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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC vs.
Revision 1.186 by elmex, Tue Jan 13 12:07:42 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n" << marked->msg; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n" << id->msg; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
146 } 146 }
147 } 147 }
148 } 148 }
149 149
150 if (buf.empty ()) 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying"); 151 pl->failmsg ("You have nothing that needs identifying");
152 152 else
153 pl->contr->infobox ("Identify", buf); 153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154 154
155 return !money; 155 return !money;
156} 156}
157 157
158/** 158/**
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 301 }
319 else 302 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
347 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 331 }
349 else 332 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 334
352 decrease_ob (tmp); 335 tmp->decrease ();
353 336
354 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 339 op->update_stats ();
357 340
388 force->speed_left = -1; 371 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 375 change_abil (op, force);
393 decrease_ob (tmp); 376 tmp->decrease ();
394 return 1; 377 return 1;
395 } 378 }
396 379
397 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 381 if (op->type == PLAYER)
411 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 395 * up all the stats.
413 */ 396 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 398 op->update_stats ();
416 decrease_ob (tmp); 399 tmp->decrease ();
417 return 1; 400 return 1;
418} 401}
419 402
420/**************************************************************************** 403/****************************************************************************
421 * Weapon improvement code follows 404 * Weapon improvement code follows
423 406
424/** 407/**
425 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
426 */ 409 */
427static int 410static int
428check_item (object *op, const char *item) 411check_item (object *op, shstr_cmp item)
429{ 412{
430 int count = 0; 413 int count = 0;
431 414
432 if (!item) 415 if (!item)
433 return 0; 416 return 0;
434 417
435 for (op = op->below; op; op = op->below) 418 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 419 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 421 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 422 count += op->number_of ();
446 }
447 }
448 }
449 423
450 return count; 424 return count;
451} 425}
452 426
453/** 427/**
455 * op is typically the player, which is only 429 * op is typically the player, which is only
456 * really used to determine what space to look at. 430 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 431 * Modified to only eat 'nrof' of objects.
458 */ 432 */
459static void 433static void
460eat_item (object *op, const char *item, uint32 nrof) 434eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 435{
462 object *prev; 436 object *prev;
463 437
464 prev = op; 438 prev = op;
465 op = op->below; 439 op = op->below;
466 440
467 while (op) 441 while (op)
468 { 442 {
469 if (strcmp (op->arch->archname, item) == 0) 443 if (op->arch->archname == item)
470 { 444 {
471 if (op->nrof >= nrof) 445 if (op->nrof >= nrof)
472 { 446 {
473 decrease_ob_nr (op, nrof); 447 op->decrease (nrof);
474 return; 448 return;
475 } 449 }
476 else 450 else
477 { 451 {
478 decrease_ob_nr (op, op->nrof); 452 op->decrease (nrof);
479 nrof -= op->nrof; 453 nrof -= op->nrof;
480 } 454 }
481 455
482 op = prev; 456 op = prev;
483 } 457 }
568static int 542static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 543improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 544{
571 stat += sacrifice_count; 545 stat += sacrifice_count;
572 weapon->last_eat++; 546 weapon->last_eat++;
573 decrease_ob (improver); 547 improver->decrease ();
574 548
575 /* So it updates the players stats and the window */ 549 /* So it updates the players stats and the window */
576 op->update_stats (); 550 op->update_stats ();
577 551
578 op->statusmsg (format ( 552 op->statusmsg (format (
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 597 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 599 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 600 weapon->stats.ac) /* AC - only taifu's I think */
627 { 601 {
628 op->failmsg ("You cannot prepare magic weapons."); 602 op->failmsg ("You cannot prepare magic weapons. "
603 "H<A weapon is considered magical if it changes regeneration, "
604 "speed or ac, or has other protections.>");
629 return 0; 605 return 0;
630 } 606 }
631 607
632 sacrifice_count = check_sacrifice (op, improver); 608 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 609 if (sacrifice_count <= 0)
644 620
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 621 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 622 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 623 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 624 slot at once! */
649 decrease_ob (improver); 625 improver->decrease ();
650 weapon->last_eat = 0; 626 weapon->last_eat = 0;
651 return 1; 627 return 1;
652} 628}
653
654 629
655/** 630/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 631 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 632 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 633 * Returns 0 if it was not able to work for some reason.
702 weapon->weight += 5000; /* 5 KG's */ 677 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 678 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 679 weapon->last_eat++;
705 680
706 weapon->item_power++; 681 weapon->item_power++;
707 decrease_ob (improver); 682 improver->decrease ();
708 return 1; 683 return 1;
709 } 684 }
710 685
711 if (improver->stats.sp == IMPROVE_WEIGHT) 686 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 687 {
716 weapon->weight = 1; 691 weapon->weight = 1;
717 692
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 693 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 694 weapon->last_eat++;
720 weapon->item_power++; 695 weapon->item_power++;
721 decrease_ob (improver); 696 improver->decrease ();
722 return 1; 697 return 1;
723 } 698 }
699
724 if (improver->stats.sp == IMPROVE_ENCHANT) 700 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 701 {
726 weapon->magic++; 702 weapon->magic++;
727 weapon->last_eat++; 703 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 704 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 705 improver->decrease ();
730 weapon->item_power++; 706 weapon->item_power++;
731 return 1; 707 return 1;
732 } 708 }
733 709
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 710 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
783 op->failmsg ("Something blocks the magic of the scroll!"); 759 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 760 return 0;
785 } 761 }
786 762
787 otmp = find_marked_object (op); 763 otmp = find_marked_object (op);
764
788 if (!otmp) 765 if (!otmp)
789 { 766 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 767 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 768 return 0;
792 } 769 }
834 if (armour->magic >= settings.armor_max_enchant) 811 if (armour->magic >= settings.armor_max_enchant)
835 { 812 {
836 op->failmsg ("This armour can not be enchanted any further!"); 813 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 814 return 0;
838 } 815 }
816
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 817 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it. 818 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour 819 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 820 * of gnarg and what not?)
843 */ 821 */
845 { 823 {
846 op->failmsg ("This armour will not accept further enchantment."); 824 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 825 return 0;
848 } 826 }
849 827
850 /* Split objects if needed. Can't insert tmp until the 828 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 829 * end of this function - otherwise it will just re-merge.
852 */ 830 */
853 if (armour->nrof > 1) 831 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 832
858 armour->magic++; 833 armour->magic++;
859 834
860 if (!settings.armor_speed_linear) 835 if (!settings.armor_speed_linear)
861 { 836 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 873 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 874
900 if (op->type == PLAYER) 875 if (op->type == PLAYER)
901 { 876 {
902 esrv_send_item (op, armour); 877 esrv_send_item (op, armour);
878
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 879 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 880 op->update_stats ();
905 } 881 }
906 882
907 decrease_ob (improver); 883 improver->decrease ();
908 884
909 if (tmp) 885 if (tmp)
910 { 886 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 887
915 return 1; 888 return 1;
916} 889}
917 890
918/* 891/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 892 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken. 893 * what the converter wants, -1 if the converter is broken.
