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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.191 by root, Mon Apr 27 01:38:48 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
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 <support@deliantra.net> 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
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;
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 dynbuf_text buf; 97 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 98
99 if (!pl || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
100 return 0; 100 return 0;
101 101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
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.\n\n", 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\n" << marked->msg << "\n\n"; 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.\n\n", 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\n" << id->msg << "\n\n"; 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 }
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)
332 */ 315 */
333 if (tmp->inv) 316 if (tmp->inv)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
340 321 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 322 }
349 else 323 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 325
352 decrease_ob (tmp); 326 tmp->decrease ();
353 327
354 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 330 op->update_stats ();
357 331
388 force->speed_left = -1; 362 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 366 change_abil (op, force);
393 decrease_ob (tmp); 367 tmp->decrease ();
394 return 1; 368 return 1;
395 } 369 }
396 370
397 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 372 if (op->type == PLAYER)
399 { /* only for players */ 373 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 378 else
403 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
404 380
405 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 388 * up all the stats.
413 */ 389 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 391 op->update_stats ();
416 decrease_ob (tmp); 392 tmp->decrease ();
417 return 1; 393 return 1;
418} 394}
419 395
420/**************************************************************************** 396/****************************************************************************
421 * Weapon improvement code follows 397 * Weapon improvement code follows
422 ****************************************************************************/ 398 ****************************************************************************/
423 399
424/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* 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; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
481 464
482 op = prev; 465 op = prev;
483 } 466 }
486 op = op->below; 469 op = op->below;
487 } 470 }
488} 471}
489 472
490/** 473/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 476 */
545static int 477static int
546check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
568static int 500static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 502{
571 stat += sacrifice_count; 503 stat += sacrifice_count;
572 weapon->last_eat++; 504 weapon->last_eat++;
573 decrease_ob (improver); 505 improver->decrease ();
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
577 509
578 op->statusmsg (format ( 510 op->statusmsg (format (
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons. " 560 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
631 return 0; 563 return 0;
632 } 564 }
633 565
634 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
646 578
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 582 slot at once! */
651 decrease_ob (improver); 583 improver->decrease ();
652 weapon->last_eat = 0; 584 weapon->last_eat = 0;
653 return 1; 585 return 1;
654} 586}
655
656 587
657/** 588/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 590 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
673 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
675 606
676 if (weapon->level == 0) 607 if (weapon->level == 0)
677 { 608 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 612 return 0;
680 } 613 }
681 614
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 617 {
684 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 619 return 0;
686 } 620 }
687 621
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
689 { 624 {
690 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 627 "really want to improve it.");
693 return 0; 628 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 641 weapon->last_eat++;
707 642
708 weapon->item_power++; 643 weapon->item_power++;
709 decrease_ob (improver); 644 improver->decrease ();
710 return 1; 645 return 1;
711 } 646 }
712 647
713 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 649 {
718 weapon->weight = 1; 653 weapon->weight = 1;
719 654
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 656 weapon->last_eat++;
722 weapon->item_power++; 657 weapon->item_power++;
723 decrease_ob (improver); 658 improver->decrease ();
724 return 1; 659 return 1;
725 } 660 }
661
726 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 663 {
728 weapon->magic++; 664 weapon->magic++;
729 weapon->last_eat++; 665 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 667 improver->decrease ();
732 weapon->item_power++; 668 weapon->item_power++;
733 return 1; 669 return 1;
734 } 670 }
735 671
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
785 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 722 return 0;
787 } 723 }
788 724
789 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
790 if (!otmp) 727 if (!otmp)
791 { 728 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 730 return 0;
794 } 731 }
851 } 788 }
852 789
853 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
855 */ 792 */
856 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860 794
861 armour->magic++; 795 armour->magic++;
862 796
863 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
864 { 798 {
901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
902 836
903 if (op->type == PLAYER) 837 if (op->type == PLAYER)
904 { 838 {
905 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
906 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
907 op->update_stats (); 842 op->update_stats ();
908 } 843 }
909 844
910 decrease_ob (improver); 845 improver->decrease ();
911 846
912 if (tmp) 847 if (tmp)
913 { 848 op->insert (tmp);
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917 849
918 return 1; 850 return 1;
919} 851}
920 852
921/* 853/*
955 887
956 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
957 889
958 sint64 cost = (nr * need + item->value - 1) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
959 891
960 decrease_ob_nr (item, cost); 892 item->decrease (cost);
961 893
962 price_in = cost * item->value; 894 price_in = cost * item->value;
963 } 895 }
964 else 896 else
965 { 897 {
971 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
972 904
973 if (need) 905 if (need)
974 { 906 {
975 nr = sint64 (item->nrof) / need; 907 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * need); 908 item->decrease (nr * need);
977 price_in = nr * need * item->value; 909 price_in = nr * need * item->value;
978 } 910 }
979 else 911 else
980 { 912 {
981 price_in = item->value; 913 price_in = item->value;
993 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
996 ob_to_copy = ob; 928 ob_to_copy = ob;
997 929
998 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 } 933 }
1002 else 934 else
1003 { 935 {
1016 item->nrof = give; 948 item->nrof = give;
1017 949
1018 if (nr) 950 if (nr)
1019 item->nrof *= nr; 951 item->nrof *= nr;
1020 952
1021 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1022 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1023 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1024 { 965 {
1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 /** 968 /**
1028 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1029 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1030 */ 971 */
1031 } 972 }
1032 973
1033 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035 return 1; 980 return 1;
1036} 981}
1037 982
1038/** 983/**
1134/* push_button (altar);*/ 1079/* push_button (altar);*/
1135 } 1080 }
1136 else 1081 else
1137 { 1082 {
1138 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1139 push_button (altar); 1084 push_button (altar, originator);
1140 } 1085 }
1141 1086
1142 return !sacrifice; 1087 return !sacrifice;
1143 } 1088 }
1144 else 1089 else
1170 { 1115 {
1171 has_unpaid = true; 1116 has_unpaid = true;
1172 break; 1117 break;
1173 } 1118 }
1174 1119
1175 if (op->type != PLAYER) 1120 if (!op->is_player ())
1176 { 1121 {
1177 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1179 * the shop. 1124 * the shop.
