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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.65 by root, Mon Feb 5 01:31:26 2007 UTC vs.
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC

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 */
1698 1501
1699 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1700 goto leave; 1503 goto leave;
1701 1504
1702 case CONTAINER: 1505 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1707 goto leave; 1507 goto leave;
1708 1508
1709 case RUNE: 1509 case RUNE:
1710 case TRAP: 1510 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1771 1571
1772 readable_message_type *msgType = get_readable_message_type (tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1773 1573
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1775 msgType->message_type, msgType->message_subtype, 1575 msgType->message_type, msgType->message_subtype,
1776 "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);
1777 1578
1778 /* gain xp from reading */ 1579 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */ 1581 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1937 return; 1738 return;
1938 } 1739 }
1939 1740
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1941 { 1742 {
1942 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]");
1943 return; 1744 return;
1944 } 1745 }
1945 1746
1946 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);
1947 1748
1970 { 1771 {
1971 spell_skill = find_skill_by_name (op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1972 1773
1973 if (!spell_skill) 1774 if (!spell_skill)
1974 { 1775 {
1975 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);
1976 return; 1777 return;
1977 } 1778 }
1978 1779
1979 if (spell_skill->level < spell->level) 1780 if (spell_skill->level < spell->level)
1980 { 1781 {
2014 else 1815 else
2015 { 1816 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2017 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");
2018 } 1819 }
1820
2019 decrease_ob (tmp); 1821 decrease_ob (tmp);
2020} 1822}
2021 1823
2022/** 1824/**
2023 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2278 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2281 2083
2282 /* 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!) */
2283 if (rndm (10000) < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2284 { 2086 {
2285 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2286 winners++; 2088 winners++;
2287 } 2089 }
2288 2090
2447 continue; /*Not a valid exit */ 2249 continue; /*Not a valid exit */
2448 2250
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2251 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */ 2252 continue; /*Not in the same place */
2451 2253
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2254 if (exit->map->path != EXIT_PATH (tmp))
2453 continue; /*Not in the same map */ 2255 continue; /*Not in the same map */
2454 2256
2455 /* 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
2456 * 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
2457 * town portals to prevent strangers from visiting your appartments 2259 * town portals to prevent strangers from visiting your appartments
2608 case POTION: 2410 case POTION:
2609 (void) apply_potion (op, tmp); 2411 (void) apply_potion (op, tmp);
2610 return 1; 2412 return 1;
2611 2413
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2613 case CLOSE_CON: 2416 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2618 return 1; 2418 return 1;
2619 2419
2620 case CONTAINER: 2420 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2625 return 1; 2422 return 1;
2626 2423
2627 case TREASURE: 2424 case TREASURE:
2628 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2629 { 2426 {
2630 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2631 return 1; 2428 return 1;
2632 } 2429 }
2633 else 2430 else
2634 {
2635 return 0; 2431 return 0;
2636 }
2637 2432
2638 case WEAPON: 2433 case WEAPON:
2639 case ARMOUR: 2434 case ARMOUR:
2640 case BOOTS: 2435 case BOOTS:
2641 case GLOVES: 2436 case GLOVES:
2705 } 2500 }
2706 2501
2707 case MENU: 2502 case MENU:
2708 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2709 { 2504 {
2710 shop_listing (op); 2505 shop_listing (tmp, op);
2711 return 1; 2506 return 1;
2712 } 2507 }
2713 else 2508 else
2714 { 2509 {
2715 return 0; 2510 return 0;
2793 */ 2588 */
2794 2589
2795void 2590void
2796player_apply_below (object *pl) 2591player_apply_below (object *pl)
2797{ 2592{
2798 object *tmp, *next;
2799 int floors; 2593 int floors = 0;
2800 2594
2801 /* 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
2802 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* 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
2807 * 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
2808 * 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
2809 * 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
2810 * not return a proper value. 2601 * not return a proper value.
