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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.125 by root, Thu Aug 16 11:34:29 2007 UTC vs.
Revision 1.178 by root, Sun Dec 28 15:28:47 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
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;
98 98
99 object *id, *marked;
100
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* 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
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. If it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 117
120 buf.printf ("You have %s.", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 buf << "The item has a story:\n" << marked->msg; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 121
124 return money == NULL; 122 return !money;
125 } 123 }
126 } 124 }
127 125
128 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
129 { 127 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 129 {
132 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
133 { 131 {
134 identify (id); 132 identify (id);
135 133
136 buf.printf ("You have %s.", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (marked->msg) 135 if (id->msg)
138 buf << "The item has a story:\n" << marked->msg; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
139 137
140 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
141 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
142 break; 140 break;
143 } 141 }
144 else 142 else
145 { 143 {
146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 } 146 }
149 } 147 }
150 } 148 }
151 149
152 if (buf.empty ()) 150 if (buf.empty ())
153 buf << ("You have nothing that needs identifying"); 151 pl->failmsg ("You have nothing that needs identifying");
154 152 else
155 pl->contr->infobox (buf); 153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
156 154
157 return !money; 155 return !money;
158} 156}
159 157
160/** 158/**
162 * matching item. 160 * matching item.
163 **/ 161 **/
164void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
168 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 167}
188 168
189/** 169/**
190 * Handles applying a potion. 170 * Handles applying a potion.
191 */ 171 */
219 199
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 201 {
222 op->drain_stat (); 202 op->drain_stat ();
223 op->update_stats (); 203 op->update_stats ();
224 decrease_ob (tmp); 204 tmp->decrease ();
225 return 1; 205 return 1;
226 } 206 }
227 207
228 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
229 { 209 {
230 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 211 return 0;
232 } 212 }
213
233 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
234 215
235 if (depl) 216 if (depl)
236 { 217 {
237 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
242 op->update_stats (); 223 op->update_stats ();
243 } 224 }
244 else 225 else
245 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
246 227
247 decrease_ob (tmp); 228 tmp->decrease ();
248 return 1; 229 return 1;
249 } 230 }
250 231
251 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
320 } 301 }
321 else 302 else
322 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);
323 } 304 }
324 305
325 decrease_ob (tmp); 306 tmp->decrease ();
326 return 1; 307 return 1;
327 } 308 }
328 309
329 310
330 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
349 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
350 } 331 }
351 else 332 else
352 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
353 334
354 decrease_ob (tmp); 335 tmp->decrease ();
355 336
356 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
357 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
358 op->update_stats (); 339 op->update_stats ();
359 340
390 force->speed_left = -1; 371 force->speed_left = -1;
391 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
394 change_abil (op, force); 375 change_abil (op, force);
395 decrease_ob (tmp); 376 tmp->decrease ();
396 return 1; 377 return 1;
397 } 378 }
398 379
399 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
400 if (op->type == PLAYER) 381 if (op->type == PLAYER)
413 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
414 * up all the stats. 395 * up all the stats.
415 */ 396 */
416 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
417 op->update_stats (); 398 op->update_stats ();
418 decrease_ob (tmp); 399 tmp->decrease ();
419 return 1; 400 return 1;
420} 401}
421 402
422/**************************************************************************** 403/****************************************************************************
423 * Weapon improvement code follows 404 * Weapon improvement code follows
470 { 451 {
471 if (strcmp (op->arch->archname, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
472 { 453 {
473 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
474 { 455 {
475 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
476 return; 457 return;
477 } 458 }
478 else 459 else
479 { 460 {
480 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
481 nrof -= op->nrof; 462 nrof -= op->nrof;
482 } 463 }
483 464
484 op = prev; 465 op = prev;
485 } 466 }
570static int 551static int
571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 553{
573 stat += sacrifice_count; 554 stat += sacrifice_count;
574 weapon->last_eat++; 555 weapon->last_eat++;
575 decrease_ob (improver); 556 improver->decrease ();
576 557
577 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
578 op->update_stats (); 559 op->update_stats ();
579 560
580 op->statusmsg (format ( 561 op->statusmsg (format (
625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
628 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
629 { 610 {
630 op->failmsg ("You cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
631 return 0; 614 return 0;
632 } 615 }
633 616
634 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
646 629
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 633 slot at once! */
651 decrease_ob (improver); 634 improver->decrease ();
652 weapon->last_eat = 0; 635 weapon->last_eat = 0;
653 return 1; 636 return 1;
654} 637}
655
656 638
657/** 639/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 641 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
704 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 688 weapon->last_eat++;
707 689
708 weapon->item_power++; 690 weapon->item_power++;
709 decrease_ob (improver); 691 improver->decrease ();
710 return 1; 692 return 1;
711 } 693 }
712 694
713 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 696 {
718 weapon->weight = 1; 700 weapon->weight = 1;
719 701
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 703 weapon->last_eat++;
722 weapon->item_power++; 704 weapon->item_power++;
723 decrease_ob (improver); 705 improver->decrease ();
724 return 1; 706 return 1;
725 } 707 }
708
726 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 710 {
728 weapon->magic++; 711 weapon->magic++;
729 weapon->last_eat++; 712 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 714 improver->decrease ();
732 weapon->item_power++; 715 weapon->item_power++;
733 return 1; 716 return 1;
734 } 717 }
735 718
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
785 op->failmsg ("Something blocks the magic of the scroll!"); 768 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 769 return 0;
787 } 770 }
788 771
789 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
790 if (!otmp) 774 if (!otmp)
791 { 775 {
792 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.>");
793 return 0; 777 return 0;
794 } 778 }
836 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
837 { 821 {
838 op->failmsg ("This armour can not be enchanted any further!"); 822 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 823 return 0;
840 } 824 }
825
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 826 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842 * etc), so take the easy way out and don't worry about it. 827 * etc), so take the easy way out and don't worry about it.