921 */ 894 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 895 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 896 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 897 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 898 * what the converter wants, this will not do anything.
931 */ 899 */
932int 900static int
933convert_item (object *item, object *converter) 901convert_item (object *item, object *converter)
934{ 902{
935 int nr = 0;
936 uint32 price_in; 903 sint64 nr, price_in;
904
905 if (item->flag [FLAG_UNPAID])
906 return 0;
907
908 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp;
937 912
938 /* We make some assumptions - we assume if it takes money as it type, 913 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs 914 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 915 * 3 gp and player drops a platinum, tough luck)
941 */ 916 */
942 if (CONV_FROM (converter) == shstr_money) 917 if (conv_from == shstr_money)
943 { 918 {
944 if (item->type != MONEY) 919 if (item->type != MONEY)
945 return 0; 920 return 0;
946 921
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 922 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 923 if (!nr)
949 return 0; 924 return 0;
950 925
951 converter->play_sound (sound_find ("shop_buy")); 926 converter->play_sound (sound_find ("shop_buy"));
952 927
953 int cost = nr * CONV_NEED (converter) / item->value; 928 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 929
958 decrease_ob_nr (item, cost); 930 item->decrease (cost);
959 931
960 price_in = cost * item->value; 932 price_in = cost * item->value;
961 } 933 }
962 else 934 else
963 { 935 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 936 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 937 || conv_from != item->arch->archname
938 || (need && need > (uint16) item->nrof))
966 return 0; 939 return 0;
967 940
968 converter->play_sound (sound_find ("convert_item")); 941 converter->play_sound (sound_find ("convert_item"));
969 942
970 if (CONV_NEED (converter)) 943 if (need)
971 { 944 {
972 nr = item->nrof / CONV_NEED (converter); 945 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 946 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 947 price_in = nr * need * item->value;
975 } 948 }
976 else 949 else
977 { 950 {
978 price_in = item->value; 951 price_in = item->value;
979 item->destroy (); 952 item->destroy ();
990 ob_to_copy = converter->inv; 963 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 964 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 965 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 966 ob_to_copy = ob;
994 967
995 item = object_create_clone (ob_to_copy); 968 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 969 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 970 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 971 }
999 else 972 else
1000 { 973 {
1001 if (converter->other_arch == NULL) 974 if (!conv_to)
1002 { 975 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 976 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 977 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 978 return -1;
1006 } 979 }
1007 980
1008 item = object_create_arch (converter->other_arch); 981 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 982 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 983 }
1011 984
1012 if (CONV_NR (converter)) 985 if (give)
1013 item->nrof = CONV_NR (converter); 986 item->nrof = give;
1014 987
1015 if (nr) 988 if (nr)
1016 item->nrof *= nr; 989 item->nrof *= nr;
1017 990
1018 if (is_in_shop (converter)) 991 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 992 SET_FLAG (item, FLAG_UNPAID);
993
994 if (is_in_shop (converter))
995 {
996 // converters on shop floors don't work anymore, bug lets check for it
997 // and report in case someone still does it.
998 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999 converter->debug_desc ());
1000 SET_FLAG (item, FLAG_UNPAID);
1001 }
1020 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 1003 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 1006 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 1007 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 1008 * hopefully had something in mind when doing this.
1027 */ 1009 */
1028 } 1010 }
1029 1011
1030 SET_FLAG (item, FLAG_IDENTIFIED); 1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 1018 return 1;
1033} 1019}
1034 1020
1035/** 1021/**
1131/* push_button (altar);*/ 1117/* push_button (altar);*/
1132 } 1118 }
1133 else 1119 else
1134 { 1120 {
1135 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1136 push_button (altar); 1122 push_button (altar, originator);
1137 } 1123 }
1138 1124
1139 return !sacrifice; 1125 return !sacrifice;
1140 } 1126 }
1141 else 1127 else
1167 { 1153 {
1168 has_unpaid = true; 1154 has_unpaid = true;
1169 break; 1155 break;
1170 } 1156 }
1171 1157
1172 if (op->type != PLAYER) 1158 if (!op->is_player ())
1173 { 1159 {
1174 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1176 * the shop. 1162 * the shop.
1177 */ 1163 */
1181 1167
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1169 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1171
1172 if (i >= 0)
1186 tmp->remove (); 1173 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1174 }
1196 } 1175 }
1197 1176
1198 /* Don't teleport things like spell effects */ 1177 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1178 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1189 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1190 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1191
1213 return 0; 1192 return 0;
1214 } 1193 }
1194
1215 /* Removed code that checked for multipart objects - it appears that 1195 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1196 * the teleport function should be able to handle this just fine.
1217 */ 1197 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1198 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1199 }
1274 * Handles applying a sign. 1254 * Handles applying a sign.
1275 */ 1255 */
1276static void 1256static void
1277apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1278{ 1258{
1279 readable_message_type *msgType; 1259 if (!op->is_player())
1260 return;
1261
1262 if (sign->has_dialogue ())
1263 {
1264 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1265 return;
1266 }
1280 1267
1281 if (!sign->msg) 1268 if (!sign->msg)
1282 { 1269 {
1283 op->statusmsg ("Nothing is written on it."); 1270 op->contr->infobox (MSG_CHANNEL ("examine"),
1271 format ("T<%s>\n\n Nothing %sis written on it.",
1272 &sign->name,
1273 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1274 return;
1285 } 1275 }
1286 1276
1287 if (sign->stats.food) 1277 if (sign->stats.food)
1288 { 1278 {
1289 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1290 { 1280 {
1291 if (!sign->move_on) 1281 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1282 op->failmsg ("You cannot read it anymore.");
1293 1283
1294 return; 1284 return;
1295 } 1285 }
1296 1286
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1300 }
1311 1301
1312 if (op->contr) 1302 if (op->contr)
1313 if (client *ns = op->contr->ns) 1303 if (client *ns = op->contr->ns)
1314 { 1304 {
1305 if (sign->sound)
1315 ns->play_sound (sign->sound); 1306 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 1307 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice"));
1317 1309
1318 if (ns->can_msg) 1310 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 } 1311 }
1312}
1313
1314static void
1315move_apply_hole (object *trap, object *victim)
1316{
1317 /* Hole not open? */
1318 if (trap->stats.wc > 0)
1319 return;
1320
1321 /* Is this a multipart monster and not the head? If so, return.
