ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.150 by root, Tue Apr 22 23:50:24 2008 UTC vs.
Revision 1.169 by root, Sun Sep 7 21:31:23 2008 UTC

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.\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 yield = tmp->kv (shstr_on_use_yield))
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168
169 if (yield)
170 get_archetype (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171} 167}
172 168
173/** 169/**
174 * Handles applying a potion. 170 * Handles applying a potion.
175 */ 171 */
612 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
613 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
614 { 610 {
615 op->failmsg ("You cannot prepare magic weapons. " 611 op->failmsg ("You cannot prepare magic weapons. "
616 "H<A weapon is considered magical if it changes regeneration, " 612 "H<A weapon is considered magical if it changes regeneration, "
617 "speed or ac.>"); 613 "speed or ac, or has other protections.>");
618 return 0; 614 return 0;
619 } 615 }
620 616
621 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
622 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
707 weapon->last_eat++; 703 weapon->last_eat++;
708 weapon->item_power++; 704 weapon->item_power++;
709 improver->decrease (); 705 improver->decrease ();
710 return 1; 706 return 1;
711 } 707 }
708
712 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
713 { 710 {
714 weapon->magic++; 711 weapon->magic++;
715 weapon->last_eat++; 712 weapon->last_eat++;
716 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
771 op->failmsg ("Something blocks the magic of the scroll!"); 768 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 769 return 0;
773 } 770 }
774 771
775 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
776 if (!otmp) 774 if (!otmp)
777 { 775 {
778 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 777 return 0;
780 } 778 }
974 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
975 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
976 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
977 ob_to_copy = ob; 975 ob_to_copy = ob;
978 976
979 item = object_create_clone (ob_to_copy); 977 item = ob_to_copy->deep_clone ();
980 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
981 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
982 } 980 }
983 else 981 else
984 { 982 {
1009 * 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
1010 * hopefully had something in mind when doing this. 1008 * hopefully had something in mind when doing this.
1011 */ 1009 */
1012 } 1010 }
1013 1011
1014 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
1015 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);
1016 return 1; 1018 return 1;
1017} 1019}
1018 1020
1019/** 1021/**
1258 * Handles applying a sign. 1260 * Handles applying a sign.
1259 */ 1261 */
1260static void 1262static void
1261apply_sign (object *op, object *sign, int autoapply) 1263apply_sign (object *op, object *sign, int autoapply)
1262{ 1264{
1263 readable_message_type *msgType; 1265 if (sign->has_dialogue ())
1266 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return;
1269 }
1264 1270
1265 if (!sign->msg) 1271 if (!sign->msg)
1266 { 1272 {
1267 op->statusmsg ("Nothing is written on it."); 1273 op->statusmsg ("Nothing is written on it.");
1268 return; 1274 return;
1303 1309
1304 if (ns->can_msg) 1310 if (ns->can_msg)
1305 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1306 else 1312 else
1307 { 1313 {
1308 msgType = get_readable_message_type (sign); 1314 readable_message_type *msgType = get_readable_message_type (sign);
1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg); 1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg); 1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 } 1317 }
1312 } 1318 }
1319}
1320
1321static void
1322move_apply_hole (object *trap, object *victim)
1323{
1324 /* Hole not open? */
1325 if (trap->stats.wc > 0)
1326 return;
1327
1328 /* Is this a multipart monster and not the head? If so, return.
1329 * Processing will happen if the head runs into the pit
1330 */
1331 if (victim->head)
1332 return;
1333
1334 // now find all possible locations and randomly pick one
1335 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1336 trap->range >= 3 ? SIZEOFFREE3 + 1
1337 : trap->range >= 2 ? SIZEOFFREE2 + 1
1338 : trap->range >= 1 ? SIZEOFFREE1 + 1
1339 : SIZEOFFREE0 + 1);
1340
1341 if (dir < 0)
1342 return;
1343
1344 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1345 victim->statusmsg ("You fall through the hole!", NDI_RED);
1346
1347 transfer_ob (victim,
1348 EXIT_X (trap) + freearr_x[dir],
1349 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim);
1313} 1351}
1314 1352
1315/** 1353/**
1316 * 'victim' moves onto 'trap' 1354 * 'victim' moves onto 'trap'
1317 * 'victim' leaves 'trap' 1355 * 'victim' leaves 'trap'
1466 1504
1467 case CONVERTER: 1505 case CONVERTER:
1468 if (convert_item (victim, trap) < 0) 1506 if (convert_item (victim, trap) < 0)
1469 { 1507 {
1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 get_archetype ("burnout")->insert_at (trap, trap); 1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 } 1510 }
1473 1511
1474 goto leave; 1512 goto leave;
1475 1513
1476 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1486 case CHECK_INV: 1524 case CHECK_INV:
1487 check_inv (victim, trap); 1525 check_inv (victim, trap);
1488 goto leave; 1526 goto leave;
1489 1527
1490 case HOLE: 1528 case HOLE:
1491 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1492 if (trap->stats.wc > 0)
1493 goto leave;
1494
1495 /* Is this a multipart monster and not the head? If so, return.