1180 */ 1125 */
1184 1129
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 { 1131 {
1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188 1133
1134 if (i >= 0)
1189 tmp->remove (); 1135 tmp->move (i);
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 } 1136 }
1199 } 1137 }
1200 1138
1201 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1213 if (i != -1) 1151 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215 1153
1216 return 0; 1154 return 0;
1217 } 1155 }
1156
1218 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1220 */ 1159 */
1221 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1222 } 1161 }
1277 * Handles applying a sign. 1216 * Handles applying a sign.
1278 */ 1217 */
1279static void 1218static void
1280apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1281{ 1220{
1282 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1283 1229
1284 if (!sign->msg) 1230 if (!sign->msg)
1285 { 1231 {
1286 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1287 return; 1236 return;
1288 } 1237 }
1289 1238
1290 if (sign->stats.food) 1239 if (sign->stats.food)
1291 { 1240 {
1292 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1293 { 1242 {
1294 if (!sign->move_on) 1243 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1296 1245
1297 return; 1246 return;
1298 } 1247 }
1299 1248
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1318 if (sign->sound) 1267 if (sign->sound)
1319 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1320 else if (autoapply) 1269 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1322 1271
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1332} 1306}
1333 1307
1334/** 1308/**
1335 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1411 } 1385 }
1412 goto leave; 1386 goto leave;
1413 1387
1414 case BUTTON: 1388 case BUTTON:
1415 case PEDESTAL: 1389 case PEDESTAL:
1416 update_button (trap); 1390 update_button (trap, originator);
1417 goto leave; 1391 goto leave;
1418 1392
1419 case ALTAR: 1393 case ALTAR:
1420 /* sacrifice victim on trap */ 1394 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator); 1395 apply_altar (trap, victim, originator);
1448 1422
1449 if (!trap->value) 1423 if (!trap->value)
1450 { 1424 {
1451 int tot; 1425 int tot;
1452 1426
1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1456 1430
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave; 1432 goto leave;
1459 1433
1460 SET_ANIMATION (trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1485 1459
1486 case CONVERTER: 1460 case CONVERTER:
1487 if (convert_item (victim, trap) < 0) 1461 if (convert_item (victim, trap) < 0)
1488 { 1462 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap); 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1491 } 1465 }
1492 1466
1493 goto leave; 1467 goto leave;
1494 1468
1495 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1505 case CHECK_INV: 1479 case CHECK_INV:
1506 check_inv (victim, trap); 1480 check_inv (victim, trap);
1507 goto leave; 1481 goto leave;
1508 1482
1509 case HOLE: 1483 case HOLE:
1510 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave; 1485 goto leave;
1524 1486
1525 case EXIT: 1487 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 { 1489 {
1528 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1529 * players output. 1491 * players output.
1530 */ 1492 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1533 1495
1534 trap->play_sound (trap->sound); 1496 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1536 } 1498 }
1619 1581
1620 readable_message_type *msgType = get_readable_message_type (tmp); 1582 readable_message_type *msgType = get_readable_message_type (tmp);
1621 1583
1622 if (player *pl = op->contr) 1584 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1585 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1586 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631 1587
1632 /* gain xp from reading */ 1588 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */ 1590 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1593 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 { 1594 {
1639 /*exp_gain *= 2; because they just identified it too */ 1595 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED); 1596 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 1597
1642 /* If in a container, update how it looks */ 1598 if (object *pl = tmp->visible_to ())
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 } 1600 }
1648 1601
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1602 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1603 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 } 1604 }
1664 op->play_sound (sound_find ("generic_fail")); 1617 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1618 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break; 1619 break;
1667 1620
1668 case 1: 1621 case 1:
1669 decrease_ob (tmp); 1622 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn")); 1623 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1624 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break; 1625 break;
1673 1626
1674 default: 1627 default:
1675 decrease_ob (tmp); 1628 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail")); 1629 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1630 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break; 1631 break;
1679 } 1632 }
1680} 1633}
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1745 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return; 1747 return;
1795 } 1748 }
1796 1749
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1750 int learn_level = sqrtf (spell->level) * 1.5f;
1751 if (skop->level < learn_level)
1798 { 1752 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1753 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1754 &tmp->skill, learn_level));
1800 return; 1755 return;
1801 } 1756 }
1802 1757
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1758 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 1759
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1760 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp); 1761 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814 1762
1815 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
1871 { 1819 {
1872 op->contr->play_sound (sound_find ("fumble_spell")); 1820 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1821 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 } 1822 }
1875 1823
1876 decrease_ob (tmp); 1824 tmp->decrease ();
1877} 1825}
1878 1826
1879/** 1827/**
1880 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
1881 */ 1829 */
1920 identify (tmp); 1868 identify (tmp);
1921 1869
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1870 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 1871
1924 cast_spell (op, tmp, dir, tmp->inv, NULL); 1872 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp); 1873 tmp->decrease ();
1926} 1874}
1927 1875
1928/** 1876/**
1929 * Applies a treasure object - by default, chest. op 1877 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure 1878 * is the person doing the applying, tmp is the treasure
1942 object *treas = tmp->inv; 1890 object *treas = tmp->inv;
1943 1891
1944 if (!treas) 1892 if (!treas)
1945 { 1893 {
1946 op->statusmsg ("The chest was empty."); 1894 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp); 1895 tmp->decrease ();
1948 return; 1896 return;
1949 } 1897 }
1950 1898
1951 while (tmp->inv) 1899 while (tmp->inv)
1952 { 1900 {
1968 if (op->destroyed () || tmp->destroyed ()) 1916 if (op->destroyed () || tmp->destroyed ())
1969 break; 1917 break;
1970 } 1918 }
1971 1919
1972 if (!tmp->destroyed () && !tmp->inv) 1920 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp); 1921 tmp->decrease (true);
1974} 1922}
1975 1923
1976/** 1924/**
1977 * op eats food. 1925 * op eats food.