1322 * Processing will happen if the head runs into the pit
1323 */
1324 if (victim->head)
1325 return;
1326
1327 // now find all possible locations and randomly pick one
1328 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1329 trap->range >= 3 ? SIZEOFFREE3 + 1
1330 : trap->range >= 2 ? SIZEOFFREE2 + 1
1331 : trap->range >= 1 ? SIZEOFFREE1 + 1
1332 : SIZEOFFREE0 + 1);
1333
1334 if (dir < 0)
1335 return;
1336
1337 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1338 victim->statusmsg ("You fall through the hole!", NDI_RED);
1339
1340 transfer_ob (victim,
1341 EXIT_X (trap) + freearr_x[dir],
1342 EXIT_Y (trap) + freearr_y[dir],
1343 0, victim);
1327} 1344}
1328 1345
1329/** 1346/**
1330 * 'victim' moves onto 'trap' 1347 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap' 1348 * 'victim' leaves 'trap'
1406 } 1423 }
1407 goto leave; 1424 goto leave;
1408 1425
1409 case BUTTON: 1426 case BUTTON:
1410 case PEDESTAL: 1427 case PEDESTAL:
1411 update_button (trap); 1428 update_button (trap, originator);
1412 goto leave; 1429 goto leave;
1413 1430
1414 case ALTAR: 1431 case ALTAR:
1415 /* sacrifice victim on trap */ 1432 /* sacrifice victim on trap */
1416 apply_altar (trap, victim, originator); 1433 apply_altar (trap, victim, originator);
1443 1460
1444 if (!trap->value) 1461 if (!trap->value)
1445 { 1462 {
1446 int tot; 1463 int tot;
1447 1464
1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1467 tot += ab->head_ ()->total_weight ();
1451 1468
1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453 goto leave; 1470 goto leave;
1454 1471
1455 SET_ANIMATION (trap, trap->value); 1472 SET_ANIMATION (trap, trap->value);
1480 1497
1481 case CONVERTER: 1498 case CONVERTER:
1482 if (convert_item (victim, trap) < 0) 1499 if (convert_item (victim, trap) < 0)
1483 { 1500 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap); 1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1486 } 1503 }
1487 1504
1488 goto leave; 1505 goto leave;
1489 1506
1490 case TRIGGER_BUTTON: 1507 case TRIGGER_BUTTON:
1500 case CHECK_INV: 1517 case CHECK_INV:
1501 check_inv (victim, trap); 1518 check_inv (victim, trap);
1502 goto leave; 1519 goto leave;
1503 1520
1504 case HOLE: 1521 case HOLE:
1505 /* Hole not open? */ 1522 move_apply_hole (trap, victim);
1506 if (trap->stats.wc > 0)
1507 goto leave;
1508
1509 /* Is this a multipart monster and not the head? If so, return.
1510 * Processing will happen if the head runs into the pit
1511 */
1512 if (victim->head)
1513 goto leave;
1514
1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518 goto leave; 1523 goto leave;
1519 1524
1520 case EXIT: 1525 case EXIT:
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 { 1527 {
1523 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1524 * players output. 1529 * players output.
1525 */ 1530 */
1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1527 victim->statusmsg (trap->msg, NDI_NAVY); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1528 1533
1534 trap->play_sound (trap->sound);
1529 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1530 } 1536 }
1531 goto leave; 1537 goto leave;
1532 1538
1533 case ENCOUNTER: 1539 case ENCOUNTER:
1600 } 1606 }
1601 1607
1602 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 { 1610 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension." 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension." 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1613 1619
1614 readable_message_type *msgType = get_readable_message_type (tmp); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1615 1621
1616 if (player *pl = op->contr) 1622 if (player *pl = op->contr)
1617 if (client *ns = pl->ns) 1623 if (client *ns = pl->ns)
1618 if (ns->can_msg) 1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632 1625
1633 /* gain xp from reading */ 1626 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1627 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */ 1628 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1629 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1631 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 { 1632 {
1640 /*exp_gain *= 2; because they just identified it too */ 1633 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED); 1634 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 1635
1643 /* If in a container, update how it looks */ 1636 if (object *pl = tmp->visible_to ())
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 } 1638 }
1649 1639
1650 change_exp (op, exp_gain, skill_ob->skill, 0); 1640 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 } 1642 }
1665 op->play_sound (sound_find ("generic_fail")); 1655 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1656 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break; 1657 break;
1668 1658
1669 case 1: 1659 case 1:
1670 decrease_ob (tmp); 1660 tmp->decrease ();
1671 op->play_sound (sound_find ("skill_learn")); 1661 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1662 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break; 1663 break;
1674 1664
1675 default: 1665 default:
1676 decrease_ob (tmp); 1666 tmp->decrease ();
1677 op->play_sound (sound_find ("generic_fail")); 1667 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1668 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break; 1669 break;
1680 } 1670 }
1681} 1671}
1802 } 1792 }
1803 1793
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 1795
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1797 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815 1798
1816 /* I removed the check for special_prayer_mark here - it didn't make 1799 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and 1800 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that 1801 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark. 1802 * they would have a special prayer mark.
1872 { 1855 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1856 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1857 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 } 1858 }
1876 1859
1877 decrease_ob (tmp); 1860 tmp->decrease ();
1878} 1861}
1879 1862
1880/** 1863/**
1881 * Handles applying a spell scroll. 1864 * Handles applying a spell scroll.
1882 */ 1865 */
1921 identify (tmp); 1904 identify (tmp);
1922 1905
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1906 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 1907
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1908 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1909 tmp->decrease ();
1927} 1910}
1928 1911
1929/** 1912/**
1930 * Applies a treasure object - by default, chest. op 1913 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1914 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1926 object *treas = tmp->inv;
1944 1927
1945 if (!treas) 1928 if (!treas)
1946 { 1929 {
1947 op->statusmsg ("The chest was empty."); 1930 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1931 tmp->decrease ();
1949 return; 1932 return;
1950 } 1933 }
1951 1934
1952 while (tmp->inv) 1935 while (tmp->inv)
1953 { 1936 {
1969 if (op->destroyed () || tmp->destroyed ()) 1952 if (op->destroyed () || tmp->destroyed ())
1970 break; 1953 break;
1971 } 1954 }
1972 1955
1973 if (!tmp->destroyed () && !tmp->inv) 1956 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1957 tmp->decrease (true);
1975} 1958}
1976 1959
1977/** 1960/**
1978 * op eats food. 1961 * op eats food.
1979 * If player, takes care of messages and dragon special food. 1962 * If player, takes care of messages and dragon special food.