1496 * Processing will happen if the head runs into the pit
1497 */
1498 if (victim->head)
1499 goto leave;
1500
1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1502 victim->statusmsg ("You fall through the hole!", NDI_RED);
1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1504 goto leave; 1530 goto leave;
1505 1531
1506 case EXIT: 1532 case EXIT:
1507 if (victim->type == PLAYER && EXIT_PATH (trap)) 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1508 { 1534 {
2213 2239
2214 op->statusmsg ("Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2215 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2216} 2242}
2217 2243
2218extern void 2244void
2219apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2220{ 2246{
2247 // need to do it now when it is still on the map
2248 handle_apply_yield (tmp);
2249
2250 object *poison = tmp->split (1);
2251
2221 if (op->type == PLAYER) 2252 if (op->type == PLAYER)
2222 { 2253 {
2223 op->contr->play_sound (sound_find ("drink_poison")); 2254 op->contr->play_sound (sound_find ("drink_poison"));
2224 op->failmsg ("Yech! That tasted poisonous!"); 2255 op->failmsg ("Yech! That tasted poisonous!");
2225 strcpy (op->contr->killer, "poisonous booze"); 2256 op->contr->killer = poison;
2226 } 2257 }
2227 2258
2228 if (tmp->stats.hp > 0) 2259 if (poison->stats.hp > 0)
2229 { 2260 {
2230 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2261 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2232 } 2263 }
2233 2264
2234 op->stats.food -= op->stats.food / 4; 2265 op->stats.food -= op->stats.food / 4;
2235 handle_apply_yield (tmp); 2266 poison->destroy ();
2236 tmp->decrease ();
2237} 2267}
2238 2268
2239/** 2269/**
2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2241 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2343 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2344 */ 2374 */
2345int 2375int
2346manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2347{ 2377{
2348 if (tmp->head)
2349 tmp = tmp->head; 2378 tmp = tmp->head_ ();
2350 2379
2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2352 { 2381 {
2353 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2354 { 2383 {
2562 default: 2591 default:
2563 return 0; 2592 return 0;
2564 } 2593 }
2565} 2594}
2566 2595
2567
2568/* quiet suppresses the "don't know how to apply" and "you must get it first" 2596/* quiet suppresses the "don't know how to apply" and "you must get it first"
2569 * messages as needed by player_apply_below(). But there can still be 2597 * messages as needed by player_apply_below(). But there can still be
2570 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2571 * 2599 *
2572 * Same return value as apply() function. 2600 * Same return value as apply() function.
2573 */ 2601 */
2574int 2602int
2575player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2576{ 2604{
2577 int tmp;
2578
2579 if (op->env && (pl->move_type & MOVE_FLYING)) 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2580 { 2606 {
2581 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2582 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2583 { 2609 {
2584 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2610 pl->failmsg ("But you are floating high above the ground! "
2611 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612 "or waiting till the levitation effect wears off.>");
2585 return 0; 2613 return 0;
2586 } 2614 }
2587 } 2615 }
2588 2616
2589 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2590 2618
2591 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2592 if (!quiet) 2621 if (!quiet)
2593 { 2622 {
2594 if (tmp == 0) 2623 if (tmp == 0)
2595 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2596 else if (tmp == 2) 2625 else if (tmp == 2)
2688 break; 2717 break;
2689 2718
2690 case SKILL: 2719 case SKILL:
2691 if (who->contr) 2720 if (who->contr)
2692 { 2721 {
2722 if (IS_COMBAT_SKILL (op->subtype))
2723 who->change_weapon (who->contr->combat_ob = 0);
2724 else if (IS_RANGED_SKILL (op->subtype))
2725 who->change_weapon (who->contr->ranged_ob = 0);
2726
2693 if (!op->invisible) 2727 if (op->invisible)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2729 else
2694 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2730 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2695 else
2696 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2697 } 2731 }
2698 2732
2699 change_abil (who, op); 2733 change_abil (who, op);
2700 CLEAR_FLAG (who, FLAG_READY_SKILL); 2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2701 break; 2735 break;
3092 return 1; 3126 return 1;
3093 } 3127 }
3094 3128
3095 return unapply_special (who, op, aflags); 3129 return unapply_special (who, op, aflags);
3096 } 3130 }
3097
3098 if (basic_flag == AP_UNAPPLY) 3131 else if (basic_flag == AP_UNAPPLY)
3099 return 0; 3132 return 0;
3100 3133
3101 // if the item is combat/ranged, wield the relevant slot first 3134 // if the item is combat/ranged, wield the relevant slot first
3102 // to resolve conflicts. 3135 // to resolve conflicts.
