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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.128 by root, Fri Aug 24 00:26:10 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;
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n" << marked->msg; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n" << id->msg; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
146 } 146 }
147 } 147 }
148 } 148 }
149 149
150 if (buf.empty ()) 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying"); 151 pl->failmsg ("You have nothing that needs identifying");
152 152 else
153 pl->contr->infobox ("Identify", buf); 153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154 154
155 return !money; 155 return !money;
156} 156}
157 157
158/** 158/**
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 301 }
319 else 302 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
347 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 331 }
349 else 332 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 334
352 decrease_ob (tmp); 335 tmp->decrease ();
353 336
354 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 339 op->update_stats ();
357 340
388 force->speed_left = -1; 371 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 375 change_abil (op, force);
393 decrease_ob (tmp); 376 tmp->decrease ();
394 return 1; 377 return 1;
395 } 378 }
396 379
397 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 381 if (op->type == PLAYER)
411 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 395 * up all the stats.
413 */ 396 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 398 op->update_stats ();
416 decrease_ob (tmp); 399 tmp->decrease ();
417 return 1; 400 return 1;
418} 401}
419 402
420/**************************************************************************** 403/****************************************************************************
421 * Weapon improvement code follows 404 * Weapon improvement code follows
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
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 }
568static int 551static int
569improve_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)
570{ 553{
571 stat += sacrifice_count; 554 stat += sacrifice_count;
572 weapon->last_eat++; 555 weapon->last_eat++;
573 decrease_ob (improver); 556 improver->decrease ();
574 557
575 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
576 op->update_stats (); 559 op->update_stats ();
577 560
578 op->statusmsg (format ( 561 op->statusmsg (format (
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
627 { 610 {
628 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.>");
629 return 0; 614 return 0;
630 } 615 }
631 616
632 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
644 629
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 633 slot at once! */
649 decrease_ob (improver); 634 improver->decrease ();
650 weapon->last_eat = 0; 635 weapon->last_eat = 0;
651 return 1; 636 return 1;
652} 637}
653
654 638
655/** 639/**
656 * 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.
657 * This is the new improve weapon code. 641 * This is the new improve weapon code.
658 * 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.
702 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
703 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));
704 weapon->last_eat++; 688 weapon->last_eat++;
705 689
706 weapon->item_power++; 690 weapon->item_power++;
707 decrease_ob (improver); 691 improver->decrease ();
708 return 1; 692 return 1;
709 } 693 }
710 694
711 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 696 {
716 weapon->weight = 1; 700 weapon->weight = 1;
717 701
718 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));
719 weapon->last_eat++; 703 weapon->last_eat++;
720 weapon->item_power++; 704 weapon->item_power++;
721 decrease_ob (improver); 705 improver->decrease ();
722 return 1; 706 return 1;
723 } 707 }
708
724 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 710 {
726 weapon->magic++; 711 weapon->magic++;
727 weapon->last_eat++; 712 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 714 improver->decrease ();
730 weapon->item_power++; 715 weapon->item_power++;
731 return 1; 716 return 1;
732 } 717 }
733 718
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
783 op->failmsg ("Something blocks the magic of the scroll!"); 768 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 769 return 0;
785 } 770 }
786 771
787 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
788 if (!otmp) 774 if (!otmp)
789 { 775 {
790 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.>");
791 return 0; 777 return 0;
792 } 778 }
834 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
835 { 821 {
836 op->failmsg ("This armour can not be enchanted any further!"); 822 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 823 return 0;
838 } 824 }
825
839 /* 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,
840 * 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.
841 * 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
842 * of gnarg and what not?) 829 * of gnarg and what not?)
843 */ 830 */
845 { 832 {
846 op->failmsg ("This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 834 return 0;
848 } 835 }
849 836
850 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
852 */ 839 */
853 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 841
858 armour->magic++; 842 armour->magic++;
859 843
860 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
861 { 845 {
898 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);
899 883
900 if (op->type == PLAYER) 884 if (op->type == PLAYER)
901 { 885 {
902 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 889 op->update_stats ();
905 } 890 }
906 891
907 decrease_ob (improver); 892 improver->decrease ();
908 893
909 if (tmp) 894 if (tmp)
910 { 895 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 896
915 return 1; 897 return 1;
916} 898}
917 899
918/* 900/*
919 * 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
920 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
921 */ 903 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 904 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
929 * 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
930 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
931 */ 908 */
932int 909static int
933convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
934{ 911{
935 int nr = 0;
936 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;
937 921
938 /* 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,
939 * 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
940 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
941 */ 925 */
942 if (CONV_FROM (converter) == shstr_money) 926 if (conv_from == shstr_money)
943 { 927 {
944 if (item->type != MONEY) 928 if (item->type != MONEY)
945 return 0; 929 return 0;
946 930
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 932 if (!nr)
949 return 0; 933 return 0;
950 934
951 converter->play_sound (sound_find ("shop_buy")); 935 converter->play_sound (sound_find ("shop_buy"));
952 936
953 int cost = nr * CONV_NEED (converter) / item->value; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 938
958 decrease_ob_nr (item, cost); 939 item->decrease (cost);
959 940
960 price_in = cost * item->value; 941 price_in = cost * item->value;
961 } 942 }
962 else 943 else
963 { 944 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 945 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
966 return 0; 948 return 0;
967 949
968 converter->play_sound (sound_find ("convert_item")); 950 converter->play_sound (sound_find ("convert_item"));
969 951
970 if (CONV_NEED (converter)) 952 if (need)
971 { 953 {
972 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
975 } 957 }
976 else 958 else
977 { 959 {
978 price_in = item->value; 960 price_in = item->value;
979 item->destroy (); 961 item->destroy ();
990 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
991 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++)
992 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 975 ob_to_copy = ob;
994 976
995 item = object_create_clone (ob_to_copy); 977 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 980 }
999 else 981 else
1000 { 982 {
1001 if (converter->other_arch == NULL) 983 if (!conv_to)
1002 { 984 {
1003 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",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 987 return -1;
1006 } 988 }
1007 989
1008 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 992 }
1011 993
1012 if (CONV_NR (converter)) 994 if (give)
1013 item->nrof = CONV_NR (converter); 995 item->nrof = give;
1014 996
1015 if (nr) 997 if (nr)
1016 item->nrof *= nr; 998 item->nrof *= nr;
1017 999
1018 if (is_in_shop (converter)) 1000 if (converter->flag [FLAG_PRECIOUS])
1019 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 }
1020 else if (price_in < item->nrof * item->value) 1011 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 1012 {
1022 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",
1023 &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);
1024 /** 1015 /**
1025 * 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
1026 * hopefully had something in mind when doing this. 1017 * hopefully had something in mind when doing this.
1027 */ 1018 */
1028 } 1019 }
1029 1020
1030 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
1031 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);
1032 return 1; 1027 return 1;
1033} 1028}
1034 1029
1035/** 1030/**
1167 { 1162 {
1168 has_unpaid = true; 1163 has_unpaid = true;
1169 break; 1164 break;
1170 } 1165 }
1171 1166
1172 if (op->type != PLAYER) 1167 if (!op->is_player ())
1173 { 1168 {
1174 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1176 * the shop. 1171 * the shop.
1177 */ 1172 */
1181 1176
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1178 {
1184 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);
1185 1180
1181 if (i >= 0)
1186 tmp->remove (); 1182 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1183 }
1196 } 1184 }
1197 1185
1198 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1198 if (i != -1)
1211 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);
1212 1200
1213 return 0; 1201 return 0;
1214 } 1202 }
1203
1215 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1217 */ 1206 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1208 }
1274 * Handles applying a sign. 1263 * Handles applying a sign.
1275 */ 1264 */
1276static void 1265static void
1277apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1278{ 1267{
1279 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 }
1280 1273
1281 if (!sign->msg) 1274 if (!sign->msg)
1282 { 1275 {
1283 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 "));
1284 return; 1280 return;
1285 } 1281 }
1286 1282
1287 if (sign->stats.food) 1283 if (sign->stats.food)
1288 { 1284 {
1289 if (sign->last_eat >= sign->stats.food) 1285 if (sign->last_eat >= sign->stats.food)
1290 { 1286 {
1291 if (!sign->move_on) 1287 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1288 op->failmsg ("You cannot read it anymore.");
1293 1289
1294 return; 1290 return;
1295 } 1291 }
1296 1292
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1306 }
1311 1307
1312 if (op->contr) 1308 if (op->contr)
1313 if (client *ns = op->contr->ns) 1309 if (client *ns = op->contr->ns)
1314 { 1310 {
1311 if (sign->sound)
1315 ns->play_sound (sign->sound); 1312 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 1313 else if (autoapply)
1314 ns->play_sound (sound_find ("msg_voice"));
1317 1315
1318 if (ns->can_msg) 1316 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 } 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);
1327} 1350}
1328 1351
1329/** 1352/**
1330 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1443 1466
1444 if (!trap->value) 1467 if (!trap->value)
1445 { 1468 {
1446 int tot; 1469 int tot;
1447 1470
1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1473 tot += ab->head_ ()->total_weight ();
1451 1474
1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453 goto leave; 1476 goto leave;
1454 1477
1455 SET_ANIMATION (trap, trap->value); 1478 SET_ANIMATION (trap, trap->value);
1480 1503
1481 case CONVERTER: 1504 case CONVERTER:
1482 if (convert_item (victim, trap) < 0) 1505 if (convert_item (victim, trap) < 0)
1483 { 1506 {
1484 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)));
1485 get_archetype ("burnout")->insert_at (trap, trap); 1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1486 } 1509 }
1487 1510
1488 goto leave; 1511 goto leave;
1489 1512
1490 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1500 case CHECK_INV: 1523 case CHECK_INV:
1501 check_inv (victim, trap); 1524 check_inv (victim, trap);
1502 goto leave; 1525 goto leave;
1503 1526
1504 case HOLE: 1527 case HOLE:
1505 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1506 if (trap->stats.wc > 0)
1507 goto leave;
1508
1509 /* Is this a multipart monster and not the head? If so, return.
1510 * Processing will happen if the head runs into the pit
1511 */
1512 if (victim->head)
1513 goto leave;
1514
1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518 goto leave; 1529 goto leave;
1519 1530
1520 case EXIT: 1531 case EXIT:
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 { 1533 {
1524 * players output. 1535 * players output.