1998 if (tmp->type == FOOD || tmp->type == FLESH) 1981 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!"); 1982 op->failmsg ("You feel full, but what a waste of food!");
2000 else 1983 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!"); 1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 } 1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
2003 1994
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 { 1996 {
2006 const char *buf; 1997 const char *buf;
2007 1998
2037 eat_special_food (op, tmp); 2028 eat_special_food (op, tmp);
2038 } 2029 }
2039 } 2030 }
2040 2031
2041 handle_apply_yield (tmp); 2032 handle_apply_yield (tmp);
2042 decrease_ob (tmp); 2033 tmp->decrease ();
2043} 2034}
2044 2035
2045/** 2036/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 2037 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved. 2038 * there is a chance for the dragon's skin to get improved.
2166 op->statusmsg (buf); 2157 op->statusmsg (buf);
2167 2158
2168 /* now choose a winner if we have any */ 2159 /* now choose a winner if we have any */
2169 i = -1; 2160 i = -1;
2170 if (winners > 0) 2161 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2162 i = atnr_winner [rndm (winners)];
2172 2163
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2164 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2165 {
2175 /* resistance increased! */ 2166 /* resistance increased! */
2176 skin->resist[i]++; 2167 skin->resist[i]++;
2235 2226
2236 op->statusmsg ("Applying armour enchantment."); 2227 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2228 improve_armour (op, tmp, armor);
2238} 2229}
2239 2230
2240extern void 2231void
2241apply_poison (object *op, object *tmp) 2232apply_poison (object *op, object *tmp)
2242{ 2233{
2234 // need to do it now when it is still on the map
2235 handle_apply_yield (tmp);
2236
2237 object *poison = tmp->split (1);
2238
2243 if (op->type == PLAYER) 2239 if (op->type == PLAYER)
2244 { 2240 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2241 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2242 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2243 op->contr->killer = poison;
2248 } 2244 }
2249 2245
2250 if (tmp->stats.hp > 0) 2246 if (poison->stats.hp > 0)
2251 { 2247 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2250 }
2255 2251
2256 op->stats.food -= op->stats.food / 4; 2252 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2253 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2254}
2260 2255
2261/** 2256/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2263 * A valid 2 way exit means: 2258 * A valid 2 way exit means:
2279#if 0 //TODO 2274#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */ 2276 return 0; /* This is a reset town portal */
2282#endif 2277#endif
2283 2278
2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285 2282
2286 if (exitmap) 2283 if (exitmap)
2287 { 2284 {
2288 exitmap->load_sync (); 2285 exitmap->load_sync ();
2342 return 1; 2339 return 1;
2343 } 2340 }
2344 } 2341 }
2345 2342
2346 return 0; 2343 return 0;
2344}
2345
2346/**
2347 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement.
2350 *
2351 * who - the player
2352 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found
2354 */
2355object *auto_apply_lighter (object *who, object *op, object *lighter)
2356{
2357 if (lighter == 0)
2358 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 {
2361 if (tmp->type == LIGHTER)
2362 {
2363 lighter = tmp;
2364 break;
2365 }
2366 }
2367
2368 if (!lighter)
2369 {
2370 who->failmsg (format (
2371 "You can't light up the %s with your bare hands! "
2372 "H<You need a lighter in your inventory, for example a flint and steel.>",
2373 &op->name));
2374 return 0;
2375 }
2376 }
2377
2378 // last_eat == 0 means the lighter is not being used up!
2379 if (lighter->last_eat && lighter->stats.food)
2380 {
2381 /* lighter gets used up */
2382 lighter = lighter->split ();
2383 lighter->stats.food--;
2384 who->insert (lighter);
2385 }
2386 else if (lighter->last_eat)
2387 {
2388 /* no charges left in lighter */
2389 who->failmsg (format (
2390 "You attempt to light the %s with a used up %s.",
2391 &op->name, &lighter->name));
2392 return 0;
2393 }
2394
2395 return lighter;
2396}
2397
2398/**
2399 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t.
2402 */
2403void
2404apply_lighter (object *who, object *lighter)
2405{
2406 object *item;
2407 int is_player_env = 0;
2408
2409 item = find_marked_object (who);
2410 if (item)
2411 {
2412 if (!auto_apply_lighter (who, 0, lighter))
2413 return;
2414
2415 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple
2417 * objects at once.
2418 */
2419
2420 save_throw_object (item, AT_FIRE, who);
2421
2422 if (item->destroyed ()
2423 || ((item->type == LAMP || item->type == TORCH)
2424 && item->glow_radius > 0))
2425 who->statusmsg (format (
2426 "You light the %s with the %s.",
2427 &item->name, &lighter->name));
2428 else
2429 who->failmsg (format (
2430 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name));
2432 }
2433 else
2434 who->failmsg ("You need to mark a lightable object.");
2435}
2436
2437/**
2438 * Apply for players and lamps
2439 *
2440 * who - the player
2441 * op - the lamp
2442 */
2443void player_apply_lamp (object *who, object *op)
2444{
2445 bool switch_on = op->glow_radius ? false : true;
2446
2447 if (switch_on)
2448 {
2449 object *lighter = 0;
2450
2451 if (op->flag [FLAG_IS_LIGHTABLE]
2452 && !(lighter = auto_apply_lighter (who, op, 0)))
2453 return;
2454
2455 if (op->stats.food < 1)
2456 {
2457 if (op->type == LAMP)
2458 who->failmsg (format (
2459 "The %s is out of fuel! "
2460 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461 &op->name));
2462 else
2463 who->failmsg (format (
2464 "The %s is burnt out! "
2465 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name));
2467 return;
2468 }
2469
2470 if (lighter)
2471 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else
2474 who->statusmsg (format ("You light up the %s.", &op->name));
2475 }
2476 else
2477 {
2478 if (op->type == TORCH)
2479 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 {
2482 who->statusmsg (format (
2483 "You put out the %s. "
2484 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485 &op->name, &op->name));
2486 }
2487 else
2488 who->statusmsg (format (
2489 "You put out the %s."
2490 "H<Torches wear out if you put them out.>",
2491 &op->name));
2492 }
2493 else
2494 who->statusmsg (format ("You turn off the %s.", &op->name));
2495 }
2496
2497 apply_lamp (op, switch_on);
2498}
2499
2500void get_animation_from_arch (object *op, arch_ptr a)
2501{
2502 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed;
2506 op->last_anim = 0;
2507 op->state = 0;
2508 op->face = a->face;
2509
2510 if (NUM_ANIMATIONS(op) > 1)
2511 {
2512 SET_ANIMATION(op, 0);
2513 animate_object (op, op->direction);
2514 }
2515 else
2516 update_object (op, UP_OBJ_FACE);
2517}
2518
2519/**
2520 * Apply for LAMPs and TORCHes.