3103 if (player *pl = who->contr) 3136 if (player *pl = who->contr)
3183 switch (op->type) 3216 switch (op->type)
3184 { 3217 {
3185 case WEAPON: 3218 case WEAPON:
3186 if (!check_weapon_power (who, op->last_eat)) 3219 if (!check_weapon_power (who, op->last_eat))
3187 { 3220 {
3188 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); 3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3189 3222
3190 if (tmp) 3223 if (tmp)
3191 insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3192 3225
3193 return 1; 3226 return 1;
3491auto_apply (object *op) 3524auto_apply (object *op)
3492{ 3525{
3493 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3494 int i; 3527 int i;
3495 3528
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3530
3496 switch (op->type) 3531 switch (op->type)
3497 { 3532 {
3498 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3499 if (!op->has_random_items ()) 3534 if (!op->has_random_items ())
3500 return 0; 3535 return 0;
3501 3536
3502 do 3537 do
3503 { 3538 {
3504 i = 10; /* let's give it 10 tries */ 3539 i = 10; /* let's give it 10 tries */
3505 while ((tmp = generate_treasure (op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3506 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3541 op->stats.exp
3542 ? (int) op->stats.exp
3543 : max (op->map->difficulty, 5)))
3544 == NULL && --i);
3545
3507 if (tmp == NULL) 3546 if (tmp == NULL)
3508 return 0; 3547 return 0;
3548
3509 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3510 { 3550 {
3511 tmp->destroy (); 3551 tmp->destroy ();
3512 tmp = NULL; 3552 tmp = NULL;
3513 } 3553 }
3516 3556
3517 tmp->x = op->x; 3557 tmp->x = op->x;
3518 tmp->y = op->y; 3558 tmp->y = op->y;
3519 SET_FLAG (tmp, FLAG_UNPAID); 3559 SET_FLAG (tmp, FLAG_UNPAID);
3520 insert_ob_in_map (tmp, op->map, NULL, 0); 3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3521 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3522 identify (tmp); 3561 identify (tmp);
3523 break; 3562 break;
3524 3563
3525 case TREASURE: 3564 case TREASURE:
3526 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3547 } 3586 }
3548 3587
3549 op->destroy (); 3588 op->destroy ();
3550 break; 3589 break;
3551 } 3590 }
3552 return tmp ? 1 : 0; 3591
3592 return !!tmp;
3553} 3593}
3554 3594
3555/** 3595/**
3556 * fix_auto_apply goes through the entire map every time a map 3596 * fix_auto_apply goes through the entire map every time a map
3557 * is loaded or swapped in and performs special actions for 3597 * is loaded or swapped in and performs special actions for
3571 3611
3572 if (tmp->inv) 3612 if (tmp->inv)
3573 { 3613 {
3574 object *invtmp, *invnext; 3614 object *invtmp, *invnext;
3575 3615
3576 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3616 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3577 { 3617 {
3578 invnext = invtmp->below; 3618 invnext = invtmp->below;
3579 3619
3580 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3620 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3581 auto_apply (invtmp); 3621 auto_apply (invtmp);
3582 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3622 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3583 { 3623 {
3584 while ((invtmp->stats.hp--) > 0) 3624 while (invtmp->stats.hp-- > 0)
3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3586 3626
3587 invtmp->randomitems = NULL; 3627 invtmp->randomitems = NULL;
3588 } 3628 }
3589 else if (invtmp && invtmp->arch 3629 else if (invtmp && invtmp->arch
3701 /* check for hp, sp change */ 3741 /* check for hp, sp change */
3702 if (food->stats.hp != 0) 3742 if (food->stats.hp != 0)
3703 { 3743 {
3704 if (QUERY_FLAG (food, FLAG_CURSED)) 3744 if (QUERY_FLAG (food, FLAG_CURSED))
3705 { 3745 {
3706 assign (who->contr->killer, food->name); 3746 who->contr->killer = food;
3707 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3747 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3708 who->failmsg ("Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3709 } 3749 }
3710 else 3750 else
3711 { 3751 {
3715 who->failmsg ("Eck!...that was poisonous!"); 3755 who->failmsg ("Eck!...that was poisonous!");
3716 3756
3717 who->stats.hp += food->stats.hp; 3757 who->stats.hp += food->stats.hp;
3718 } 3758 }
3719 } 3759 }
3760
3720 if (food->stats.sp != 0) 3761 if (food->stats.sp != 0)
3721 { 3762 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3763 if (QUERY_FLAG (food, FLAG_CURSED))
3723 { 3764 {
3724 who->failmsg ("You are drained of mana!"); 3765 who->failmsg ("You are drained of mana!");
3910 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3911 flag_change_face = 0; 3952 flag_change_face = 0;
3912 3953
3913 if (flag_change_face) 3954 if (flag_change_face)
3914 { 3955 {
3915 pl->animation_id = GET_ANIM_ID (change);
3916 pl->face = change->face; 3956 pl->face = change->face;
3917 3957 pl->animation_id = change->animation_id;
3918 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3919 SET_FLAG (pl, FLAG_ANIMATE);
3920 else
3921 CLEAR_FLAG (pl, FLAG_ANIMATE);
3922 } 3959 }
3923 3960
3924 /* check the special case of can't use weapons */ 3961 /* check the special case of can't use weapons */
3925 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3926 if (!strcmp (change->name, "monk")) 3963 if (!strcmp (change->name, "monk"))

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines