch (op->type)
2863 { 2644 {
2864 case WEAPON: 2645 case WEAPON:
2865 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2866 2647
2871 break; 2652 break;
2872 2653
2873 case SKILL: /* allows objects to impart skills */ 2654 case SKILL: /* allows objects to impart skills */
2874 case SKILL_TOOL: 2655 case SKILL_TOOL:
2875 if (op != who->chosen_skill) 2656 if (op != who->chosen_skill)
2876 {
2877 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2878 } 2658
2879 if (who->type == PLAYER) 2659 if (who->type == PLAYER)
2880 { 2660 {
2881 if (who->contr->shoottype == range_skill) 2661 if (who->contr->ranged_ob == op)
2882 who->contr->shoottype = range_none; 2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2883 if (!op->invisible) 2667 if (!op->invisible)
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2886 }
2887 else 2669 else
2888 {
2889 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2890 } 2671 }
2891 } 2672
2892 (void) change_abil (who, op); 2673 change_abil (who, op);
2893 who->chosen_skill = NULL; 2674 who->chosen_skill = 0;
2894 CLEAR_FLAG (who, FLAG_READY_SKILL); 2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2895 break; 2676 break;
2896 2677
2897 case ARMOUR: 2678 case ARMOUR:
2898 case HELMET: 2679 case HELMET:
2937 } 2718 }
2938 if (who->type == PLAYER) 2719 if (who->type == PLAYER)
2939 esrv_send_item (who, tmp2); 2720 esrv_send_item (who, tmp2);
2940 return 1; /* otherwise, an attempt to drop causes problems */ 2721 return 1; /* otherwise, an attempt to drop causes problems */
2941 break; 2722 break;
2723
2942 case BOW: 2724 case BOW:
2943 case WAND: 2725 case WAND:
2944 case ROD: 2726 case ROD:
2945 case HORN: 2727 case HORN:
2946 clear_skill (who); 2728 clear_skill (who);
2947 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2948 if (who->type == PLAYER) 2729 if (who->type == PLAYER)
2949 { 2730 {
2950 who->contr->shoottype = range_none; 2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732
2733 who->contr->ranged_skill = 0;
2734 who->contr->ranged_ob = 0;
2951 } 2735 }
2952 else 2736 else
2953 { 2737 {
2954 if (op->type == BOW) 2738 if (op->type == BOW)
2955 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2956 else 2740 else
2957 CLEAR_FLAG (who, FLAG_READY_RANGE); 2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2958 } 2742 }
2743
2959 break; 2744 break;
2960 2745
2961 case BUILDER: 2746 case BUILDER:
2747 if (who->type == PLAYER)
2748 {
2962 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2963 who->contr->shoottype = range_none; 2750
2964 who->contr->ranges[range_builder] = NULL; 2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2965 break; 2754 break;
2966 2755
2967 default: 2756 default:
2968 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2969 break; 2758 break;
3153 ws = tmp; 2942 ws = tmp;
3154 } 2943 }
3155 } 2944 }
3156 } 2945 }
3157 2946
3158
3159 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3160 { 2948 {
3161 if (op->body_info[i]) 2949 if (op->body_info[i])
3162 { 2950 {
3163 /* Item uses more slots than we have */ 2951 /* Item uses more slots than we have */
3242 * and weapons all use the same slot. Similar for horn/rod/wand - they 3030 * and weapons all use the same slot. Similar for horn/rod/wand - they
3243 * all use the same location. 3031 * all use the same location.
3244 */ 3032 */
3245 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3246 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3247 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3248 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3249
3250 3038
3251 if (who->type != PLAYER) 3039 if (who->type != PLAYER)
3252 { 3040 {
3253 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3254 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3257 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3258 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3259 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3260 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3261 } 3049 }
3050
3262 return retval; 3051 return retval;
3263} 3052}
3264
3265
3266 3053
3267/** 3054/**
3268 * who is the object using the object. It can be a monster. 3055 * who is the object using the object. It can be a monster.