2521 *
2522 * op - the lamp
2523 * switch_on - a flag which says whether the lamp should be switched on or off
2524 */
2525void apply_lamp (object *op, bool switch_on)
2526{
2527 op->set_glow_radius (switch_on ? op->range : 0);
2528 op->set_speed (switch_on ? op->arch->speed : 0);
2529
2530 // torches wear out if you put them out
2531 if (op->type == TORCH && !switch_on)
2532 {
2533 if (op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 op->stats.food -= (double) op->arch->stats.food / 15;
2536 if (op->stats.food < 0)
2537 op->stats.food = 0;
2538 }
2539 else
2540 op->stats.food = 0;
2541 }
2542
2543 // lamps and torched get worthless when used up
2544 if (op->stats.food <= 0)
2545 op->value = 0;
2546
2547 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/
2549 if (op->other_arch)
2550 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551
2552 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2347} 2554}
2348 2555
2349/** 2556/**
2350 * Main apply handler. 2557 * Main apply handler.
2351 * 2558 *
2354 * Return value: 2561 * Return value:
2355 * 0: player or monster can't apply objects of that type 2562 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object 2563 * 1: has been applied, or there was an error applying the object
2357 * 2: objects of that type can't be applied if not in inventory 2564 * 2: objects of that type can't be applied if not in inventory
2358 * 2565 *
2359 * op is the object that is causing object to be applied, tmp is the object 2566 * who is the object that is causing object to be applied, op is the object
2360 * being applied. 2567 * being applied.
2361 * 2568 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with 2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special 2570 * them in this function - they are passed to apply_special
2364 */ 2571 */
2365int 2572int
2366manual_apply (object *op, object *tmp, int aflag) 2573manual_apply (object *who, object *op, int aflag)
2367{ 2574{
2368 if (tmp->head) 2575 op = op->head_ ();
2369 tmp = tmp->head;
2370 2576
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2372 { 2578 {
2373 if (op->type == PLAYER) 2579 if (who->type == PLAYER)
2374 { 2580 {
2581 examine (who, op);
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2582 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2376 return 1; 2583 return 1;
2377 } 2584 }
2378 else 2585 else
2379 return 0; /* monsters just skip unpaid items */ 2586 return 0; /* monsters just skip unpaid items */
2380 } 2587 }
2381 2588
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2589 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2383 return RESULT_INT (0); 2590 return RESULT_INT (0);
2384 2591
2385 switch (tmp->type) 2592 switch (op->type)
2386 { 2593 {
2387 case CF_HANDLE: 2594 case CF_HANDLE:
2388 op->play_sound (sound_find ("turn_handle")); 2595 who->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle."); 2596 who->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1; 2597 op->value = op->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value); 2598 SET_ANIMATION (op, op->value);
2392 update_object (tmp, UP_OBJ_FACE); 2599 update_object (op, UP_OBJ_FACE);
2393 push_button (tmp); 2600 push_button (op, who);
2394 return 1; 2601 return 1;
2395 2602
2396 case TRIGGER: 2603 case TRIGGER:
2397 if (check_trigger (tmp, op)) 2604 if (check_trigger (op, who))
2398 { 2605 {
2399 op->statusmsg ("You turn the handle."); 2606 who->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle")); 2607 who->play_sound (sound_find ("turn_handle"));
2401 } 2608 }
2402 else 2609 else
2403 op->failmsg ("The handle doesn't move."); 2610 who->failmsg ("The handle doesn't move.");
2404 2611
2405 return 1; 2612 return 1;
2406 2613
2407 case EXIT: 2614 case EXIT:
2408 if (op->type != PLAYER) 2615 if (who->type != PLAYER)
2409 return 0; 2616 return 0;
2410 2617
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2618 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2619 who->failmsg (format ("The %s is closed.", query_name (op)));
2413 else 2620 else
2414 { 2621 {
2415 /* Don't display messages for random maps. */ 2622 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2623 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2417 op->statusmsg (tmp->msg, NDI_NAVY); 2624 who->statusmsg (op->msg, NDI_NAVY);
2418 2625
2419 op->enter_exit (tmp); 2626 who->enter_exit (op);
2420 } 2627 }
2421 2628
2422 return 1; 2629 return 1;
2423 2630
2424 case INSCRIBABLE: 2631 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg); 2632 who->statusmsg (op->msg);
2426 // maybe show a spell menu to chose from or something like that 2633 // maybe show a spell menu to chose from or something like that
2427 return 1; 2634 return 1;
2428 2635
2429 case SIGN: 2636 case SIGN:
2430 apply_sign (op, tmp, 0); 2637 apply_sign (who, op, 0);
2431 return 1; 2638 return 1;
2432 2639
2433 case BOOK: 2640 case BOOK:
2434 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2435 { 2642 {
2436 apply_book (op, tmp); 2643 apply_book (who, op);
2437 return 1; 2644 return 1;
2438 } 2645 }
2439 else 2646 else
2440 return 0; 2647 return 0;
2441 2648
2442 case SKILLSCROLL: 2649 case SKILLSCROLL:
2443 if (op->type == PLAYER) 2650 if (who->type == PLAYER)
2444 { 2651 {
2445 apply_skillscroll (op, tmp); 2652 apply_skillscroll (who, op);
2446 return 1; 2653 return 1;
2447 } 2654 }
2448 else 2655 else
2449 return 0; 2656 return 0;
2450 2657
2451 case SPELLBOOK: 2658 case SPELLBOOK:
2452 if (op->type == PLAYER) 2659 if (who->type == PLAYER)
2453 { 2660 {
2454 apply_spellbook (op, tmp); 2661 apply_spellbook (who, op);
2455 return 1; 2662 return 1;
2456 } 2663 }
2457 else 2664 else
2458 return 0; 2665 return 0;
2459 2666
2460 case SCROLL: 2667 case SCROLL:
2461 apply_scroll (op, tmp, 0); 2668 apply_scroll (who, op, 0);
2462 return 1; 2669 return 1;
2463 2670
2464 case POTION: 2671 case POTION:
2465 apply_potion (op, tmp); 2672 apply_potion (who, op);
2466 return 1; 2673 return 1;
2467 2674
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2675 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed? 2676 //TODO: remove, as it is unsed?