1525 */ 1536 */
1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1527 victim->statusmsg (trap->msg, NDI_NAVY); 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1528 1539
1540 trap->play_sound (trap->sound);
1529 victim->enter_exit (trap); 1541 victim->enter_exit (trap);
1530 } 1542 }
1531 goto leave; 1543 goto leave;
1532 1544
1533 case ENCOUNTER: 1545 case ENCOUNTER:
1600 } 1612 }
1601 1613
1602 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 { 1616 {
1605 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."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension." 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : 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."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension." 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension."); 1622 : "This book is totally beyond your comprehension.");
1613 1625
1614 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1615 1627
1616 if (player *pl = op->contr) 1628 if (player *pl = op->contr)
1617 if (client *ns = pl->ns) 1629 if (client *ns = pl->ns)
1618 if (ns->can_msg) 1630 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632 1631
1633 /* gain xp from reading */ 1632 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */ 1634 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 { 1638 {
1640 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 1641
1643 /* If in a container, update how it looks */ 1642 if (object *pl = tmp->visible_to ())
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 } 1644 }
1649 1645
1650 change_exp (op, exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 } 1648 }
1665 op->play_sound (sound_find ("generic_fail")); 1661 op->play_sound (sound_find ("generic_fail"));
1666 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)));
1667 break; 1663 break;
1668 1664
1669 case 1: 1665 case 1:
1670 decrease_ob (tmp); 1666 tmp->decrease ();
1671 op->play_sound (sound_find ("skill_learn")); 1667 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break; 1669 break;
1674 1670
1675 default: 1671 default:
1676 decrease_ob (tmp); 1672 tmp->decrease ();
1677 op->play_sound (sound_find ("generic_fail")); 1673 op->play_sound (sound_find ("generic_fail"));
1678 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)));
1679 break; 1675 break;
1680 } 1676 }
1681} 1677}
1802 } 1798 }
1803 1799
1804 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));
1805 1801
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1803 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815 1804
1816 /* 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
1817 * 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
1818 * 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
1819 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
1872 { 1861 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1862 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 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");
1875 } 1864 }
1876 1865
1877 decrease_ob (tmp); 1866 tmp->decrease ();
1878} 1867}
1879 1868
1880/** 1869/**
1881 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
1882 */ 1871 */
1921 identify (tmp); 1910 identify (tmp);
1922 1911
1923 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));
1924 1913
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1915 tmp->decrease ();
1927} 1916}
1928 1917
1929/** 1918/**
1930 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1932 object *treas = tmp->inv;
1944 1933
1945 if (!treas) 1934 if (!treas)
1946 { 1935 {
1947 op->statusmsg ("The chest was empty."); 1936 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1937 tmp->decrease ();
1949 return; 1938 return;
1950 } 1939 }
1951 1940
1952 while (tmp->inv) 1941 while (tmp->inv)
1953 { 1942 {
1969 if (op->destroyed () || tmp->destroyed ()) 1958 if (op->destroyed () || tmp->destroyed ())
1970 break; 1959 break;
1971 } 1960 }
1972 1961
1973 if (!tmp->destroyed () && !tmp->inv) 1962 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1963 tmp->decrease (true);
1975} 1964}
1976 1965
1977/** 1966/**
1978 * op eats food. 1967 * op eats food.
1979 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
1998 if (tmp->type == FOOD || tmp->type == FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!"); 1988 op->failmsg ("You feel full, but what a waste of food!");
2000 else 1989 else
2001 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!");
2002 } 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 );
2003 2000
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 { 2002 {
2006 const char *buf; 2003 const char *buf;
2007 2004
2037 eat_special_food (op, tmp); 2034 eat_special_food (op, tmp);
2038 } 2035 }
2039 } 2036 }
2040 2037
2041 handle_apply_yield (tmp); 2038 handle_apply_yield (tmp);
2042 decrease_ob (tmp); 2039 tmp->decrease ();
2043} 2040}
2044 2041
2045/** 2042/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * 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.
2166 op->statusmsg (buf); 2163 op->statusmsg (buf);
2167 2164
2168 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2169 i = -1; 2166 i = -1;
2170 if (winners > 0) 2167 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2168 i = atnr_winner [rndm (winners)];
2172 2169
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2171 {
2175 /* resistance increased! */ 2172 /* resistance increased! */
2176 skin->resist[i]++; 2173 skin->resist[i]++;
2235 2232
2236 op->statusmsg ("Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2234 improve_armour (op, tmp, armor);
2238} 2235}
2239 2236
2240extern void 2237void
2241apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2242{ 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
2243 if (op->type == PLAYER) 2245 if (op->type == PLAYER)
2244 { 2246 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2247 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2248 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2249 op->contr->killer = poison;
2248 } 2250 }
2249 2251
2250 if (tmp->stats.hp > 0) 2252 if (poison->stats.hp > 0)
2251 { 2253 {
2252 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);
2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2255 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2256 }
2255 2257
2256 op->stats.food -= op->stats.food / 4; 2258 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2259 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2260}
2260 2261
2261/** 2262/**
2262 * 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.