3269 * op is the object they are using. op is an equipment type item, 3056 * op is the object they are using. op is an equipment type item,
3270 * eg, one which you put on and keep on for a while, and not something 3057 * eg, one which you put on and keep on for a while, and not something
3343 } 3130 }
3344 else 3131 else
3345 { 3132 {
3346 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3347 { 3134 {
3348 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3349 unapply_for_ob (who, op, AP_PRINT); 3136 unapply_for_ob (who, op, AP_PRINT);
3350 return 1; 3137 return 1;
3351 } 3138 }
3352 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3353 { 3140 {
3355 if (i) 3142 if (i)
3356 return 1; 3143 return 1;
3357 } 3144 }
3358 } 3145 }
3359 } 3146 }
3147
3360 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3361 { 3149 {
3362 skop = find_skill_by_name (who, op->skill); 3150 skop = find_skill_by_name (who, op->skill);
3363 if (!skop) 3151 if (!skop)
3364 { 3152 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3366 return 1; 3154 return 1;
3367 } 3155 }
3368 else 3156 else
3369 {
3370 /* While experience will be credited properly, we want to change the 3157 /* While experience will be credited properly, we want to change the
3371 * skill so that the dam and wc get updated 3158 * skill so that the dam and wc get updated
3372 */ 3159 */
3373 change_skill (who, skop, 0); 3160 change_skill (who, skop, 0);
3374 }
3375 } 3161 }
3376 3162
3377 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3378 { 3164 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3165 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]");
3380 return 1; 3168 return 1;
3381 } 3169 }
3382 3170
3383 3171
3384 /* Ok. We are now at the state where we can apply the new object. 3172 /* Ok. We are now at the state where we can apply the new object.
3385 * Note that we don't have the checks for can_use_... 3173 * Note that we don't have the checks for can_use_...
3386 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3387 */ 3175 */
3388
3389 3176
3390 if (op->nrof > 1) 3177 if (op->nrof > 1)
3391 tmp = get_split_ob (op, op->nrof - 1); 3178 tmp = get_split_ob (op, op->nrof - 1);
3392 else 3179 else
3393 tmp = NULL; 3180 tmp = NULL;
3404 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3405 if (tmp != NULL) 3192 if (tmp != NULL)
3406 (void) insert_ob_in_ob (tmp, who); 3193 (void) insert_ob_in_ob (tmp, who);
3407 return 1; 3194 return 1;
3408 } 3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix
3198 // i.e. "R" can use Ragnarok's swors.
3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3410 { 3200 {
3411 /* if the weapon does not have the name as the character, can't use it. */ 3201 /* if the weapon does not have the name as the character, can't use it. */
3412 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3413 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3204
3414 if (tmp != NULL) 3205 if (tmp)
3415 (void) insert_ob_in_ob (tmp, who); 3206 insert_ob_in_ob (tmp, who);
3207
3416 return 1; 3208 return 1;
3417 } 3209 }
3210
3418 SET_FLAG (op, FLAG_APPLIED); 3211 SET_FLAG (op, FLAG_APPLIED);
3419 3212
3420 if (skop) 3213 if (skop)
3421 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3422 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3423 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3424 3218
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3426 3220
3427 (void) change_abil (who, op); 3221 change_abil (who, op);
3428 break; 3222 break;
3429 3223
3430 case ARMOUR: 3224 case ARMOUR:
3431 case HELMET: 3225 case HELMET:
3432 case SHIELD: 3226 case SHIELD:
3437 case CLOAK: 3231 case CLOAK:
3438 case RING: 3232 case RING:
3439 case AMULET: 3233 case AMULET:
3440 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3441 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3442 (void) change_abil (who, op); 3236 change_abil (who, op);
3443 break; 3237 break;
3238
3444 case LAMP: 3239 case LAMP:
3445 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3446 { 3241 {
3447 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3448 return 1; 3243 return 1;
3449 } 3244 }
3245
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3451 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3452 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3453 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3454 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3455 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3456 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3457 3255
3458 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3459 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3460 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3461 3259