2470 case CLOSE_CON: 2677 case CLOSE_CON:
2471 apply_container (op, tmp->env); 2678 apply_container (who, op->env);
2472 return 1; 2679 return 1;
2473 2680
2474 case CONTAINER: 2681 case CONTAINER:
2475 apply_container (op, tmp); 2682 apply_container (who, op);
2476 return 1; 2683 return 1;
2477 2684
2478 case TREASURE: 2685 case TREASURE:
2479 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2480 { 2687 {
2481 apply_treasure (op, tmp); 2688 apply_treasure (who, op);
2482 return 1; 2689 return 1;
2483 } 2690 }
2484 else 2691 else
2485 return 0; 2692 return 0;
2693
2694 case LAMP:
2695 case TORCH:
2696 player_apply_lamp (who, op);
2697 return 1;
2486 2698
2487 case WEAPON: 2699 case WEAPON:
2488 case ARMOUR: 2700 case ARMOUR:
2489 case BOOTS: 2701 case BOOTS:
2490 case GLOVES: 2702 case GLOVES:
2498 case WAND: 2710 case WAND:
2499 case ROD: 2711 case ROD:
2500 case HORN: 2712 case HORN:
2501 case SKILL: 2713 case SKILL:
2502 case BOW: 2714 case BOW:
2503 case LAMP:
2504 case BUILDER: 2715 case BUILDER:
2505 case SKILL_TOOL: 2716 case SKILL_TOOL:
2506 if (tmp->env != op) 2717 if (op->env != who)
2507 return 2; /* not in inventory */ 2718 return 2; /* not in inventory */
2508 2719
2509 apply_special (op, tmp, aflag); 2720 apply_special (who, op, aflag);
2510 return 1; 2721 return 1;
2511 2722
2512 case DRINK: 2723 case DRINK:
2513 case FOOD: 2724 case FOOD:
2514 case FLESH: 2725 case FLESH:
2515 apply_food (op, tmp); 2726 apply_food (who, op);
2516 return 1; 2727 return 1;
2517 2728
2518 case POISON: 2729 case POISON:
2519 apply_poison (op, tmp); 2730 apply_poison (who, op);
2520 return 1; 2731 return 1;
2521 2732
2522 case SAVEBED: 2733 case SAVEBED:
2523 return 1; 2734 return 1;
2524 2735
2525 case ARMOUR_IMPROVER: 2736 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER) 2737 if (who->type == PLAYER)
2527 { 2738 {
2528 apply_armour_improver (op, tmp); 2739 apply_armour_improver (who, op);
2529 return 1; 2740 return 1;
2530 } 2741 }
2531 else 2742 else
2532 return 0; 2743 return 0;
2533 2744
2534 case WEAPON_IMPROVER: 2745 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp); 2746 check_improve_weapon (who, op);
2536 return 1; 2747 return 1;
2537 2748
2538 case CLOCK: 2749 case CLOCK:
2539 if (op->type == PLAYER) 2750 if (who->type == PLAYER)
2540 { 2751 {
2541 char buf[MAX_BUF]; 2752 char buf[MAX_BUF];
2542 timeofday_t tod; 2753 timeofday_t tod;
2543 2754
2544 get_tod (&tod); 2755 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock")); 2756 who->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format ( 2757 who->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s", 2758 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2759 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2760 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 )); 2761 ));
2551 return 1; 2762 return 1;
2552 } 2763 }
2553 else 2764 else
2554 return 0; 2765 return 0;
2555 2766
2556 case MENU: 2767 case MENU:
2557 if (op->type == PLAYER) 2768 if (who->type == PLAYER)
2558 { 2769 {
2559 shop_listing (tmp, op); 2770 shop_listing (op, who);
2560 return 1; 2771 return 1;
2561 } 2772 }
2562 else 2773 else
2563 return 0; 2774 return 0;
2564 2775
2565 case POWER_CRYSTAL: 2776 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */ 2777 apply_power_crystal (who, op); /* see egoitem.c */
2567 return 1; 2778 return 1;
2568 2779
2569 case LIGHTER: /* for lighting torches/lanterns/etc */ 2780 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) 2781 if (who->type == PLAYER)
2571 { 2782 {
2572 apply_lighter (op, tmp); 2783 apply_lighter (who, op);
2573 return 1; 2784 return 1;
2574 } 2785 }
2575 else 2786 else
2576 return 0; 2787 return 0;
2577 2788
2578 case ITEM_TRANSFORMER: 2789 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp); 2790 apply_item_transformer (who, op);
2580 return 1; 2791 return 1;
2581 2792
2582 default: 2793 default:
2583 return 0; 2794 return 0;
2584 } 2795 }
2585} 2796}
2586
2587 2797
2588/* quiet suppresses the "don't know how to apply" and "you must get it first" 2798/* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be 2799 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages. 2800 * "but you are floating high above the ground" messages.
2591 * 2801 *
2592 * Same return value as apply() function. 2802 * Same return value as apply() function.
2593 */ 2803 */
2594int 2804int
2595player_apply (object *pl, object *op, int aflag, int quiet) 2805player_apply (object *pl, object *op, int aflag, int quiet)
2596{ 2806{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING)) 2807 if (!op->env && (pl->move_type & MOVE_FLYING))
2600 { 2808 {
2601 /* player is flying and applying object not in inventory */ 2809 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2810 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 { 2811 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2812 pl->failmsg ("But you are floating high above the ground! "
2813 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2814 "or waiting till the levitation effect wears off.>");
2605 return 0; 2815 return 0;
2606 } 2816 }
2607 } 2817 }
2608 2818
2609 pl->contr->last_used = op; 2819 pl->contr->last_used = op;
2610 2820
2611 tmp = manual_apply (pl, op, aflag); 2821 int tmp = manual_apply (pl, op, aflag);
2822
2612 if (!quiet) 2823 if (!quiet)
2613 { 2824 {
2614 if (tmp == 0) 2825 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2826 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2) 2827 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n"); 2828 pl->failmsg ("You must get it first!\n");
2618 } 2829 }
2619 2830
2620 return tmp; 2831 return tmp;
2621} 2832}
2622 2833
2651 * person moving on it, also activate. Added code to make it 2862 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which 2863 * so that at least one of players movement types be that which
2653 * the item needs. 2864 * the item needs.