2263 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2365 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2366 */ 2367 */
2367int 2368int
2368manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2369{ 2370{
2370 if (tmp->head)
2371 tmp = tmp->head; 2371 tmp = tmp->head_ ();
2372 2372
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2374 { 2374 {
2375 if (op->type == PLAYER) 2375 if (op->type == PLAYER)
2376 { 2376 {
2584 default: 2584 default:
2585 return 0; 2585 return 0;
2586 } 2586 }
2587} 2587}
2588 2588
2589
2590/* 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"
2591 * 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
2592 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2593 * 2592 *
2594 * Same return value as apply() function. 2593 * Same return value as apply() function.
2595 */ 2594 */
2596int 2595int
2597player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2598{ 2597{
2599 int tmp;
2600
2601 if (op->env && (pl->move_type & MOVE_FLYING)) 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2602 { 2599 {
2603 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2605 { 2602 {
2606 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.>");
2607 return 0; 2606 return 0;
2608 } 2607 }
2609 } 2608 }
2610 2609
2611 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2612 2611
2613 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2614 if (!quiet) 2614 if (!quiet)
2615 { 2615 {
2616 if (tmp == 0) 2616 if (tmp == 0)
2617 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)));
2618 else if (tmp == 2) 2618 else if (tmp == 2)
2619 op->failmsg ("You must get it first!\n"); 2619 pl->failmsg ("You must get it first!\n");
2620 } 2620 }
2621 2621
2622 return tmp; 2622 return tmp;
2623} 2623}
2624 2624
2653 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2654 * 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
2655 * the item needs. 2655 * the item needs.
2656 */ 2656 */
2657 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2658 {
2659 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2660 return; 2659 return;
2661 } 2660
2662 if (floors >= 2) 2661 if (floors >= 2)
2663 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2664 } 2663 }
2665} 2664}
2666 2665
2710 break; 2709 break;
2711 2710
2712 case SKILL: 2711 case SKILL:
2713 if (who->contr) 2712 if (who->contr)
2714 { 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
2715 if (!op->invisible) 2719 if (op->invisible)
2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2721 else
2716 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2722 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2717 else
2718 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2719 } 2723 }
2720 2724
2721 change_abil (who, op); 2725 change_abil (who, op);
2722 CLEAR_FLAG (who, FLAG_READY_SKILL); 2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2723 break; 2727 break;
2750 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2751 2755
2752 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2753 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2754 2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2755 if (who->contr) 2763 if (who->contr)
2756 esrv_del_item (who->contr, op->count);
2757
2758 op->destroy ();
2759 insert_ob_in_ob (tmp2, who);
2760 who->update_stats ();
2761
2762 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2763 {
2764 if (who->contr)
2765 { 2765 {
2766 who->failmsg ("Oops, it feels deadly cold!"); 2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 } 2768 }
2769 }
2770
2771 if (who->contr)
2772 esrv_send_item (who, tmp2);
2773 } 2769 }
2774 2770
2775 return 1; /* otherwise, an attempt to drop causes problems */ 2771 return 1; /* otherwise, an attempt to drop causes problems */
2776 2772
2777 case BOW: 2773 case BOW:
2808 default: 2804 default:
2809 who->statusmsg (format ("You unapply %s.", query_name (op))); 2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2810 break; 2806 break;
2811 } 2807 }
2812 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
2813 who->update_stats (); 2813 who->update_stats ();
2814
2815 if (!(aflags & AP_NO_MERGE))
2816 {
2817 object *tmp = merge_ob (op, 0);
2818
2819 if (who->contr)
2820 {
2821 if (tmp)
2822 { /* it was merged */
2823 esrv_del_item (who->contr, op->count);
2824 op = tmp;
2825 }
2826
2827 esrv_send_item (who, op);
2828 }
2829 }
2830 2814
2831 return 0; 2815 return 0;
2832} 2816}
2833 2817
2834/** 2818/**
3132 return 1; 3116 return 1;
3133 } 3117 }
3134 3118
3135 return unapply_special (who, op, aflags); 3119 return unapply_special (who, op, aflags);
3136 } 3120 }
3137
3138 if (basic_flag == AP_UNAPPLY) 3121 else if (basic_flag == AP_UNAPPLY)
3139 return 0; 3122 return 0;
3140 3123
3141 // if the item is combat/ranged, wield the relevant slot first 3124 // if the item is combat/ranged, wield the relevant slot first
3142 // to resolve conflicts. 3125 // to resolve conflicts.