2811 */ 2602 */
2812 for (floors = 0; tmp != NULL; tmp = next) 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2813 { 2604 {
2814 next = tmp->below; 2605 next = tmp->below;
2606
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++; 2608 floors++;
2817 else if (floors > 0) 2609 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2819 2611
2845 return RESULT_INT (0); 2637 return RESULT_INT (0);
2846 2638
2847 object *tmp2; 2639 object *tmp2;
2848 2640
2849 CLEAR_FLAG (op, FLAG_APPLIED); 2641 CLEAR_FLAG (op, FLAG_APPLIED);
2642
2850 switch (op->type) 2643 switch (op->type)
2851 { 2644 {
2852 case WEAPON: 2645 case WEAPON:
2853 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));
2854 2647
2859 break; 2652 break;
2860 2653
2861 case SKILL: /* allows objects to impart skills */ 2654 case SKILL: /* allows objects to impart skills */
2862 case SKILL_TOOL: 2655 case SKILL_TOOL:
2863 if (op != who->chosen_skill) 2656 if (op != who->chosen_skill)
2864 {
2865 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");
2866 } 2658
2867 if (who->type == PLAYER) 2659 if (who->type == PLAYER)
2868 { 2660 {
2869 if (who->contr->shoottype == range_skill) 2661 if (who->contr->ranged_ob == op)
2870 who->contr->shoottype = range_none; 2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2871 if (!op->invisible) 2667 if (!op->invisible)
2872 {
2873 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));
2874 }
2875 else 2669 else
2876 {
2877 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);
2878 } 2671 }
2879 } 2672
2880 (void) change_abil (who, op); 2673 change_abil (who, op);
2881 who->chosen_skill = NULL; 2674 who->chosen_skill = 0;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL); 2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 2676 break;
2884 2677
2885 case ARMOUR: 2678 case ARMOUR:
2886 case HELMET: 2679 case HELMET:
2925 } 2718 }
2926 if (who->type == PLAYER) 2719 if (who->type == PLAYER)
2927 esrv_send_item (who, tmp2); 2720 esrv_send_item (who, tmp2);
2928 return 1; /* otherwise, an attempt to drop causes problems */ 2721 return 1; /* otherwise, an attempt to drop causes problems */
2929 break; 2722 break;
2723
2930 case BOW: 2724 case BOW:
2931 case WAND: 2725 case WAND:
2932 case ROD: 2726 case ROD:
2933 case HORN: 2727 case HORN:
2934 clear_skill (who); 2728 clear_skill (who);
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2936 if (who->type == PLAYER) 2729 if (who->type == PLAYER)
2937 { 2730 {
2938 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;
2939 } 2735 }
2940 else 2736 else
2941 { 2737 {
2942 if (op->type == BOW) 2738 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else 2740 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE); 2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 } 2742 }
2743
2947 break; 2744 break;
2948 2745
2949 case BUILDER: 2746 case BUILDER:
2747 if (who->type == PLAYER)
2748 {
2950 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));
2951 who->contr->shoottype = range_none; 2750
2952 who->contr->ranges[range_builder] = NULL; 2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2953 break; 2754 break;
2954 2755
2955 default: 2756 default:
2956 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));
2957 break; 2758 break;
3141 ws = tmp; 2942 ws = tmp;
3142 } 2943 }
3143 } 2944 }
3144 } 2945 }
3145 2946
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 { 2948 {
3149 if (op->body_info[i]) 2949 if (op->body_info[i])
3150 { 2950 {
3151 /* Item uses more slots than we have */ 2951 /* Item uses more slots than we have */
3230 * 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
3231 * all use the same location. 3031 * all use the same location.
3232 */ 3032 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3236 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3237
3238 3038
3239 if (who->type != PLAYER) 3039 if (who->type != PLAYER)
3240 { 3040 {
3241 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))
3242 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3246 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3249 } 3049 }
3050
3250 return retval; 3051 return retval;
3251} 3052}
3252
3253
3254 3053
3255/** 3054/**
3256 * 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.