2654 */ 2865 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2866 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1) 2867 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return; 2868 return;
2659 } 2869
2660 if (floors >= 2) 2870 if (floors >= 2)
2661 return; /* process at most two floor objects */ 2871 return; /* process at most two floor objects */
2662 } 2872 }
2663} 2873}
2664 2874
2708 break; 2918 break;
2709 2919
2710 case SKILL: 2920 case SKILL:
2711 if (who->contr) 2921 if (who->contr)
2712 { 2922 {
2923 if (IS_COMBAT_SKILL (op->subtype))
2924 who->change_weapon (who->contr->combat_ob = 0);
2925 else if (IS_RANGED_SKILL (op->subtype))
2926 who->change_weapon (who->contr->ranged_ob = 0);
2927
2713 if (!op->invisible) 2928 if (op->invisible)
2929 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2930 else
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2931 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2717 } 2932 }
2718 2933
2719 change_abil (who, op); 2934 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL); 2935 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 2936 break;
2732 case CLOAK: 2947 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 2948 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 2949 change_abil (who, op);
2735 break; 2950 break;
2736 2951
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 if (who->contr)
2754 esrv_del_item (who->contr, op->count);
2755
2756 op->destroy ();
2757 insert_ob_in_ob (tmp2, who);
2758 who->update_stats ();
2759
2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761 {
2762 if (who->contr)
2763 {
2764 who->failmsg ("Oops, it feels deadly cold!");
2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766 }
2767 }
2768
2769 if (who->contr)
2770 esrv_send_item (who, tmp2);
2771 }
2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2775 case BOW: 2952 case BOW:
2776 case WAND: 2953 case WAND:
2777 case ROD: 2954 case ROD:
2778 case HORN: 2955 case HORN:
2779 if (player *pl = who->contr) 2956 if (player *pl = who->contr)
2806 default: 2983 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 2984 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 2985 break;
2809 } 2986 }
2810 2987
2988 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2989 if (object *pl = op->visible_to ())
2990 esrv_send_item (pl, op);
2991
2811 who->update_stats (); 2992 who->update_stats ();
2812
2813 if (!(aflags & AP_NO_MERGE))
2814 {
2815 object *tmp = merge_ob (op, 0);
2816
2817 if (who->contr)
2818 {
2819 if (tmp)
2820 { /* it was merged */
2821 esrv_del_item (who->contr, op->count);
2822 op = tmp;
2823 }
2824
2825 esrv_send_item (who, op);
2826 }
2827 }
2828 2993
2829 return 0; 2994 return 0;
2830} 2995}
2831 2996
2832/** 2997/**
3130 return 1; 3295 return 1;
3131 } 3296 }
3132 3297
3133 return unapply_special (who, op, aflags); 3298 return unapply_special (who, op, aflags);
3134 } 3299 }
3135
3136 if (basic_flag == AP_UNAPPLY) 3300 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 3301 return 0;
3138 3302
3139 // if the item is combat/ranged, wield the relevant slot first 3303 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts. 3304 // to resolve conflicts.
3141 if (player *pl = who->contr) 3305 if (player *pl = who->contr)
3211 3375
3212 /* Ok. We are now at the state where we can apply the new object. 3376 /* Ok. We are now at the state where we can apply the new object.
3213 * Note that we don't have the checks for can_use_... 3377 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 3378 * below - that is already taken care of by can_apply_object.
3215 */ 3379 */
3216 if (op->nrof > 1) 3380 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3217 tmp = get_split_ob (op, op->nrof - 1);
3218 else
3219 tmp = 0;
3220 3381
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3382 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 3383 return RESULT_INT (0);
3223 3384
3224 switch (op->type) 3385 switch (op->type)
3225 { 3386 {
3226 case WEAPON: 3387 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat)) 3388 if (!check_weapon_power (who, op->last_eat))
3228 { 3389 {
3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); 3390 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3230 3391
3231 if (tmp) 3392 if (tmp)
3232 insert_ob_in_ob (tmp, who); 3393 insert_ob_in_ob (tmp, who);
3233 3394
3234 return 1; 3395 return 1;
3235 } 3396 }
3236 3397
3237 //TODO: this obviously fails for players using a shorter prefix 3398 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword. 3399 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3400 if (op->level && !op->name.starts_with (who->name))
3240 { 3401 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 3402 /* if the weapon does not have the name as the character, can't use it. */
3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3403 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3404 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244 3405
3278 case AMULET: 3439 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 3440 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 3441 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 3442 change_abil (who, op);
3282 break; 3443 break;
3283
3284 case LAMP:
3285 if (op->stats.food < 1)
3286 {
3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3292 return 1;
3293 }
3294
3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3297 tmp2 = arch_to_object (op->other_arch);
3298 tmp2->stats.food = op->stats.food;
3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3304 insert_ob_in_ob (tmp2, who);
3305
3306 /* Remove the old lantern */
3307 if (who->type == PLAYER)
3308 esrv_del_item (who->contr, op->count);
3309
3310 op->destroy ();
3311
3312 /* insert the portion that was split off */
3313 if (tmp)
3314 {
3315 insert_ob_in_ob (tmp, who);
3316 if (who->type == PLAYER)
3317 esrv_send_item (who, tmp);
3318 }
3319
3320 who->update_stats ();
3321
3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 if (who->type == PLAYER)
3324 {
3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327 }
3328
3329 if (who->type == PLAYER)
3330 esrv_send_item (who, tmp2);
3331
3332 return 0;
3333 3444
3334 case SKILL_TOOL: 3445 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill 3446 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED); 3447 SET_FLAG (op, FLAG_APPLIED);
3337 3448
3427 insert_ob_in_ob (tmp, who); 3538 insert_ob_in_ob (tmp, who);
3428 3539
3429 return 1; 3540 return 1;
3430 } 3541 }
3431 3542
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3543 if (op->level && !op->name.starts_with (who->name))
3433 { 3544 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 3545 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 3546 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 3547 if (tmp)
3437 insert_ob_in_ob (tmp, who); 3548 insert_ob_in_ob (tmp, who);
3495 } 3606 }
3496 3607
3497 SET_FLAG (op, FLAG_APPLIED); 3608 SET_FLAG (op, FLAG_APPLIED);
3498 3609
3499 if (tmp) 3610 if (tmp)
3500 tmp = insert_ob_in_ob (tmp, who); 3611 who->insert (tmp);
3501 3612
3502 who->update_stats (); 3613 who->update_stats ();
3503 3614
3504 /* We exclude spell casting objects. The fire code will set the 3615 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 3616 * been applied flag when they are used - until that point,
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3622 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER) 3623 if (who->type == PLAYER)
3513 { 3624 {
3514 who->failmsg ( 3625 who->failmsg (
3515 "Oops, it feels deadly cold! " 3626 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3627 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 3628 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 3629 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 } 3630 }
3520 3631
3521 if (who->type == PLAYER) 3632 if (object *pl = op->visible_to ())
3522 {
3523 /* if multiple objects were applied, update both slots */
3524 if (tmp)
3525 esrv_send_item (who, tmp);
3526
3527 esrv_send_item (who, op); 3633 esrv_send_item (pl, op);
3528 }
3529 3634
3530 return 0; 3635 return 0;
3531} 3636}
3532 3637
3533int 3638int
3547int 3652int
3548auto_apply (object *op) 3653auto_apply (object *op)
3549{ 3654{
3550 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3551 int i; 3656 int i;
3657
3658 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 3659
3553 switch (op->type) 3660 switch (op->type)
3554 { 3661 {
3555 case SHOP_FLOOR: 3662 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3663 if (!op->has_random_items ())
3558 3665
3559 do 3666 do
3560 { 3667 {
3561 i = 10; /* let's give it 10 tries */ 3668 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3669 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3670 op->stats.exp
3671 ? (int) op->stats.exp
3672 : max (op->map->difficulty, 5)))
3673 == NULL && --i);
3674
3564 if (tmp == NULL) 3675 if (tmp == NULL)
3565 return 0; 3676 return 0;
3677
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3678 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 { 3679 {
3568 tmp->destroy (); 3680 tmp->destroy ();
3569 tmp = NULL; 3681 tmp = NULL;
3570 } 3682 }
3573 3685
3574 tmp->x = op->x; 3686 tmp->x = op->x;
3575 tmp->y = op->y; 3687 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3688 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3689 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3690 identify (tmp);
3580 break; 3691 break;
3581 3692
3582 case TREASURE: 3693 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3694 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3590 /* If we generated an object and put it in this object inventory, 3701 /* If we generated an object and put it in this object inventory,
3591 * move it to the parent object as the current object is about 3702 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3703 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3704 * that is put inside other objects.