3143 if (player *pl = who->contr) 3126 if (player *pl = who->contr)
3213 3196
3214 /* 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.
3215 * Note that we don't have the checks for can_use_... 3198 * Note that we don't have the checks for can_use_...
3216 * below - that is already taken care of by can_apply_object. 3199 * below - that is already taken care of by can_apply_object.
3217 */ 3200 */
3218 if (op->nrof > 1) 3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3219 tmp = get_split_ob (op, op->nrof - 1);
3220 else
3221 tmp = 0;
3222 3202
3223 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)))
3224 return RESULT_INT (0); 3204 return RESULT_INT (0);
3225 3205
3226 switch (op->type) 3206 switch (op->type)
3227 { 3207 {
3228 case WEAPON: 3208 case WEAPON:
3229 if (!check_weapon_power (who, op->last_eat)) 3209 if (!check_weapon_power (who, op->last_eat))
3230 { 3210 {
3231 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);
3232 3212
3233 if (tmp) 3213 if (tmp)
3234 insert_ob_in_ob (tmp, who); 3214 insert_ob_in_ob (tmp, who);
3235 3215
3236 return 1; 3216 return 1;
3301 SET_FLAG (tmp2, FLAG_APPLIED); 3281 SET_FLAG (tmp2, FLAG_APPLIED);
3302 3282
3303 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3304 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3305 3285
3306 insert_ob_in_ob (tmp2, who); 3286 who->insert (tmp2);
3307 3287
3308 /* Remove the old lantern */ 3288 /* Remove the old lantern */
3309 if (who->type == PLAYER)
3310 esrv_del_item (who->contr, op->count);
3311
3312 op->destroy (); 3289 op->destroy ();
3313 3290
3314 /* insert the portion that was split off */ 3291 /* insert the portion that was split off */
3315 if (tmp) 3292 if (tmp)
3316 { 3293 who->insert (tmp);
3317 insert_ob_in_ob (tmp, who);
3318 if (who->type == PLAYER)
3319 esrv_send_item (who, tmp);
3320 }
3321 3294
3322 who->update_stats (); 3295 who->update_stats ();
3323 3296
3324 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3325 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3326 { 3299 {
3327 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.>");
3328 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3329 } 3302 }
3330
3331 if (who->type == PLAYER)
3332 esrv_send_item (who, tmp2);
3333 3303
3334 return 0; 3304 return 0;
3335 3305
3336 case SKILL_TOOL: 3306 case SKILL_TOOL:
3337 // applying a skill tool also readies the skill 3307 // applying a skill tool also readies the skill
3497 } 3467 }
3498 3468
3499 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3500 3470
3501 if (tmp) 3471 if (tmp)
3502 tmp = insert_ob_in_ob (tmp, who); 3472 who->insert (tmp);
3503 3473
3504 who->update_stats (); 3474 who->update_stats ();
3505 3475
3506 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3507 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3513 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3514 if (who->type == PLAYER) 3484 if (who->type == PLAYER)
3515 { 3485 {
3516 who->failmsg ( 3486 who->failmsg (
3517 "Oops, it feels deadly cold! " 3487 "Oops, it feels deadly cold! "
3518 "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.>"
3519 ); 3489 );
3520 SET_FLAG (op, FLAG_KNOWN_CURSED); 3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3521 } 3491 }
3522 3492
3523 if (who->type == PLAYER) 3493 if (object *pl = op->visible_to ())
3524 {
3525 /* if multiple objects were applied, update both slots */