3462 op->destroy (); 3260 op->destroy ();
3463 3261
3464 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3465 if (tmp != NULL) 3263 if (tmp)
3466 { 3264 {
3467 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3468 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3469 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3470 } 3268 }
3269
3471 who->update_stats (); 3270 who->update_stats ();
3271
3472 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3473 { 3273 {
3474 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3475 { 3275 {
3476 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3477 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3478 } 3278 }
3479 } 3279 }
3280
3480 if (who->type == PLAYER) 3281 if (who->type == PLAYER)
3481 esrv_send_item (who, tmp2); 3282 esrv_send_item (who, tmp2);
3283
3482 return 0; 3284 return 0;
3483 break;
3484 3285
3485 /* this part is needed for skill-tools */ 3286 /* this part is needed for skill-tools */
3486 case SKILL: 3287 case SKILL:
3487 case SKILL_TOOL: 3288 case SKILL_TOOL:
3488 if (who->chosen_skill) 3289 if (who->chosen_skill)
3489 { 3290 {
3490 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3491 return 1; 3292 return 1;
3492 } 3293 }
3294
3493 if (who->type == PLAYER) 3295 if (who->type == PLAYER)
3494 { 3296 {
3495 who->contr->shoottype = range_skill;
3496 who->contr->ranges[range_skill] = op; 3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299
3497 if (!op->invisible) 3300 if (!op->invisible)
3498 { 3301 {
3499 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3500 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3501 } 3304 }
3502 else 3305 else
3503 {
3504 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3505 } 3307 }
3506 } 3308
3507 SET_FLAG (op, FLAG_APPLIED); 3309 SET_FLAG (op, FLAG_APPLIED);
3508 (void) change_abil (who, op); 3310 change_abil (who, op);
3509 who->chosen_skill = op; 3311 who->chosen_skill = op;
3510 SET_FLAG (who, FLAG_READY_SKILL); 3312 SET_FLAG (who, FLAG_READY_SKILL);
3511 break; 3313 break;
3512 3314
3513 case BOW: 3315 case BOW:
3514 if (!check_weapon_power (who, op->last_eat)) 3316 if (!check_weapon_power (who, op->last_eat))
3515 { 3317 {
3516 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3517 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320
3518 if (tmp != NULL) 3321 if (tmp)
3519 (void) insert_ob_in_ob (tmp, who); 3322 insert_ob_in_ob (tmp, who);
3323
3520 return 1; 3324 return 1;
3521 } 3325 }
3326
3522 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3523 { 3328 {
3524 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3525 if (tmp != NULL) 3330 if (tmp != NULL)
3526 (void) insert_ob_in_ob (tmp, who); 3331 insert_ob_in_ob (tmp, who);
3332
3527 return 1; 3333 return 1;
3528 } 3334 }
3335
3529 /*FALLTHROUGH*/ case WAND: 3336 /*FALLTHROUGH*/
3337 case WAND:
3530 case ROD: 3338 case ROD:
3531 case HORN: 3339 case HORN:
3532 /* check for skill, alter player status */ 3340 /* check for skill, alter player status */
3533 SET_FLAG (op, FLAG_APPLIED); 3341 SET_FLAG (op, FLAG_APPLIED);
3534 if (skop) 3342 if (skop)
3535 change_skill (who, skop, 0); 3343 change_skill (who, skop, 0);
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 3344
3538 if (who->type == PLAYER) 3345 if (who->type == PLAYER)
3539 { 3346 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348
3540 if (op->type == BOW) 3349 if (op->type == BOW)
3541 { 3350 {
3542 (void) change_abil (who, op); 3351 change_abil (who, op);
3543 new_draw_info_format (NDI_UNIQUE, 0, who, 3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3544 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3545 who->contr->shoottype = range_bow;
3546 } 3354 }
3547 else 3355
3548 { 3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3549 who->contr->shoottype = range_misc; 3357 who->contr->ranged_ob = op;
3550 }
3551 } 3358 }
3552 else 3359 else
3553 { 3360 {
3554 if (op->type == BOW) 3361 if (op->type == BOW)
3555 SET_FLAG (who, FLAG_READY_BOW); 3362 SET_FLAG (who, FLAG_READY_BOW);
3556 else 3363 else
3557 SET_FLAG (who, FLAG_READY_RANGE); 3364 SET_FLAG (who, FLAG_READY_RANGE);
3558 } 3365 }
3366
3559 break; 3367 break;
3560 3368
3561 case BUILDER: 3369 case BUILDER:
3562 if (who->contr->ranges[range_builder]) 3370 if (who->type == PLAYER)
3371 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3563 unapply_special (who, who->contr->ranges[range_builder], 0); 3373 unapply_special (who, who->contr->ranged_ob, 0);
3564 who->contr->shoottype = range_builder; 3374
3565 who->contr->ranges[range_builder] = op;
3566 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op;