843 * Note - maybe add scrolls which make the random artifact versions (eg, armour 828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?) 829 * of gnarg and what not?)
845 */ 830 */
847 { 832 {
848 op->failmsg ("This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 834 return 0;
850 } 835 }
851 836
852 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
854 */ 839 */
855 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 841
860 armour->magic++; 842 armour->magic++;
861 843
862 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
863 { 845 {
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 883
902 if (op->type == PLAYER) 884 if (op->type == PLAYER)
903 { 885 {
904 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats (); 889 op->update_stats ();
907 } 890 }
908 891
909 decrease_ob (improver); 892 improver->decrease ();
910 893
911 if (tmp) 894 if (tmp)
912 { 895 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 896
917 return 1; 897 return 1;
918} 898}
919 899
920/* 900/*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
922 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
923 */ 903 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 904 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
931 * item is the object that triggered the converter - if it is not 906 * item is the object that triggered the converter - if it is not
932 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
933 */ 908 */
934int 909static int
935convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
936{ 911{
937 int nr = 0;
938 uint32 price_in; 912 sint64 nr, price_in;
913
914 if (item->flag [FLAG_UNPAID])
915 return 0;
916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
939 921
940 /* We make some assumptions - we assume if it takes money as it type, 922 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs 923 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
943 */ 925 */
944 if (CONV_FROM (converter) == shstr_money) 926 if (conv_from == shstr_money)
945 { 927 {
946 if (item->type != MONEY) 928 if (item->type != MONEY)
947 return 0; 929 return 0;
948 930
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 932 if (!nr)
951 return 0; 933 return 0;
952 934
953 converter->play_sound (sound_find ("shop_buy")); 935 converter->play_sound (sound_find ("shop_buy"));
954 936
955 int cost = nr * CONV_NEED (converter) / item->value; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 938
960 decrease_ob_nr (item, cost); 939 item->decrease (cost);
961 940
962 price_in = cost * item->value; 941 price_in = cost * item->value;
963 } 942 }
964 else 943 else
965 { 944 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 945 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
968 return 0; 948 return 0;
969 949
970 converter->play_sound (sound_find ("convert_item")); 950 converter->play_sound (sound_find ("convert_item"));
971 951
972 if (CONV_NEED (converter)) 952 if (need)
973 { 953 {
974 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
977 } 957 }
978 else 958 else
979 { 959 {
980 price_in = item->value; 960 price_in = item->value;
981 item->destroy (); 961 item->destroy ();
992 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
993 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++)
994 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 975 ob_to_copy = ob;
996 976
997 item = object_create_clone (ob_to_copy); 977 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 980 }
1001 else 981 else
1002 { 982 {
1003 if (converter->other_arch == NULL) 983 if (!conv_to)
1004 { 984 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 987 return -1;
1008 } 988 }
1009 989
1010 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 992 }
1013 993
1014 if (CONV_NR (converter)) 994 if (give)
1015 item->nrof = CONV_NR (converter); 995 item->nrof = give;
1016 996
1017 if (nr) 997 if (nr)
1018 item->nrof *= nr; 998 item->nrof *= nr;
1019 999
1020 if (is_in_shop (converter)) 1000 if (converter->flag [FLAG_PRECIOUS])
1021 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1022 else if (price_in < item->nrof * item->value) 1011 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 1012 {
1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 /** 1015 /**
1027 * elmex: we are going to let the game continue, as the mapcreator 1016 * elmex: we are going to let the game continue, as the mapcreator
1028 * hopefully had something in mind when doing this. 1017 * hopefully had something in mind when doing this.
1029 */ 1018 */
1030 } 1019 }
1031 1020
1032 SET_FLAG (item, FLAG_IDENTIFIED); 1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034 return 1; 1027 return 1;
1035} 1028}
1036 1029
1037/** 1030/**
1169 { 1162 {
1170 has_unpaid = true; 1163 has_unpaid = true;
1171 break; 1164 break;
1172 } 1165 }
1173 1166
1174 if (op->type != PLAYER) 1167 if (!op->is_player ())
1175 { 1168 {
1176 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1178 * the shop. 1171 * the shop.