1978 * If player, takes care of messages and dragon special food. 1926 * If player, takes care of messages and dragon special food.
2044 eat_special_food (op, tmp); 1992 eat_special_food (op, tmp);
2045 } 1993 }
2046 } 1994 }
2047 1995
2048 handle_apply_yield (tmp); 1996 handle_apply_yield (tmp);
2049 decrease_ob (tmp); 1997 tmp->decrease ();
2050} 1998}
2051 1999
2052/** 2000/**
2053 * A dragon is eating some flesh. If the flesh contains resistances, 2001 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved. 2002 * there is a chance for the dragon's skin to get improved.
2173 op->statusmsg (buf); 2121 op->statusmsg (buf);
2174 2122
2175 /* now choose a winner if we have any */ 2123 /* now choose a winner if we have any */
2176 i = -1; 2124 i = -1;
2177 if (winners > 0) 2125 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners]; 2126 i = atnr_winner [rndm (winners)];
2179 2127
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2128 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 { 2129 {
2182 /* resistance increased! */ 2130 /* resistance increased! */
2183 skin->resist[i]++; 2131 skin->resist[i]++;
2242 2190
2243 op->statusmsg ("Applying armour enchantment."); 2191 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor); 2192 improve_armour (op, tmp, armor);
2245} 2193}
2246 2194
2247extern void 2195void
2248apply_poison (object *op, object *tmp) 2196apply_poison (object *op, object *tmp)
2249{ 2197{
2198 // need to do it now when it is still on the map
2199 handle_apply_yield (tmp);
2200
2201 object *poison = tmp->split (1);
2202
2250 if (op->type == PLAYER) 2203 if (op->type == PLAYER)
2251 { 2204 {
2252 op->contr->play_sound (sound_find ("drink_poison")); 2205 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!"); 2206 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze"); 2207 op->contr->killer = poison;
2255 } 2208 }
2256 2209
2257 if (tmp->stats.hp > 0) 2210 if (poison->stats.hp > 0)
2258 { 2211 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2212 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2213 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2261 } 2214 }
2262 2215
2263 op->stats.food -= op->stats.food / 4; 2216 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp); 2217 poison->destroy ();
2265 decrease_ob (tmp);
2266} 2218}
2267 2219
2268/** 2220/**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2221 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means: 2222 * A valid 2 way exit means:
2354 2306
2355 return 0; 2307 return 0;
2356} 2308}
2357 2309
2358/** 2310/**
2311 * This function will try to apply a lighter and in case no lighter
2312 * is specified it will try to find a lighter in the players inventory,
2313 * and inform him about this requirement.
2314 *
2315 * who - the player
2316 * op - the item we want to light
2317 * ligher - the lighter or 0 if a lighter has yet to be found
2318 */
2319object *auto_apply_lighter (object *who, object *op, object *lighter)
2320{
2321 if (lighter == 0)
2322 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 {
2325 if (tmp->type == LIGHTER)
2326 {
2327 lighter = tmp;
2328 break;
2329 }
2330 }
2331
2332 if (!lighter)
2333 {
2334 who->failmsg (format (
2335 "You can't light up the %s with your bare hands! "
2336 "H<You need a lighter in your inventory, for example a flint and steel.>",
2337 &op->name));
2338 return 0;
2339 }
2340 }
2341
2342 // last_eat == 0 means the lighter is not being used up!
2343 if (lighter->last_eat && lighter->stats.food)
2344 {
2345 /* lighter gets used up */
2346 lighter = lighter->split ();
2347 lighter->stats.food--;
2348 who->insert (lighter);
2349 }
2350 else if (lighter->last_eat)
2351 {
2352 /* no charges left in lighter */
2353 who->failmsg (format (
2354 "You attempt to light the %s with a used up %s.",
2355 &op->name, &lighter->name));
2356 return 0;
2357 }
2358
2359 return lighter;
2360}
2361
2362/**
2363 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t.
2366 */
2367void
2368apply_lighter (object *who, object *lighter)
2369{
2370 object *item;
2371 int is_player_env = 0;
2372
2373 item = find_marked_object (who);
2374 if (item)
2375 {
2376 if (!auto_apply_lighter (who, 0, lighter))
2377 return;
2378
2379 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple
2381 * objects at once.