3379 }
3567 break; 3380 break;
3568 3381
3569 default: 3382 default:
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3571 } /* end of switch op->type */ 3384 } /* end of switch op->type */
3590 { 3403 {
3591 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3592 SET_FLAG (op, FLAG_KNOWN_CURSED); 3405 SET_FLAG (op, FLAG_KNOWN_CURSED);
3593 } 3406 }
3594 } 3407 }
3408
3595 if (who->type == PLAYER) 3409 if (who->type == PLAYER)
3596 { 3410 {
3597 /* if multiple objects were applied, update both slots */ 3411 /* if multiple objects were applied, update both slots */
3598 if (tmp) 3412 if (tmp)
3599 esrv_send_item (who, tmp); 3413 esrv_send_item (who, tmp);
3414
3600 esrv_send_item (who, op); 3415 esrv_send_item (who, op);
3601 } 3416 }
3417
3602 return 0; 3418 return 0;
3603} 3419}
3604
3605 3420
3606int 3421int
3607monster_apply_special (object *who, object *op, int aflags) 3422monster_apply_special (object *who, object *op, int aflags)
3608{ 3423{
3609 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3653 3468
3654 case TREASURE: 3469 case TREASURE:
3655 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3656 return 0; 3471 return 0;
3657 3472
3658 while ((op->stats.hp--) > 0) 3473 while (op->stats.hp-- > 0)
3659 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3660 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3475 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3661 3476
3662 /* If we generated an object and put it in this object inventory, 3477 /* If we generated an object and put it in this object inventory,
3663 * move it to the parent object as the current object is about 3478 * move it to the parent object as the current object is about
3680 } 3495 }
3681 return tmp ? 1 : 0; 3496 return tmp ? 1 : 0;
3682} 3497}
3683 3498
3684/** 3499/**
3685 * fix_auto_apply goes through the entire map (only the first time 3500 * fix_auto_apply goes through the entire map every time a map
3686 * when an original map is loaded) and performs special actions for 3501 * is loaded or swapped in and performs special actions for
3687 * certain objects (most initialization of chests and creation of 3502 * certain objects (most initialization of chests and creation of
3688 * treasures and stuff). Calls auto_apply if appropriate. 3503 * treasures and stuff). Calls auto_apply if appropriate.
3689 */ 3504 */
3690void 3505void
3691fix_auto_apply (maptile *m) 3506maptile::fix_auto_apply ()
3692{ 3507{
3693 object *tmp, *above = NULL; 3508 if (!spaces)
3694 int x, y;
3695
3696 if (m == NULL)
3697 return; 3509 return;
3698 3510
3699 for (x = 0; x < m->width; x++) 3511 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3700 for (y = 0; y < m->height; y++) 3512 for (object *tmp = ms->bot; tmp; )
3701 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3702 { 3513 {
3703 above = tmp->above; 3514 object *above = tmp->above;
3704 3515
3705 if (tmp->inv) 3516 if (tmp->inv)
3706 { 3517 {
3707 object *invtmp, *invnext; 3518 object *invtmp, *invnext;
3708 3519
3709 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3710 { 3521 {
3711 invnext = invtmp->below; 3522 invnext = invtmp->below;
3712 3523
3713 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3714 auto_apply (invtmp); 3525 auto_apply (invtmp);
3715 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3716 { 3527 {
3717 while ((invtmp->stats.hp--) > 0) 3528 while ((invtmp->stats.hp--) > 0)
3718 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3719 3530
3720 invtmp->randomitems = NULL; 3531 invtmp->randomitems = NULL;
3721 } 3532 }
3722 else if (invtmp && invtmp->arch 3533 else if (invtmp && invtmp->arch
3723 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3534 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3724 { 3535 {
3725 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3536 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3726 /* Need to clear this so that we never try to create 3537 /* Need to clear this so that we never try to create
3727 * treasure again for this object 3538 * treasure again for this object
3728 */ 3539 */
3729 invtmp->randomitems = NULL; 3540 invtmp->randomitems = NULL;
3730 } 3541 }
3731 } 3542 }
3732 /* This is really temporary - the code at the bottom will 3543 /* This is really temporary - the code at the bottom will
3733 * also set randomitems to null. The problem is there are bunches 3544 * also set randomitems to null. The problem is there are bunches
3734 * of maps/players already out there with items that have spells 3545 * of maps/players already out there with items that have spells
3735 * which haven't had the randomitems set to null yet. 3546 * which haven't had the randomitems set to null yet.