3257 * 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,
3258 * 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
3353 { 3152 {
3354 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);
3355 return 1; 3154 return 1;
3356 } 3155 }
3357 else 3156 else
3358 {
3359 /* While experience will be credited properly, we want to change the 3157 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated 3158 * skill so that the dam and wc get updated
3361 */ 3159 */
3362 change_skill (who, skop, 0); 3160 change_skill (who, skop, 0);
3363 }
3364 } 3161 }
3365 3162
3366 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))
3367 { 3164 {
3368 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]");
3369 return 1; 3168 return 1;
3370 } 3169 }
3371 3170
3372 3171
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3173 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3376 */ 3175 */
3377
3378 3176
3379 if (op->nrof > 1) 3177 if (op->nrof > 1)
3380 tmp = get_split_ob (op, op->nrof - 1); 3178 tmp = get_split_ob (op, op->nrof - 1);
3381 else 3179 else
3382 tmp = NULL; 3180 tmp = NULL;
3412 3210
3413 SET_FLAG (op, FLAG_APPLIED); 3211 SET_FLAG (op, FLAG_APPLIED);
3414 3212
3415 if (skop) 3213 if (skop)
3416 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3417 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3418 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3419 3218
3420 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));
3421 3220
3422 (void) change_abil (who, op); 3221 change_abil (who, op);
3423 break; 3222 break;
3424 3223
3425 case ARMOUR: 3224 case ARMOUR:
3426 case HELMET: 3225 case HELMET:
3427 case SHIELD: 3226 case SHIELD:
3432 case CLOAK: 3231 case CLOAK:
3433 case RING: 3232 case RING:
3434 case AMULET: 3233 case AMULET:
3435 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3436 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));
3437 (void) change_abil (who, op); 3236 change_abil (who, op);
3438 break; 3237 break;
3238
3439 case LAMP: 3239 case LAMP:
3440 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3441 { 3241 {
3442 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);
3443 return 1; 3243 return 1;
3444 } 3244 }
3245
3445 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);
3446 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3447 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3448 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3449 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3450 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3451 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3452 3255
3453 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3454 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3455 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3456 3259
3457 op->destroy (); 3260 op->destroy ();
3458 3261
3459 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3460 if (tmp != NULL) 3263 if (tmp)
3461 { 3264 {
3462 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3463 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3464 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3465 } 3268 }
3269
3466 who->update_stats (); 3270 who->update_stats ();
3271
3467 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3468 { 3273 {
3469 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3470 { 3275 {
3471 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!");
3472 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3473 } 3278 }
3474 } 3279 }
3280
3475 if (who->type == PLAYER) 3281 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp2); 3282 esrv_send_item (who, tmp2);
3283
3477 return 0; 3284 return 0;
3478 break;
3479 3285
3480 /* this part is needed for skill-tools */ 3286 /* this part is needed for skill-tools */
3481 case SKILL: 3287 case SKILL:
3482 case SKILL_TOOL: 3288 case SKILL_TOOL:
3483 if (who->chosen_skill) 3289 if (who->chosen_skill)
3484 { 3290 {
3485 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3486 return 1; 3292 return 1;
3487 } 3293 }
3294
3488 if (who->type == PLAYER) 3295 if (who->type == PLAYER)
3489 { 3296 {
3490 who->contr->shoottype = range_skill;
3491 who->contr->ranges[range_skill] = op; 3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299
3492 if (!op->invisible) 3300 if (!op->invisible)
3493 { 3301 {
3494 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));
3495 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);
3496 } 3304 }
3497 else 3305 else
3498 {
3499 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);
3500 } 3307 }
3501 } 3308
3502 SET_FLAG (op, FLAG_APPLIED); 3309 SET_FLAG (op, FLAG_APPLIED);
3503 (void) change_abil (who, op); 3310 change_abil (who, op);
3504 who->chosen_skill = op; 3311 who->chosen_skill = op;
3505 SET_FLAG (who, FLAG_READY_SKILL); 3312 SET_FLAG (who, FLAG_READY_SKILL);
3506 break; 3313 break;
3507 3314
3508 case BOW: 3315 case BOW:
3509 if (!check_weapon_power (who, op->last_eat)) 3316 if (!check_weapon_power (who, op->last_eat))
3510 { 3317 {
3511 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.");