1179 */ 1172 */
1183 1176
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 { 1178 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 1180
1181 if (i >= 0)
1188 tmp->remove (); 1182 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 1183 }
1198 } 1184 }
1199 1185
1200 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1212 if (i != -1) 1198 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1199 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214 1200
1215 return 0; 1201 return 0;
1216 } 1202 }
1203
1217 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1219 */ 1206 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 1208 }
1276 * Handles applying a sign. 1263 * Handles applying a sign.
1277 */ 1264 */
1278static void 1265static void
1279apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1280{ 1267{
1281 readable_message_type *msgType; 1268 if (sign->has_dialogue ())
1269 {
1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1271 return;
1272 }
1282 1273
1283 if (!sign->msg) 1274 if (!sign->msg)
1284 { 1275 {
1285 op->statusmsg ("Nothing is written on it."); 1276 op->contr->infobox (MSG_CHANNEL ("examine"),
1277 format ("T<%s>\n\n Nothing %sis written on it.",
1278 &sign->name,
1279 sign->name == sign->arch->name ? "" : "else "));
1286 return; 1280 return;
1287 } 1281 }
1288 1282
1289 if (sign->stats.food) 1283 if (sign->stats.food)
1290 { 1284 {
1291 if (sign->last_eat >= sign->stats.food) 1285 if (sign->last_eat >= sign->stats.food)
1292 { 1286 {
1293 if (!sign->move_on) 1287 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore."); 1288 op->failmsg ("You cannot read it anymore.");
1295 1289
1296 return; 1290 return;
1297 } 1291 }
1298 1292
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1312 } 1306 }
1313 1307
1314 if (op->contr) 1308 if (op->contr)
1315 if (client *ns = op->contr->ns) 1309 if (client *ns = op->contr->ns)
1316 { 1310 {
1311 if (sign->sound)
1317 ns->play_sound (sign->sound); 1312 ns->play_sound (sign->sound);
1318 msgType = get_readable_message_type (sign); 1313 else if (autoapply)
1314 ns->play_sound (sound_find ("msg_voice"));
1319 1315
1320 if (ns->can_msg) 1316 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1321 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1322 else
1323 {
1324 char newbuf[HUGE_BUF];
1325 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1326 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1327 }
1328 } 1317 }
1318}
1319
1320static void
1321move_apply_hole (object *trap, object *victim)
1322{
1323 /* Hole not open? */
1324 if (trap->stats.wc > 0)
1325 return;
1326
1327 /* Is this a multipart monster and not the head? If so, return.
1328 * Processing will happen if the head runs into the pit
1329 */
1330 if (victim->head)
1331 return;
1332
1333 // now find all possible locations and randomly pick one
1334 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1335 trap->range >= 3 ? SIZEOFFREE3 + 1
1336 : trap->range >= 2 ? SIZEOFFREE2 + 1
1337 : trap->range >= 1 ? SIZEOFFREE1 + 1
1338 : SIZEOFFREE0 + 1);
1339
1340 if (dir < 0)
1341 return;
1342
1343 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1344 victim->statusmsg ("You fall through the hole!", NDI_RED);
1345
1346 transfer_ob (victim,
1347 EXIT_X (trap) + freearr_x[dir],
1348 EXIT_Y (trap) + freearr_y[dir],
1349 0, victim);
1329} 1350}
1330 1351
1331/** 1352/**
1332 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1333 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1445 1466
1446 if (!trap->value) 1467 if (!trap->value)
1447 { 1468 {
1448 int tot; 1469 int tot;
1449 1470
1450 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1451 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1452 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1473 tot += ab->head_ ()->total_weight ();
1453 1474
1454 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1455 goto leave; 1476 goto leave;
1456 1477
1457 SET_ANIMATION (trap, trap->value); 1478 SET_ANIMATION (trap, trap->value);
1482 1503
1483 case CONVERTER: 1504 case CONVERTER:
1484 if (convert_item (victim, trap) < 0) 1505 if (convert_item (victim, trap) < 0)
1485 { 1506 {
1486 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1487 get_archetype ("burnout")->insert_at (trap, trap); 1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1488 } 1509 }
1489 1510
1490 goto leave; 1511 goto leave;
1491 1512
1492 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1502 case CHECK_INV: 1523 case CHECK_INV:
1503 check_inv (victim, trap); 1524 check_inv (victim, trap);
1504 goto leave; 1525 goto leave;
1505 1526
1506 case HOLE: 1527 case HOLE:
1507 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1508 if (trap->stats.wc > 0)
1509 goto leave;
1510
1511 /* Is this a multipart monster and not the head? If so, return.
1512 * Processing will happen if the head runs into the pit
1513 */
1514 if (victim->head)
1515 goto leave;
1516
1517 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1518 victim->statusmsg ("You fall through the hole!", NDI_RED);
1519 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1520 goto leave; 1529 goto leave;
1521 1530
1522 case EXIT: 1531 case EXIT:
1523 if (victim->type == PLAYER && EXIT_PATH (trap)) 1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1524 { 1533 {
1526 * players output. 1535 * players output.