3594 */ 3705 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3706 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3707 while (op->inv)
3602 else 3708 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3709
3606 op->destroy (); 3710 op->destroy ();
3607 break; 3711 break;
3608 } 3712 }
3609 return tmp ? 1 : 0; 3713
3714 return !!tmp;
3610} 3715}
3611 3716
3612/** 3717/**
3613 * fix_auto_apply goes through the entire map every time a map 3718 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3719 * is loaded or swapped in and performs special actions for
3628 3733
3629 if (tmp->inv) 3734 if (tmp->inv)
3630 { 3735 {
3631 object *invtmp, *invnext; 3736 object *invtmp, *invnext;
3632 3737
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3738 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3739 {
3635 invnext = invtmp->below; 3740 invnext = invtmp->below;
3636 3741
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638 auto_apply (invtmp); 3743 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3744 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3745 {
3641 while ((invtmp->stats.hp--) > 0) 3746 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3747 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3748
3644 invtmp->randomitems = NULL; 3749 invtmp->randomitems = NULL;
3645 } 3750 }
3646 else if (invtmp && invtmp->arch 3751 else if (invtmp && invtmp->arch
3758 /* check for hp, sp change */ 3863 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3864 if (food->stats.hp != 0)
3760 { 3865 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3866 if (QUERY_FLAG (food, FLAG_CURSED))
3762 { 3867 {
3763 assign (who->contr->killer, food->name); 3868 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3869 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3870 who->failmsg ("Eck!...that was poisonous!");
3766 } 3871 }
3767 else 3872 else
3768 { 3873 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3877 who->failmsg ("Eck!...that was poisonous!");
3773 3878
3774 who->stats.hp += food->stats.hp; 3879 who->stats.hp += food->stats.hp;
3775 } 3880 }
3776 } 3881 }
3882
3777 if (food->stats.sp != 0) 3883 if (food->stats.sp != 0)
3778 { 3884 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3885 if (QUERY_FLAG (food, FLAG_CURSED))
3780 { 3886 {
3781 who->failmsg ("You are drained of mana!"); 3887 who->failmsg ("You are drained of mana!");
3792 } 3898 }
3793 3899
3794 who->update_stats (); 3900 who->update_stats ();
3795} 3901}
3796 3902
3797/**
3798 * Designed primarily to light torches/lanterns/etc.
3799 * Also burns up burnable material too. First object in the inventory is
3800 * the selected object to "burn". -b.t.
3801 */
3802void
3803apply_lighter (object *who, object *lighter)
3804{
3805 object *item;
3806 int is_player_env = 0;
3807
3808 item = find_marked_object (who);
3809 if (item)
3810 {
3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3813 /* Split multiple lighters if they're being used up. Otherwise *
3814 * one charge from each would be used up. --DAMN */
3815 if (lighter->nrof > 1)
3816 {
3817 object *oneLighter = lighter->clone ();
3818
3819 lighter->nrof -= 1;
3820 oneLighter->nrof = 1;
3821 oneLighter->stats.food--;
3822 esrv_send_item (who, lighter);
3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3824 esrv_send_item (who, oneLighter);
3825 }
3826 else
3827 lighter->stats.food--;
3828 }
3829 else if (lighter->last_eat)
3830 {
3831 /* no charges left in lighter */
3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 return;
3834 }
3835
3836 /* Perhaps we should split what we are trying to light on fire?
3837 * I can't see many times when you would want to light multiple
3838 * objects at once.
3839 */
3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3844 save_throw_object (item, AT_FIRE, who);
3845
3846 if (item->destroyed ())
3847 {
3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3849 /* Need to update the player so that the players glow radius
3850 * gets changed.
3851 */
3852 if (is_player_env)
3853 who->update_stats ();
3854 }
3855 else
3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3857 }
3858 else
3859 who->failmsg ("You need to mark a lightable object.");
3860}
3861 3903
3862/** 3904/**
3863 * op made some mistake with a scroll, this takes care of punishment. 3905 * op made some mistake with a scroll, this takes care of punishment.
3864 * scroll_failure()- hacked directly from spell_failure 3906 * scroll_failure()- hacked directly from spell_failure
3865 */ 3907 */
3965 } 4007 }
3966 4008
3967 /* insert the randomitems from the change's treasurelist into 4009 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4010 * the player ref: player.c
3969 */ 4011 */
3970 if (change->randomitems != NULL) 4012 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4013 give_initial_items (pl, change->randomitems);
3972 4014
3973 /* set up the face, for some races. */ 4015 /* set up the face, for some races. */
3974 4016
3975 /* first, look for the force object banning 4017 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4018 * changing the face. Certain races never change face with class.
3977 */ 4019 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4020 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4021 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4022 flag_change_face = 0;
3981 4023
3982 if (flag_change_face) 4024 if (flag_change_face)
3983 { 4025 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4026 pl->face = change->face;
3986 4027 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4028 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4029 }
3992 4030
3993 /* check the special case of can't use weapons */ 4031 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4032 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4033 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4034 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 4035
3998 break; 4036 break;
3999 } 4037 }
4000 } 4038 }
4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4075 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return; 4076 return;
4039 } 4077 }
4040 4078
4041 /* check whether they are compatible or not */ 4079 /* check whether they are compatible or not */
4042 find = strstr (marked->slaying, transformer->arch->archname); 4080 find = strstr (&marked->slaying, transformer->arch->archname);
4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4081 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 { 4082 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4083 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return; 4084 return;
4047 } 4085 }
4089 4127
4090 new_item->nrof = yield; 4128 new_item->nrof = yield;
4091 4129
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4130 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093 4131
4094 insert_ob_in_ob (new_item, pl); 4132 pl->insert (new_item);
4095 esrv_send_inventory (pl, pl);
4096 /* Eat up one item */ 4133 /* Eat up one item */
4097 decrease_ob_nr (marked, 1); 4134 marked->decrease ();
4098 4135
4099 /* Eat one transformer if needed */ 4136 /* Eat one transformer if needed */
4100 if (transformer->stats.food) 4137 if (transformer->stats.food)
4101 if (--transformer->stats.food == 0) 4138 if (--transformer->stats.food == 0)
4102 decrease_ob_nr (transformer, 1); 4139 transformer->decrease ();
4103} 4140}
4104 4141

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