3512 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
3513 if (tmp != NULL) 3321 if (tmp)
3514 (void) insert_ob_in_ob (tmp, who); 3322 insert_ob_in_ob (tmp, who);
3323
3515 return 1; 3324 return 1;
3516 } 3325 }
3326
3517 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3518 { 3328 {
3519 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.");
3520 if (tmp != NULL) 3330 if (tmp != NULL)
3521 (void) insert_ob_in_ob (tmp, who); 3331 insert_ob_in_ob (tmp, who);
3332
3522 return 1; 3333 return 1;
3523 } 3334 }
3335
3524 /*FALLTHROUGH*/ case WAND: 3336 /*FALLTHROUGH*/
3337 case WAND:
3525 case ROD: 3338 case ROD:
3526 case HORN: 3339 case HORN:
3527 /* check for skill, alter player status */ 3340 /* check for skill, alter player status */
3528 SET_FLAG (op, FLAG_APPLIED); 3341 SET_FLAG (op, FLAG_APPLIED);
3529 if (skop) 3342 if (skop)
3530 change_skill (who, skop, 0); 3343 change_skill (who, skop, 0);
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3532 3344
3533 if (who->type == PLAYER) 3345 if (who->type == PLAYER)
3534 { 3346 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348
3535 if (op->type == BOW) 3349 if (op->type == BOW)
3536 { 3350 {
3537 (void) change_abil (who, op); 3351 change_abil (who, op);
3538 new_draw_info_format (NDI_UNIQUE, 0, who, 3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3539 "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));
3540 who->contr->shoottype = range_bow;
3541 } 3354 }
3542 else 3355
3543 { 3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3544 who->contr->shoottype = range_misc; 3357 who->contr->ranged_ob = op;
3545 }
3546 } 3358 }
3547 else 3359 else
3548 { 3360 {
3549 if (op->type == BOW) 3361 if (op->type == BOW)
3550 SET_FLAG (who, FLAG_READY_BOW); 3362 SET_FLAG (who, FLAG_READY_BOW);
3551 else 3363 else
3552 SET_FLAG (who, FLAG_READY_RANGE); 3364 SET_FLAG (who, FLAG_READY_RANGE);
3553 } 3365 }
3366
3554 break; 3367 break;
3555 3368
3556 case BUILDER: 3369 case BUILDER:
3557 if (who->contr->ranges[range_builder]) 3370 if (who->type == PLAYER)
3371 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3558 unapply_special (who, who->contr->ranges[range_builder], 0); 3373 unapply_special (who, who->contr->ranged_ob, 0);
3559 who->contr->shoottype = range_builder; 3374
3560 who->contr->ranges[range_builder] = op;
3561 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 }
3562 break; 3380 break;
3563 3381
3564 default: 3382 default:
3565 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));
3566 } /* end of switch op->type */ 3384 } /* end of switch op->type */
3585 { 3403 {
3586 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!");
3587 SET_FLAG (op, FLAG_KNOWN_CURSED); 3405 SET_FLAG (op, FLAG_KNOWN_CURSED);
3588 } 3406 }
3589 } 3407 }
3408
3590 if (who->type == PLAYER) 3409 if (who->type == PLAYER)
3591 { 3410 {
3592 /* if multiple objects were applied, update both slots */ 3411 /* if multiple objects were applied, update both slots */
3593 if (tmp) 3412 if (tmp)
3594 esrv_send_item (who, tmp); 3413 esrv_send_item (who, tmp);
3414
3595 esrv_send_item (who, op); 3415 esrv_send_item (who, op);
3596 } 3416 }
3417
3597 return 0; 3418 return 0;
3598} 3419}
3599
3600 3420
3601int 3421int
3602monster_apply_special (object *who, object *op, int aflags) 3422monster_apply_special (object *who, object *op, int aflags)
3603{ 3423{
3604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3648 3468
3649 case TREASURE: 3469 case TREASURE:
3650 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3651 return 0; 3471 return 0;
3652 3472
3653 while ((op->stats.hp--) > 0) 3473 while (op->stats.hp-- > 0)
3654 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3474 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3655 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);
3656 3476
3657 /* 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,
3658 * 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
3675 } 3495 }
3676 return tmp ? 1 : 0; 3496 return tmp ? 1 : 0;
3677} 3497}
3678 3498
3679/** 3499/**
3680 * 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
3681 * when an original map is loaded) and performs special actions for 3501 * is loaded or swapped in and performs special actions for
3682 * certain objects (most initialization of chests and creation of 3502 * certain objects (most initialization of chests and creation of
3683 * treasures and stuff). Calls auto_apply if appropriate. 3503 * treasures and stuff). Calls auto_apply if appropriate.
3684 */ 3504 */
3685void 3505void
3686maptile::fix_auto_apply () 3506maptile::fix_auto_apply ()
3763 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3764 { 3584 {
3765 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3766 tmp->randomitems = NULL; 3586 tmp->randomitems = NULL;
3767 } 3587 }
3588 // close all containers
3589 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0;
3768 3591
3769 tmp = above; 3592 tmp = above;
3770 } 3593 }
3771 3594
3772 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )

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