1527 */ 1536 */
1528 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1529 victim->statusmsg (trap->msg, NDI_NAVY); 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1530 1539
1540 trap->play_sound (trap->sound);
1531 victim->enter_exit (trap); 1541 victim->enter_exit (trap);
1532 } 1542 }
1533 goto leave; 1543 goto leave;
1534 1544
1535 case ENCOUNTER: 1545 case ENCOUNTER:
1557 goto leave; 1567 goto leave;
1558 1568
1559 case RUNE: 1569 case RUNE:
1560 case TRAP: 1570 case TRAP:
1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1562 {
1563 spring_trap (trap, victim); 1572 spring_trap (trap, victim);
1564 }
1565 goto leave; 1573 goto leave;
1566 1574
1567 default: 1575 default:
1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1576 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1604 } 1612 }
1605 1613
1606 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1608 { 1616 {
1609 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 1617 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1611 : lev_diff < 5 ? "This book is beyond your comprehension." 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 1620 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1613 : lev_diff < 15 ? "This book is way beyond your comprehension." 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1614 : "This book is totally beyond your comprehension."); 1622 : "This book is totally beyond your comprehension.");
1617 1625
1618 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1619 1627
1620 if (player *pl = op->contr) 1628 if (player *pl = op->contr)
1621 if (client *ns = pl->ns) 1629 if (client *ns = pl->ns)
1622 if (ns->can_msg) 1630 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1623 {
1624 dynbuf_text buf;
1625 buf << long_desc (tmp, op)
1626 << "\n\n"
1627 << tmp->msg
1628 << '\0';
1629 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1630 }
1631 else
1632 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1633 msgType->message_type, msgType->message_subtype,
1634 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1635 long_desc (tmp, op), &tmp->msg);
1636 1631
1637 /* gain xp from reading */ 1632 /* gain xp from reading */
1638 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1639 { /* only if not read before */ 1634 { /* only if not read before */
1640 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1642 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1643 { 1638 {
1644 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1645 SET_FLAG (tmp, FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1646 1641
1647 /* If in a container, update how it looks */ 1642 if (object *pl = tmp->visible_to ())
1648 if (tmp->env)
1649 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1650 else
1651 op->contr->ns->floorbox_update ();
1652 } 1644 }
1653 1645
1654 change_exp (op, exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1655 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1656 } 1648 }
1669 op->play_sound (sound_find ("generic_fail")); 1661 op->play_sound (sound_find ("generic_fail"));
1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1662 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break; 1663 break;
1672 1664
1673 case 1: 1665 case 1:
1674 decrease_ob (tmp); 1666 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn")); 1667 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break; 1669 break;
1678 1670
1679 default: 1671 default:
1680 decrease_ob (tmp); 1672 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail")); 1673 op->play_sound (sound_find ("generic_fail"));
1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1674 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 break; 1675 break;
1684 } 1676 }
1685} 1677}
1806 } 1798 }
1807 1799
1808 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1809 1801
1810 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1811 {
1812 identify (tmp); 1803 identify (tmp);
1813
1814 if (tmp->env)
1815 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1816 else
1817 op->contr->ns->floorbox_update ();
1818 }
1819 1804
1820 /* I removed the check for special_prayer_mark here - it didn't make 1805 /* I removed the check for special_prayer_mark here - it didn't make
1821 * a lot of sense - special prayers are not found in spellbooks, and 1806 * a lot of sense - special prayers are not found in spellbooks, and
1822 * if the player doesn't know the spell, doesn't make a lot of sense that 1807 * if the player doesn't know the spell, doesn't make a lot of sense that
1823 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
1876 { 1861 {
1877 op->contr->play_sound (sound_find ("fumble_spell")); 1862 op->contr->play_sound (sound_find ("fumble_spell"));
1878 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1863 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1879 } 1864 }
1880 1865
1881 decrease_ob (tmp); 1866 tmp->decrease ();
1882} 1867}
1883 1868
1884/** 1869/**
1885 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
1886 */ 1871 */
1925 identify (tmp); 1910 identify (tmp);
1926 1911
1927 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1912 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1928 1913
1929 cast_spell (op, tmp, dir, tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
1930 decrease_ob (tmp); 1915 tmp->decrease ();
1931} 1916}
1932 1917
1933/** 1918/**
1934 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
1935 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
1947 object *treas = tmp->inv; 1932 object *treas = tmp->inv;
1948 1933
1949 if (!treas) 1934 if (!treas)
1950 { 1935 {
1951 op->statusmsg ("The chest was empty."); 1936 op->statusmsg ("The chest was empty.");
1952 decrease_ob (tmp); 1937 tmp->decrease ();
1953 return; 1938 return;
1954 } 1939 }
1955 1940
1956 while (tmp->inv) 1941 while (tmp->inv)
1957 { 1942 {
1973 if (op->destroyed () || tmp->destroyed ()) 1958 if (op->destroyed () || tmp->destroyed ())
1974 break; 1959 break;
1975 } 1960 }
1976 1961
1977 if (!tmp->destroyed () && !tmp->inv) 1962 if (!tmp->destroyed () && !tmp->inv)
1978 decrease_ob (tmp); 1963 tmp->decrease (true);
1979} 1964}
1980 1965
1981/** 1966/**
1982 * op eats food. 1967 * op eats food.