2382 */
2383
2384 save_throw_object (item, AT_FIRE, who);
2385
2386 if (item->destroyed ()
2387 || ((item->type == LAMP || item->type == TORCH)
2388 && item->glow_radius > 0))
2389 who->statusmsg (format (
2390 "You light the %s with the %s.",
2391 &item->name, &lighter->name));
2392 else
2393 who->failmsg (format (
2394 "You attempt to light the %s with the %s and fail.",
2395 &item->name, &lighter->name));
2396 }
2397 else
2398 who->failmsg ("You need to mark a lightable object.");
2399}
2400
2401/**
2402 * This function generates a cursed effect for cursed lamps and torches.
2403 */
2404void player_apply_lamp_cursed_effect (object *who, object *op)
2405{
2406 if (op->level)
2407 {
2408 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!",
2410 &op->name));
2411 create_exploding_ball_at (who, op->level);
2412 }
2413 else
2414 {
2415 who->failmsg (format (
2416 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2417 &op->name));
2418 }
2419
2420 op->destroy ();
2421}
2422
2423/**
2424 * Apply for players and lamps
2425 *
2426 * who - the player
2427 * op - the lamp
2428 */
2429void player_apply_lamp (object *who, object *op)
2430{
2431 bool switch_on = op->glow_radius ? false : true;
2432
2433 if (switch_on)
2434 {
2435 object *lighter = 0;
2436
2437 if (op->flag [FLAG_IS_LIGHTABLE]
2438 && !(lighter = auto_apply_lighter (who, op, 0)))
2439 return;
2440
2441 if (op->stats.food < 1)
2442 {
2443 if (op->type == LAMP)
2444 who->failmsg (format (
2445 "The %s is out of fuel! "
2446 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2447 &op->name));
2448 else
2449 who->failmsg (format (
2450 "The %s is burnt out! "
2451 "H<Torches and similar items burn out and become worthless.>",
2452 &op->name));
2453 return;
2454 }
2455
2456 if (op->flag [FLAG_CURSED])
2457 {
2458 player_apply_lamp_cursed_effect (who, op);
2459 return;
2460 }
2461
2462 if (lighter)
2463 who->statusmsg (format (
2464 "You light up the %s with the %s.", &op->name, &lighter->name));
2465 else
2466 who->statusmsg (format ("You light up the %s.", &op->name));
2467 }
2468 else
2469 {
2470 if (op->flag [FLAG_CURSED])
2471 {
2472 player_apply_lamp_cursed_effect (who, op);
2473 return;
2474 }
2475
2476 if (op->type == TORCH)
2477 {
2478 if (!op->flag [FLAG_IS_LIGHTABLE])
2479 {
2480 who->statusmsg (format (
2481 "You put out the %s. "
2482 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2483 &op->name, &op->name));
2484 }
2485 else
2486 who->statusmsg (format (
2487 "You put out the %s."
2488 "H<Torches wear out if you put them out.>",
2489 &op->name));
2490 }
2491 else
2492 who->statusmsg (format ("You turn off the %s.", &op->name));
2493 }
2494
2495 apply_lamp (op, switch_on);
2496}
2497
2498void get_animation_from_arch (object *op, arch_ptr a)
2499{
2500 op->animation_id = a->animation_id;
2501 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2502 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2503 op->anim_speed = a->anim_speed;
2504 op->last_anim = 0;
2505 op->state = 0;
2506 op->face = a->face;
2507
2508 if (NUM_ANIMATIONS(op) > 1)
2509 {
2510 SET_ANIMATION(op, 0);
2511 animate_object (op, op->direction);
2512 }
2513 else
2514 update_object (op, UP_OBJ_FACE);
2515}
2516
2517/**
2518 * Apply for LAMPs and TORCHes.
2519 *
2520 * op - the lamp
2521 * switch_on - a flag which says whether the lamp should be switched on or off
2522 */
2523void apply_lamp (object *op, bool switch_on)
2524{
2525 op->set_glow_radius (switch_on ? op->range : 0);
2526 op->set_speed (switch_on ? op->arch->speed : 0);
2527
2528 // torches wear out if you put them out
2529 if (op->type == TORCH && !switch_on)
2530 {
2531 if (op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 op->stats.food -= (double) op->arch->stats.food / 15;
2534 if (op->stats.food < 0)
2535 op->stats.food = 0;
2536 }
2537 else
2538 op->stats.food = 0;
2539 }
2540
2541 // lamps and torched get worthless when used up
2542 if (op->stats.food <= 0)
2543 op->value = 0;
2544
2545 // FIXME: This is a hack to make the more sane torches and lamps
2546 // still animated ;-/
2547 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549
2550 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2552}
2553
2554/**
2359 * Main apply handler. 2555 * Main apply handler.
2360 * 2556 *
2361 * Checks for unpaid items before applying. 2557 * Checks for unpaid items before applying.
2362 * 2558 *
2363 * Return value: 2559 * Return value:
2364 * 0: player or monster can't apply objects of that type 2560 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object 2561 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory 2562 * 2: objects of that type can't be applied if not in inventory
2367 * 2563 *
2368 * op is the object that is causing object to be applied, tmp is the object 2564 * who is the object that is causing object to be applied, op is the object
2369 * being applied. 2565 * being applied.