3736 * MSW 2004-05-13 3547 * MSW 2004-05-13
3737 * 3548 *
3738 * And if it's a spellbook, it's better to set randomitems to NULL too, 3549 * And if it's a spellbook, it's better to set randomitems to NULL too,
3739 * else you get two spells in the book ^_- 3550 * else you get two spells in the book ^_-
3740 * Ryo 2004-08-16 3551 * Ryo 2004-08-16
3741 */ 3552 */
3742 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3553 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3743 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3554 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3744 tmp->randomitems = NULL;
3745
3746 }
3747
3748 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3749 auto_apply (tmp);
3750 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3751 {
3752 while ((tmp->stats.hp--) > 0)
3753 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3754 tmp->randomitems = NULL; 3555 tmp->randomitems = NULL;
3556
3755 } 3557 }
3558
3559 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3560 auto_apply (tmp);
3561 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3562 {
3563 while ((tmp->stats.hp--) > 0)
3564 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3565 tmp->randomitems = NULL;
3566 }
3756 else if (tmp->type == TIMED_GATE) 3567 else if (tmp->type == TIMED_GATE)
3757 { 3568 {
3758 object *head = tmp->head != NULL ? tmp->head : tmp; 3569 object *head = tmp->head != NULL ? tmp->head : tmp;
3759 3570
3760 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3571 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3761 tmp->set_speed (0); 3572 tmp->set_speed (0);
3762 } 3573 }
3763 /* This function can be called everytime a map is loaded, even when 3574 /* This function can be called everytime a map is loaded, even when
3764 * swapping back in. As such, we don't want to create the treasure 3575 * swapping back in. As such, we don't want to create the treasure
3765 * over and ove again, so after we generate the treasure, blank out 3576 * over and ove again, so after we generate the treasure, blank out
3766 * randomitems so if it is swapped in again, it won't make anything. 3577 * randomitems so if it is swapped in again, it won't make anything.
3767 * This is a problem for the above objects, because they have counters 3578 * This is a problem for the above objects, because they have counters
3768 * which say how many times to make the treasure. 3579 * which say how many times to make the treasure.
3769 */ 3580 */
3770 else if (tmp && tmp->arch && tmp->type != PLAYER 3581 else if (tmp && tmp->arch && tmp->type != PLAYER
3771 && tmp->type != TREASURE && tmp->type != SPELL 3582 && tmp->type != TREASURE && tmp->type != SPELL
3772 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3773 { 3584 {
3774 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3775 tmp->randomitems = NULL; 3586 tmp->randomitems = NULL;
3776 } 3587 }
3588 // close all containers
3589 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0;
3591
3592 tmp = above;
3777 } 3593 }
3778 3594
3779 for (x = 0; x < m->width; x++) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3780 for (y = 0; y < m->height; y++) 3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3781 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3782 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3783 check_trigger (tmp, tmp->above); 3598 check_trigger (tmp, tmp->above);
3784} 3599}
3785 3600
3786/** 3601/**
3787 * Handles player eating food that temporarily changes status (resistances, stats). 3602 * Handles player eating food that temporarily changes status (resistances, stats).
3788 * This used to call cast_change_attr(), but 3603 * This used to call cast_change_attr(), but
3834 /* check for hp, sp change */ 3649 /* check for hp, sp change */
3835 if (food->stats.hp != 0) 3650 if (food->stats.hp != 0)
3836 { 3651 {
3837 if (QUERY_FLAG (food, FLAG_CURSED)) 3652 if (QUERY_FLAG (food, FLAG_CURSED))
3838 { 3653 {
3839 strcpy (who->contr->killer, food->name); 3654 assign (who->contr->killer, food->name);
3840 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3655 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3841 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3842 } 3657 }
3843 else 3658 else
3844 { 3659 {

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