1983 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
2002 if (tmp->type == FOOD || tmp->type == FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
2003 op->failmsg ("You feel full, but what a waste of food!"); 1988 op->failmsg ("You feel full, but what a waste of food!");
2004 else 1989 else
2005 op->statusmsg ("Most of the drink goes down your face not your throat!"); 1990 op->statusmsg ("Most of the drink goes down your face not your throat!");
2006 } 1991 }
1992
1993 tmp->play_sound (
1994 tmp->sound
1995 ? tmp->sound
1996 : tmp->type == DRINK
1997 ? sound_find ("eat_drink")
1998 : sound_find ("eat_food")
1999 );
2007 2000
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 { 2002 {
2010 const char *buf; 2003 const char *buf;
2011 2004
2041 eat_special_food (op, tmp); 2034 eat_special_food (op, tmp);
2042 } 2035 }
2043 } 2036 }
2044 2037
2045 handle_apply_yield (tmp); 2038 handle_apply_yield (tmp);
2046 decrease_ob (tmp); 2039 tmp->decrease ();
2047} 2040}
2048 2041
2049/** 2042/**
2050 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * there is a chance for the dragon's skin to get improved. 2044 * there is a chance for the dragon's skin to get improved.
2170 op->statusmsg (buf); 2163 op->statusmsg (buf);
2171 2164
2172 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2173 i = -1; 2166 i = -1;
2174 if (winners > 0) 2167 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2168 i = atnr_winner [rndm (winners)];
2176 2169
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2171 {
2179 /* resistance increased! */ 2172 /* resistance increased! */
2180 skin->resist[i]++; 2173 skin->resist[i]++;
2239 2232
2240 op->statusmsg ("Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2241 improve_armour (op, tmp, armor); 2234 improve_armour (op, tmp, armor);
2242} 2235}
2243 2236
2244extern void 2237void
2245apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2246{ 2239{
2240 // need to do it now when it is still on the map
2241 handle_apply_yield (tmp);
2242
2243 object *poison = tmp->split (1);
2244
2247 if (op->type == PLAYER) 2245 if (op->type == PLAYER)
2248 { 2246 {
2249 op->contr->play_sound (sound_find ("drink_poison")); 2247 op->contr->play_sound (sound_find ("drink_poison"));
2250 op->failmsg ("Yech! That tasted poisonous!"); 2248 op->failmsg ("Yech! That tasted poisonous!");
2251 strcpy (op->contr->killer, "poisonous booze"); 2249 op->contr->killer = poison;
2252 } 2250 }
2253 2251
2254 if (tmp->stats.hp > 0) 2252 if (poison->stats.hp > 0)
2255 { 2253 {
2256 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2254 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2257 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2255 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2258 } 2256 }
2259 2257
2260 op->stats.food -= op->stats.food / 4; 2258 op->stats.food -= op->stats.food / 4;
2261 handle_apply_yield (tmp); 2259 poison->destroy ();
2262 decrease_ob (tmp);
2263} 2260}
2264 2261
2265/** 2262/**
2266 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2263 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2267 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2282 2279
2283#if 0 //TODO 2280#if 0 //TODO
2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2281 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285 return 0; /* This is a reset town portal */ 2282 return 0; /* This is a reset town portal */
2286#endif 2283#endif
2284
2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2287 2286
2288 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2289 2288
2290 if (exitmap) 2289 if (exitmap)
2291 { 2290 {
2367 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2368 */ 2367 */
2369int 2368int
2370manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2371{ 2370{
2372 if (tmp->head)
2373 tmp = tmp->head; 2371 tmp = tmp->head_ ();
2374 2372
2375 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2376 { 2374 {
2377 if (op->type == PLAYER) 2375 if (op->type == PLAYER)
2378 { 2376 {
2586 default: 2584 default:
2587 return 0; 2585 return 0;
2588 } 2586 }
2589} 2587}
2590 2588
2591
2592/* quiet suppresses the "don't know how to apply" and "you must get it first" 2589/* quiet suppresses the "don't know how to apply" and "you must get it first"
2593 * messages as needed by player_apply_below(). But there can still be 2590 * messages as needed by player_apply_below(). But there can still be
2594 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2595 * 2592 *
2596 * Same return value as apply() function. 2593 * Same return value as apply() function.
2597 */ 2594 */
2598int 2595int
2599player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2600{ 2597{
2601 int tmp;
2602
2603 if (op->env && (pl->move_type & MOVE_FLYING)) 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2604 { 2599 {
2605 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2606 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2607 { 2602 {
2608 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2603 pl->failmsg ("But you are floating high above the ground! "
2604 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2605 "or waiting till the levitation effect wears off.>");
2609 return 0; 2606 return 0;
2610 } 2607 }
2611 } 2608 }
2612 2609
2613 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2614 2611
2615 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2616 if (!quiet) 2614 if (!quiet)
2617 { 2615 {
2618 if (tmp == 0) 2616 if (tmp == 0)
2619 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2620 else if (tmp == 2) 2618 else if (tmp == 2)
2621 op->failmsg ("You must get it first!\n"); 2619 pl->failmsg ("You must get it first!\n");
2622 } 2620 }
2623 2621
2624 return tmp; 2622 return tmp;
2625} 2623}
2626 2624
2655 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2656 * so that at least one of players movement types be that which 2654 * so that at least one of players movement types be that which
2657 * the item needs. 2655 * the item needs.