2370 * 2566 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with 2567 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special 2568 * them in this function - they are passed to apply_special
2373 */ 2569 */
2374int 2570int
2375manual_apply (object *op, object *tmp, int aflag) 2571manual_apply (object *who, object *op, int aflag)
2376{ 2572{
2377 if (tmp->head) 2573 op = op->head_ ();
2378 tmp = tmp->head;
2379 2574
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2576 {
2382 if (op->type == PLAYER) 2577 if (who->type == PLAYER)
2383 { 2578 {
2579 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2580 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2581 return 1;
2386 } 2582 }
2387 else 2583 else
2388 return 0; /* monsters just skip unpaid items */ 2584 return 0; /* monsters just skip unpaid items */
2389 } 2585 }
2390 2586
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2588 return RESULT_INT (0);
2393 2589
2394 switch (tmp->type) 2590 switch (op->type)
2395 { 2591 {
2396 case CF_HANDLE: 2592 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2593 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2594 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2595 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2596 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2597 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2598 push_button (op, who);
2403 return 1; 2599 return 1;
2404 2600
2405 case TRIGGER: 2601 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2602 if (check_trigger (op, who))
2407 { 2603 {
2408 op->statusmsg ("You turn the handle."); 2604 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2605 who->play_sound (sound_find ("turn_handle"));
2410 } 2606 }
2411 else 2607 else
2412 op->failmsg ("The handle doesn't move."); 2608 who->failmsg ("The handle doesn't move.");
2413 2609
2414 return 1; 2610 return 1;
2415 2611
2416 case EXIT: 2612 case EXIT:
2417 if (op->type != PLAYER) 2613 if (who->type != PLAYER)
2418 return 0; 2614 return 0;
2419 2615
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2617 who->failmsg (format ("The %s is closed.", query_name (op)));
2422 else 2618 else
2423 { 2619 {
2424 /* Don't display messages for random maps. */ 2620 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2622 who->statusmsg (op->msg, NDI_NAVY);
2427 2623
2428 op->enter_exit (tmp); 2624 who->enter_exit (op);
2429 } 2625 }
2430 2626
2431 return 1; 2627 return 1;
2432 2628
2433 case INSCRIBABLE: 2629 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2630 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2631 // maybe show a spell menu to chose from or something like that
2436 return 1; 2632 return 1;
2437 2633
2438 case SIGN: 2634 case SIGN:
2439 apply_sign (op, tmp, 0); 2635 apply_sign (who, op, 0);
2440 return 1; 2636 return 1;
2441 2637
2442 case BOOK: 2638 case BOOK:
2443 if (op->type == PLAYER) 2639 if (who->type == PLAYER)
2444 { 2640 {
2445 apply_book (op, tmp); 2641 apply_book (who, op);
2446 return 1; 2642 return 1;
2447 } 2643 }
2448 else 2644 else
2449 return 0; 2645 return 0;
2450 2646
2451 case SKILLSCROLL: 2647 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2648 if (who->type == PLAYER)
2453 { 2649 {
2454 apply_skillscroll (op, tmp); 2650 apply_skillscroll (who, op);
2455 return 1; 2651 return 1;
2456 } 2652 }
2457 else 2653 else
2458 return 0; 2654 return 0;
2459 2655
2460 case SPELLBOOK: 2656 case SPELLBOOK:
2461 if (op->type == PLAYER) 2657 if (who->type == PLAYER)
2462 { 2658 {
2463 apply_spellbook (op, tmp); 2659 apply_spellbook (who, op);
2464 return 1; 2660 return 1;
2465 } 2661 }
2466 else 2662 else
2467 return 0; 2663 return 0;
2468 2664
2469 case SCROLL: 2665 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2666 apply_scroll (who, op, 0);
2471 return 1; 2667 return 1;
2472 2668
2473 case POTION: 2669 case POTION:
2474 apply_potion (op, tmp); 2670 apply_potion (who, op);
2475 return 1; 2671 return 1;
2476 2672
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2673 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2674 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2675 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2676 apply_container (who, op->env);
2481 return 1; 2677 return 1;
2482 2678
2483 case CONTAINER: 2679 case CONTAINER:
2484 apply_container (op, tmp); 2680 apply_container (who, op);
2485 return 1; 2681 return 1;
2486 2682
2487 case TREASURE: 2683 case TREASURE:
2488 if (op->type == PLAYER) 2684 if (who->type == PLAYER)
2489 { 2685 {
2490 apply_treasure (op, tmp); 2686 apply_treasure (who, op);
2491 return 1; 2687 return 1;
2492 } 2688 }
2493 else 2689 else
2494 return 0; 2690 return 0;
2691
2692 case LAMP:
2693 case TORCH:
2694 player_apply_lamp (who, op);
2695 return 1;
2495 2696
2496 case WEAPON: 2697 case WEAPON:
2497 case ARMOUR: 2698 case ARMOUR:
2498 case BOOTS: 2699 case BOOTS:
2499 case GLOVES: 2700 case GLOVES:
2507 case WAND: 2708 case WAND:
2508 case ROD: 2709 case ROD:
2509 case HORN: 2710 case HORN:
2510 case SKILL: 2711 case SKILL:
2511 case BOW: 2712 case BOW:
2512 case LAMP:
2513 case BUILDER: 2713 case BUILDER:
2514 case SKILL_TOOL: 2714 case SKILL_TOOL:
2515 if (tmp->env != op) 2715 if (op->env != who)
2516 return 2; /* not in inventory */ 2716 return 2; /* not in inventory */
2517 2717
2518 apply_special (op, tmp, aflag); 2718 apply_special (who, op, aflag);
2519 return 1; 2719 return 1;
2520 2720
2521 case DRINK: 2721 case DRINK:
2522 case FOOD: 2722 case FOOD:
2523 case FLESH: 2723 case FLESH:
2524 apply_food (op, tmp); 2724 apply_food (who, op);
2525 return 1; 2725 return 1;
2526 2726
2527 case POISON: 2727 case POISON:
2528 apply_poison (op, tmp); 2728 apply_poison (who, op);
2529 return 1; 2729 return 1;
2530 2730
2531 case SAVEBED: 2731 case SAVEBED:
2532 return 1; 2732 return 1;
2533 2733
2534 case ARMOUR_IMPROVER: 2734 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2735 if (who->type == PLAYER)
2536 { 2736 {
2537 apply_armour_improver (op, tmp); 2737 apply_armour_improver (who, op);
2538 return 1; 2738 return 1;
2539 } 2739 }
2540 else 2740 else