2658 */ 2656 */
2659 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2660 {
2661 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2662 return; 2659 return;
2663 } 2660
2664 if (floors >= 2) 2661 if (floors >= 2)
2665 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2666 } 2663 }
2667} 2664}
2668 2665
2712 break; 2709 break;
2713 2710
2714 case SKILL: 2711 case SKILL:
2715 if (who->contr) 2712 if (who->contr)
2716 { 2713 {
2714 if (IS_COMBAT_SKILL (op->subtype))
2715 who->change_weapon (who->contr->combat_ob = 0);
2716 else if (IS_RANGED_SKILL (op->subtype))
2717 who->change_weapon (who->contr->ranged_ob = 0);
2718
2717 if (!op->invisible) 2719 if (op->invisible)
2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2721 else
2718 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2722 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2719 else
2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2721 } 2723 }
2722 2724
2723 change_abil (who, op); 2725 change_abil (who, op);
2724 CLEAR_FLAG (who, FLAG_READY_SKILL); 2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725 break; 2727 break;
2752 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2753 2755
2754 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2755 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2756 2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2757 if (who->contr) 2763 if (who->contr)
2758 esrv_del_item (who->contr, op->count);
2759
2760 op->destroy ();
2761 insert_ob_in_ob (tmp2, who);
2762 who->update_stats ();
2763
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 if (who->contr)
2767 { 2765 {
2768 who->failmsg ("Oops, it feels deadly cold!"); 2766 who->failmsg ("Oops, it feels deadly cold!");
2769 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770 } 2768 }
2771 }
2772
2773 if (who->contr)
2774 esrv_send_item (who, tmp2);
2775 } 2769 }
2776 2770
2777 return 1; /* otherwise, an attempt to drop causes problems */ 2771 return 1; /* otherwise, an attempt to drop causes problems */
2778 2772
2779 case BOW: 2773 case BOW:
2810 default: 2804 default:
2811 who->statusmsg (format ("You unapply %s.", query_name (op))); 2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 break; 2806 break;
2813 } 2807 }
2814 2808
2809 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2810 if (object *pl = op->visible_to ())
2811 esrv_send_item (pl, op);
2812
2815 who->update_stats (); 2813 who->update_stats ();
2816
2817 if (!(aflags & AP_NO_MERGE))
2818 {
2819 object *tmp = merge_ob (op, 0);
2820
2821 if (who->contr)
2822 {
2823 if (tmp)
2824 { /* it was merged */
2825 esrv_del_item (who->contr, op->count);
2826 op = tmp;
2827 }
2828
2829 esrv_send_item (who, op);
2830 }
2831 }
2832 2814
2833 return 0; 2815 return 0;
2834} 2816}
2835 2817
2836/** 2818/**
3134 return 1; 3116 return 1;
3135 } 3117 }
3136 3118
3137 return unapply_special (who, op, aflags); 3119 return unapply_special (who, op, aflags);
3138 } 3120 }
3139
3140 if (basic_flag == AP_UNAPPLY) 3121 else if (basic_flag == AP_UNAPPLY)
3141 return 0; 3122 return 0;
3142 3123
3143 // if the item is combat/ranged, wield the relevant slot first 3124 // if the item is combat/ranged, wield the relevant slot first
3144 // to resolve conflicts. 3125 // to resolve conflicts.
3145 if (player *pl = who->contr) 3126 if (player *pl = who->contr)
3215 3196
3216 /* Ok. We are now at the state where we can apply the new object. 3197 /* Ok. We are now at the state where we can apply the new object.
3217 * Note that we don't have the checks for can_use_... 3198 * Note that we don't have the checks for can_use_...
3218 * below - that is already taken care of by can_apply_object. 3199 * below - that is already taken care of by can_apply_object.
3219 */ 3200 */
3220 if (op->nrof > 1) 3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3221 tmp = get_split_ob (op, op->nrof - 1);
3222 else
3223 tmp = 0;
3224 3202
3225 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3203 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3226 return RESULT_INT (0); 3204 return RESULT_INT (0);
3227 3205
3228 switch (op->type) 3206 switch (op->type)
3229 { 3207 {
3230 case WEAPON: 3208 case WEAPON:
3231 if (!check_weapon_power (who, op->last_eat)) 3209 if (!check_weapon_power (who, op->last_eat))
3232 { 3210 {
3233 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); 3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3234 3212
3235 if (tmp) 3213 if (tmp)
3236 insert_ob_in_ob (tmp, who); 3214 insert_ob_in_ob (tmp, who);
3237 3215
3238 return 1; 3216 return 1;
3303 SET_FLAG (tmp2, FLAG_APPLIED); 3281 SET_FLAG (tmp2, FLAG_APPLIED);
3304 3282
3305 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3306 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3307 3285
3308 insert_ob_in_ob (tmp2, who); 3286 who->insert (tmp2);
3309 3287
3310 /* Remove the old lantern */ 3288 /* Remove the old lantern */
3311 if (who->type == PLAYER)
3312 esrv_del_item (who->contr, op->count);
3313
3314 op->destroy (); 3289 op->destroy ();
3315 3290
3316 /* insert the portion that was split off */ 3291 /* insert the portion that was split off */
3317 if (tmp) 3292 if (tmp)
3318 { 3293 who->insert (tmp);
3319 insert_ob_in_ob (tmp, who);
3320 if (who->type == PLAYER)
3321 esrv_send_item (who, tmp);
3322 }
3323 3294
3324 who->update_stats (); 3295 who->update_stats ();
3325 3296
3326 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3327 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3328 { 3299 {
3329 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3330 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3331 } 3302 }
3332
3333 if (who->type == PLAYER)
3334 esrv_send_item (who, tmp2);
3335 3303
3336 return 0; 3304 return 0;
3337 3305
3338 case SKILL_TOOL: 3306 case SKILL_TOOL:
3339 // applying a skill tool also readies the skill 3307 // applying a skill tool also readies the skill
3499 } 3467 }
3500 3468
3501 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3502 3470
3503 if (tmp) 3471 if (tmp)
3504 tmp = insert_ob_in_ob (tmp, who); 3472 who->insert (tmp);
3505 3473
3506 who->update_stats (); 3474 who->update_stats ();
3507 3475
3508 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3509 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3516 if (who->type == PLAYER) 3484 if (who->type == PLAYER)
3517 { 3485 {
3518 who->failmsg ( 3486 who->failmsg (
3519 "Oops, it feels deadly cold! " 3487 "Oops, it feels deadly cold! "
3520 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3488 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3521 ); 3489 );
3522 SET_FLAG (op, FLAG_KNOWN_CURSED); 3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3523 } 3491 }
3524 3492
3525 if (who->type == PLAYER) 3493 if (object *pl = op->visible_to ())
3526 {
3527 /* if multiple objects were applied, update both slots */
3528 if (tmp)
3529 esrv_send_item (who, tmp);
3530
3531 esrv_send_item (who, op); 3494 esrv_send_item (pl, op);
3532 }
3533 3495
3534 return 0; 3496 return 0;
3535} 3497}
3536 3498
3537int 3499int
3551int 3513int
3552auto_apply (object *op) 3514auto_apply (object *op)
3553{ 3515{
3554 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3555 int i; 3517 int i;
3518
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3556 3520
3557 switch (op->type) 3521 switch (op->type)
3558 { 3522 {
3559 case SHOP_FLOOR: 3523 case SHOP_FLOOR:
3560 if (!op->has_random_items ()) 3524 if (!op->has_random_items ())
3562 3526
3563 do 3527 do
3564 { 3528 {
3565 i = 10; /* let's give it 10 tries */ 3529 i = 10; /* let's give it 10 tries */
3566 while ((tmp = generate_treasure (op->randomitems, 3530 while ((tmp = generate_treasure (op->randomitems,
3567 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3531 op->stats.exp
3532 ? (int) op->stats.exp
3533 : max (op->map->difficulty, 5)))
3534 == NULL && --i);
3535
3568 if (tmp == NULL) 3536 if (tmp == NULL)
3569 return 0; 3537 return 0;
3538
3570 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3571 { 3540 {
3572 tmp->destroy (); 3541 tmp->destroy ();
3573 tmp = NULL; 3542 tmp = NULL;
3574 } 3543 }
3577 3546
3578 tmp->x = op->x; 3547 tmp->x = op->x;
3579 tmp->y = op->y; 3548 tmp->y = op->y;
3580 SET_FLAG (tmp, FLAG_UNPAID); 3549 SET_FLAG (tmp, FLAG_UNPAID);
3581 insert_ob_in_map (tmp, op->map, NULL, 0); 3550 insert_ob_in_map (tmp, op->map, NULL, 0);
3582 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3583 identify (tmp); 3551 identify (tmp);
3584 break; 3552 break;
3585 3553
3586 case TREASURE: 3554 case TREASURE:
3587 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3594 /* If we generated an object and put it in this object inventory, 3562 /* If we generated an object and put it in this object inventory,
3595 * move it to the parent object as the current object is about 3563 * move it to the parent object as the current object is about
3596 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3597 * that is put inside other objects. 3565 * that is put inside other objects.
3598 */ 3566 */
3599 for (tmp = op->inv; tmp; tmp = tmp2)
3600 {
3601 tmp2 = tmp->below;
3602 tmp->remove ();
3603
3604 if (op->env) 3567 if (op->env)
3605 insert_ob_in_ob (tmp, op->env); 3568 while (op->inv)
3606 else 3569 op->env->insert (op->inv);
3607 tmp->destroy ();
3608 }
3609 3570
3610 op->destroy (); 3571 op->destroy ();
3611 break; 3572 break;
3612 } 3573 }
3613 return tmp ? 1 : 0; 3574
3575 return !!tmp;
3614} 3576}
3615 3577
3616/** 3578/**
3617 * fix_auto_apply goes through the entire map every time a map 3579 * fix_auto_apply goes through the entire map every time a map
3618 * is loaded or swapped in and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3632 3594
3633 if (tmp->inv) 3595 if (tmp->inv)
3634 { 3596 {
3635 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3636 3598
3637 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3638 { 3600 {
3639 invnext = invtmp->below; 3601 invnext = invtmp->below;
3640 3602
3641 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3642 auto_apply (invtmp); 3604 auto_apply (invtmp);
3643 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3644 { 3606 {
3645 while ((invtmp->stats.hp--) > 0) 3607 while (invtmp->stats.hp-- > 0)
3646 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647 3609
3648 invtmp->randomitems = NULL; 3610 invtmp->randomitems = NULL;
3649 } 3611 }
3650 else if (invtmp && invtmp->arch 3612 else if (invtmp && invtmp->arch
3762 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3763 if (food->stats.hp != 0) 3725 if (food->stats.hp != 0)
3764 { 3726 {
3765 if (QUERY_FLAG (food, FLAG_CURSED)) 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3766 { 3728 {
3767 assign (who->contr->killer, food->name); 3729 who->contr->killer = food;
3768 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3769 who->failmsg ("Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3770 } 3732 }
3771 else 3733 else
3772 { 3734 {
3776 who->failmsg ("Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3777 3739
3778 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3779 } 3741 }
3780 } 3742 }
3743
3781 if (food->stats.sp != 0) 3744 if (food->stats.sp != 0)
3782 { 3745 {
3783 if (QUERY_FLAG (food, FLAG_CURSED)) 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3784 { 3747 {
3785 who->failmsg ("You are drained of mana!"); 3748 who->failmsg ("You are drained of mana!");
3812 item = find_marked_object (who); 3775 item = find_marked_object (who);
3813 if (item) 3776 if (item)
3814 { 3777 {
3815 if (lighter->last_eat && lighter->stats.food) 3778 if (lighter->last_eat && lighter->stats.food)
3816 { /* lighter gets used up */ 3779 { /* lighter gets used up */
3817 /* Split multiple lighters if they're being used up. Otherwise *
3818 * one charge from each would be used up. --DAMN */
3819 if (lighter->nrof > 1)
3820 {
3821 object *oneLighter = lighter->clone (); 3780 object *oneLighter = lighter->split ();
3822
3823 lighter->nrof -= 1;
3824 oneLighter->nrof = 1;
3825 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3826 esrv_send_item (who, lighter); 3782 who->insert (oneLighter);
3827 oneLighter = insert_ob_in_ob (oneLighter, who);
3828 esrv_send_item (who, oneLighter);
3829 }
3830 else
3831 lighter->stats.food--;
3832 } 3783 }
3833 else if (lighter->last_eat) 3784 else if (lighter->last_eat)
3834 { 3785 {
3835 /* no charges left in lighter */ 3786 /* no charges left in lighter */
3836 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); 3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3859 else 3810 else
3860 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); 3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3861 } 3812 }
3862 else 3813 else
3863 who->failmsg ("You need to mark a lightable object."); 3814 who->failmsg ("You need to mark a lightable object.");
3864
3865} 3815}
3866 3816
3867/** 3817/**
3868 * op made some mistake with a scroll, this takes care of punishment. 3818 * op made some mistake with a scroll, this takes care of punishment.
3869 * scroll_failure()- hacked directly from spell_failure 3819 * scroll_failure()- hacked directly from spell_failure
3984 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3985 flag_change_face = 0; 3935 flag_change_face = 0;
3986 3936
3987 if (flag_change_face) 3937 if (flag_change_face)
3988 { 3938 {
3989 pl->animation_id = GET_ANIM_ID (change);
3990 pl->face = change->face; 3939 pl->face = change->face;
3991 3940 pl->animation_id = change->animation_id;
3992 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3993 SET_FLAG (pl, FLAG_ANIMATE);
3994 else
3995 CLEAR_FLAG (pl, FLAG_ANIMATE);
3996 } 3942 }
3997 3943
3998 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3999 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4000 if (!strcmp (change->name, "monk")) 3946 if (!strcmp (change->name, "monk"))
4094 4040
4095 new_item->nrof = yield; 4041 new_item->nrof = yield;
4096 4042
4097 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098 4044
4099 insert_ob_in_ob (new_item, pl); 4045 pl->insert (new_item);
4100 esrv_send_inventory (pl, pl);
4101 /* Eat up one item */ 4046 /* Eat up one item */
4102 decrease_ob_nr (marked, 1); 4047 marked->decrease ();
4103 4048
4104 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
4105 if (transformer->stats.food) 4050 if (transformer->stats.food)
4106 if (--transformer->stats.food == 0) 4051 if (--transformer->stats.food == 0)
4107 decrease_ob_nr (transformer, 1); 4052 transformer->decrease ();
4108} 4053}
4109 4054

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