2541 return 0; 2741 return 0;
2542 2742
2543 case WEAPON_IMPROVER: 2743 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2744 check_improve_weapon (who, op);
2545 return 1; 2745 return 1;
2546 2746
2547 case CLOCK: 2747 case CLOCK:
2548 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2549 { 2749 {
2550 char buf[MAX_BUF]; 2750 char buf[MAX_BUF];
2551 timeofday_t tod; 2751 timeofday_t tod;
2552 2752
2553 get_tod (&tod); 2753 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2754 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2755 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2756 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2757 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2758 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2759 ));
2560 return 1; 2760 return 1;
2561 } 2761 }
2562 else 2762 else
2563 return 0; 2763 return 0;
2564 2764
2565 case MENU: 2765 case MENU:
2566 if (op->type == PLAYER) 2766 if (who->type == PLAYER)
2567 { 2767 {
2568 shop_listing (tmp, op); 2768 shop_listing (op, who);
2569 return 1; 2769 return 1;
2570 } 2770 }
2571 else 2771 else
2572 return 0; 2772 return 0;
2573 2773
2574 case POWER_CRYSTAL: 2774 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2775 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2776 return 1;
2577 2777
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2778 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2779 if (who->type == PLAYER)
2580 { 2780 {
2581 apply_lighter (op, tmp); 2781 apply_lighter (who, op);
2582 return 1; 2782 return 1;
2583 } 2783 }
2584 else 2784 else
2585 return 0; 2785 return 0;
2586 2786
2587 case ITEM_TRANSFORMER: 2787 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2788 apply_item_transformer (who, op);
2589 return 1; 2789 return 1;
2590 2790
2591 default: 2791 default:
2592 return 0; 2792 return 0;
2593 } 2793 }
2594} 2794}
2595
2596 2795
2597/* quiet suppresses the "don't know how to apply" and "you must get it first" 2796/* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be 2797 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages. 2798 * "but you are floating high above the ground" messages.
2600 * 2799 *
2601 * Same return value as apply() function. 2800 * Same return value as apply() function.
2602 */ 2801 */
2603int 2802int
2604player_apply (object *pl, object *op, int aflag, int quiet) 2803player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2804{
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING)) 2805 if (!op->env && (pl->move_type & MOVE_FLYING))
2609 { 2806 {
2610 /* player is flying and applying object not in inventory */ 2807 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2808 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 { 2809 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2810 pl->failmsg ("But you are floating high above the ground! "
2811 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2812 "or waiting till the levitation effect wears off.>");
2614 return 0; 2813 return 0;
2615 } 2814 }
2616 } 2815 }
2617 2816
2618 pl->contr->last_used = op; 2817 pl->contr->last_used = op;
2619 2818
2620 tmp = manual_apply (pl, op, aflag); 2819 int tmp = manual_apply (pl, op, aflag);
2820
2621 if (!quiet) 2821 if (!quiet)
2622 { 2822 {
2623 if (tmp == 0) 2823 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2824 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2) 2825 else if (tmp == 2)
2660 * person moving on it, also activate. Added code to make it 2860 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2861 * so that at least one of players movement types be that which
2662 * the item needs. 2862 * the item needs.
2663 */ 2863 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2864 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2865 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2866 return;
2668 } 2867
2669 if (floors >= 2) 2868 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2869 return; /* process at most two floor objects */
2671 } 2870 }
2672} 2871}
2673 2872
2717 break; 2916 break;
2718 2917
2719 case SKILL: 2918 case SKILL:
2720 if (who->contr) 2919 if (who->contr)
2721 { 2920 {
2921 if (IS_COMBAT_SKILL (op->subtype))
2922 who->change_weapon (who->contr->combat_ob = 0);
2923 else if (IS_RANGED_SKILL (op->subtype))
2924 who->change_weapon (who->contr->ranged_ob = 0);
2925
2722 if (!op->invisible) 2926 if (op->invisible)
2927 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2928 else
2723 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2929 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 } 2930 }
2727 2931
2728 change_abil (who, op); 2932 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL); 2933 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 2934 break;
2741 case CLOAK: 2945 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 2946 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 2947 change_abil (who, op);
2744 break; 2948 break;
2745 2949
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW: 2950 case BOW:
2785 case WAND: 2951 case WAND:
2786 case ROD: 2952 case ROD:
2787 case HORN: 2953 case HORN:
2788 if (player *pl = who->contr) 2954 if (player *pl = who->contr)
2815 default: 2981 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op))); 2982 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break; 2983 break;
2818 } 2984 }
2819 2985
2986 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2987 if (object *pl = op->visible_to ())
2988 esrv_send_item (pl, op);
2989
2820 who->update_stats (); 2990 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837 2991
2838 return 0; 2992 return 0;
2839} 2993}
2840 2994
2841/** 2995/**
3139 return 1; 3293 return 1;
3140 } 3294 }
3141 3295
3142 return unapply_special (who, op, aflags); 3296 return unapply_special (who, op, aflags);
3143 } 3297 }
3144
3145 if (basic_flag == AP_UNAPPLY) 3298 else if (basic_flag == AP_UNAPPLY)
3146 return 0; 3299 return 0;
3147 3300
3148 // if the item is combat/ranged, wield the relevant slot first 3301 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts. 3302 // to resolve conflicts.
3150 if (player *pl = who->contr) 3303 if (player *pl = who->contr)
3208 * skill so that the dam and wc get updated 3361 * skill so that the dam and wc get updated
3209 */ 3362 */
3210 who->change_skill (skop); 3363 who->change_skill (skop);
3211 } 3364 }
3212 3365
3213 if (who->type == PLAYER 3366 if (!check_item_power (who, op->item_power))
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 { 3367 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3368 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1; 3369 return 1;
3219 } 3370 }
3220 3371
3221 /* Ok. We are now at the state where we can apply the new object. 3372 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_... 3373 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object. 3374 * below - that is already taken care of by can_apply_object.
3224 */ 3375 */
3225 if (op->nrof > 1) 3376 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3226 tmp = get_split_ob (op, op->nrof - 1);
3227 else
3228 tmp = 0;
3229 3377
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3378 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0); 3379 return RESULT_INT (0);
3232 3380
3233 switch (op->type) 3381 switch (op->type)
3234 { 3382 {
3235 case WEAPON: 3383 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix 3384 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword. 3385 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3386 if (op->level && !op->name.starts_with (who->name))
3249 { 3387 {
3250 /* if the weapon does not have the name as the character, can't use it. */ 3388 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3389 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3390 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253 3391
3287 case AMULET: 3425 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op))); 3427 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op); 3428 change_abil (who, op);
3291 break; 3429 break;
3292
3293 case LAMP:
3294 if (op->stats.food < 1)
3295 {
3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3301 return 1;
3302 }
3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342 3430
3343 case SKILL_TOOL: 3431 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill 3432 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED); 3433 SET_FLAG (op, FLAG_APPLIED);
3346 3434
3426 } 3514 }
3427 3515
3428 break; 3516 break;
3429 3517
3430 case BOW: 3518 case BOW:
3431 if (!check_weapon_power (who, op->last_eat)) 3519 if (op->level && !op->name.starts_with (who->name))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3520 {
3443 who->failmsg ("The weapon does not recognize you as its owner. " 3521 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>"); 3522 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp) 3523 if (tmp)
3446 insert_ob_in_ob (tmp, who); 3524 insert_ob_in_ob (tmp, who);
3504 } 3582 }
3505 3583
3506 SET_FLAG (op, FLAG_APPLIED); 3584 SET_FLAG (op, FLAG_APPLIED);
3507 3585
3508 if (tmp) 3586 if (tmp)
3509 tmp = insert_ob_in_ob (tmp, who); 3587 who->insert (tmp);
3510 3588
3511 who->update_stats (); 3589 who->update_stats ();
3512 3590
3513 /* We exclude spell casting objects. The fire code will set the 3591 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point, 3592 * been applied flag when they are used - until that point,
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3598 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3522 { 3600 {
3523 who->failmsg ( 3601 who->failmsg (
3524 "Oops, it feels deadly cold! " 3602 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3603 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3526 ); 3604 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED); 3605 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 } 3606 }
3529 3607
3530 if (who->type == PLAYER) 3608 if (object *pl = op->visible_to ())
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op); 3609 esrv_send_item (pl, op);
3537 }
3538 3610
3539 return 0; 3611 return 0;
3540} 3612}
3541 3613
3542int 3614int
3556int 3628int
3557auto_apply (object *op) 3629auto_apply (object *op)
3558{ 3630{
3559 object *tmp = NULL, *tmp2; 3631 object *tmp = NULL, *tmp2;
3560 int i; 3632 int i;
3633
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3561 3635
3562 switch (op->type) 3636 switch (op->type)
3563 { 3637 {
3564 case SHOP_FLOOR: 3638 case SHOP_FLOOR:
3565 if (!op->has_random_items ()) 3639 if (!op->has_random_items ())
3567 3641
3568 do 3642 do
3569 { 3643 {
3570 i = 10; /* let's give it 10 tries */ 3644 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems, 3645 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3646 op->stats.exp
3647 ? (int) op->stats.exp
3648 : max (op->map->difficulty, 5)))
3649 == NULL && --i);
3650
3573 if (tmp == NULL) 3651 if (tmp == NULL)
3574 return 0; 3652 return 0;
3653
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3654 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 { 3655 {
3577 tmp->destroy (); 3656 tmp->destroy ();
3578 tmp = NULL; 3657 tmp = NULL;
3579 } 3658 }
3582 3661
3583 tmp->x = op->x; 3662 tmp->x = op->x;
3584 tmp->y = op->y; 3663 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID); 3664 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0); 3665 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp); 3666 identify (tmp);
3589 break; 3667 break;
3590 3668
3591 case TREASURE: 3669 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3670 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599 /* If we generated an object and put it in this object inventory, 3677 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about 3678 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff 3679 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects. 3680 * that is put inside other objects.
3603 */ 3681 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env) 3682 if (op->env)
3610 insert_ob_in_ob (tmp, op->env); 3683 while (op->inv)
3611 else 3684 op->env->insert (op->inv);
3612 tmp->destroy ();
3613 }
3614 3685
3615 op->destroy (); 3686 op->destroy ();
3616 break; 3687 break;
3617 } 3688 }
3618 return tmp ? 1 : 0; 3689
3690 return !!tmp;
3619} 3691}
3620 3692
3621/** 3693/**
3622 * fix_auto_apply goes through the entire map every time a map 3694 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for 3695 * is loaded or swapped in and performs special actions for
3637 3709
3638 if (tmp->inv) 3710 if (tmp->inv)
3639 { 3711 {
3640 object *invtmp, *invnext; 3712 object *invtmp, *invnext;
3641 3713
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3714 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3643 { 3715 {
3644 invnext = invtmp->below; 3716 invnext = invtmp->below;
3645 3717
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3718 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647 auto_apply (invtmp); 3719 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3720 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 { 3721 {
3650 while ((invtmp->stats.hp--) > 0) 3722 while (invtmp->stats.hp-- > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3723 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 3724
3653 invtmp->randomitems = NULL; 3725 invtmp->randomitems = NULL;
3654 } 3726 }
3655 else if (invtmp && invtmp->arch 3727 else if (invtmp && invtmp->arch
3767 /* check for hp, sp change */ 3839 /* check for hp, sp change */
3768 if (food->stats.hp != 0) 3840 if (food->stats.hp != 0)
3769 { 3841 {
3770 if (QUERY_FLAG (food, FLAG_CURSED)) 3842 if (QUERY_FLAG (food, FLAG_CURSED))
3771 { 3843 {
3772 assign (who->contr->killer, food->name); 3844 who->contr->killer = food;
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3845 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!"); 3846 who->failmsg ("Eck!...that was poisonous!");
3775 } 3847 }
3776 else 3848 else
3777 { 3849 {
3781 who->failmsg ("Eck!...that was poisonous!"); 3853 who->failmsg ("Eck!...that was poisonous!");
3782 3854
3783 who->stats.hp += food->stats.hp; 3855 who->stats.hp += food->stats.hp;
3784 } 3856 }
3785 } 3857 }
3858
3786 if (food->stats.sp != 0) 3859 if (food->stats.sp != 0)
3787 { 3860 {
3788 if (QUERY_FLAG (food, FLAG_CURSED)) 3861 if (QUERY_FLAG (food, FLAG_CURSED))
3789 { 3862 {
3790 who->failmsg ("You are drained of mana!"); 3863 who->failmsg ("You are drained of mana!");
3801 } 3874 }
3802 3875
3803 who->update_stats (); 3876 who->update_stats ();
3804} 3877}
3805 3878
3806/**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811void
3812apply_lighter (object *who, object *lighter)
3813{
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869}
3870 3879
3871/** 3880/**
3872 * op made some mistake with a scroll, this takes care of punishment. 3881 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure 3882 * scroll_failure()- hacked directly from spell_failure
3874 */ 3883 */
3974 } 3983 }
3975 3984
3976 /* insert the randomitems from the change's treasurelist into 3985 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c 3986 * the player ref: player.c
3978 */ 3987 */
3979 if (change->randomitems != NULL) 3988 if (change->randomitems)
3980 give_initial_items (pl, change->randomitems); 3989 give_initial_items (pl, change->randomitems);
3981 3990
3982 /* set up the face, for some races. */ 3991 /* set up the face, for some races. */
3983 3992
3984 /* first, look for the force object banning 3993 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class. 3994 * changing the face. Certain races never change face with class.
3986 */ 3995 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below) 3996 for (walk = pl->inv; walk; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3997 if (walk->name == shstr_NOCLASSFACECHANGE)
3989 flag_change_face = 0; 3998 flag_change_face = 0;
3990 3999
3991 if (flag_change_face) 4000 if (flag_change_face)
3992 { 4001 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face; 4002 pl->face = change->face;
3995 4003 pl->animation_id = change->animation_id;
3996 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4004 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 } 4005 }
4001 4006
4002 /* check the special case of can't use weapons */ 4007 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4008 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk")) 4009 if (change->name == shstr_monk)
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4010 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006 4011
4007 break; 4012 break;
4008 } 4013 }
4009 } 4014 }
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4051 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return; 4052 return;
4048 } 4053 }
4049 4054
4050 /* check whether they are compatible or not */ 4055 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname); 4056 find = strstr (&marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4057 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 { 4058 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4059 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return; 4060 return;
4056 } 4061 }
4098 4103
4099 new_item->nrof = yield; 4104 new_item->nrof = yield;
4100 4105
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4106 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102 4107
4103 insert_ob_in_ob (new_item, pl); 4108 pl->insert (new_item);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */ 4109 /* Eat up one item */
4106 decrease_ob_nr (marked, 1); 4110 marked->decrease ();
4107 4111
4108 /* Eat one transformer if needed */ 4112 /* Eat one transformer if needed */
4109 if (transformer->stats.food) 4113 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0) 4114 if (--transformer->stats.food == 0)
4111 decrease_ob_nr (transformer, 1); 4115 transformer->decrease ();
4112} 4116}
4113 4117

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