3526 if (tmp)
3527 esrv_send_item (who, tmp);
3528
3529 esrv_send_item (who, op); 3494 esrv_send_item (pl, op);
3530 }
3531 3495
3532 return 0; 3496 return 0;
3533} 3497}
3534 3498
3535int 3499int
3549int 3513int
3550auto_apply (object *op) 3514auto_apply (object *op)
3551{ 3515{
3552 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3553 int i; 3517 int i;
3518
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3554 3520
3555 switch (op->type) 3521 switch (op->type)
3556 { 3522 {
3557 case SHOP_FLOOR: 3523 case SHOP_FLOOR:
3558 if (!op->has_random_items ()) 3524 if (!op->has_random_items ())
3560 3526
3561 do 3527 do
3562 { 3528 {
3563 i = 10; /* let's give it 10 tries */ 3529 i = 10; /* let's give it 10 tries */
3564 while ((tmp = generate_treasure (op->randomitems, 3530 while ((tmp = generate_treasure (op->randomitems,
3565 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
3566 if (tmp == NULL) 3536 if (tmp == NULL)
3567 return 0; 3537 return 0;
3538
3568 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3569 { 3540 {
3570 tmp->destroy (); 3541 tmp->destroy ();
3571 tmp = NULL; 3542 tmp = NULL;
3572 } 3543 }
3575 3546
3576 tmp->x = op->x; 3547 tmp->x = op->x;
3577 tmp->y = op->y; 3548 tmp->y = op->y;
3578 SET_FLAG (tmp, FLAG_UNPAID); 3549 SET_FLAG (tmp, FLAG_UNPAID);
3579 insert_ob_in_map (tmp, op->map, NULL, 0); 3550 insert_ob_in_map (tmp, op->map, NULL, 0);
3580 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3581 identify (tmp); 3551 identify (tmp);
3582 break; 3552 break;
3583 3553
3584 case TREASURE: 3554 case TREASURE:
3585 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3592 /* 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,
3593 * 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
3594 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3595 * that is put inside other objects. 3565 * that is put inside other objects.
3596 */ 3566 */
3597 for (tmp = op->inv; tmp; tmp = tmp2)
3598 {
3599 tmp2 = tmp->below;
3600 tmp->remove ();
3601
3602 if (op->env) 3567 if (op->env)
3603 insert_ob_in_ob (tmp, op->env); 3568 while (op->inv)
3604 else 3569 op->env->insert (op->inv);
3605 tmp->destroy ();
3606 }
3607 3570
3608 op->destroy (); 3571 op->destroy ();
3609 break; 3572 break;
3610 } 3573 }
3611 return tmp ? 1 : 0; 3574
3575 return !!tmp;
3612} 3576}
3613 3577
3614/** 3578/**
3615 * 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
3616 * is loaded or swapped in and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3630 3594
3631 if (tmp->inv) 3595 if (tmp->inv)
3632 { 3596 {
3633 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3634 3598
3635 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3636 { 3600 {
3637 invnext = invtmp->below; 3601 invnext = invtmp->below;
3638 3602
3639 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3640 auto_apply (invtmp); 3604 auto_apply (invtmp);
3641 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3642 { 3606 {
3643 while ((invtmp->stats.hp--) > 0) 3607 while (invtmp->stats.hp-- > 0)
3644 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3645 3609
3646 invtmp->randomitems = NULL; 3610 invtmp->randomitems = NULL;
3647 } 3611 }
3648 else if (invtmp && invtmp->arch 3612 else if (invtmp && invtmp->arch
3760 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3761 if (food->stats.hp != 0) 3725 if (food->stats.hp != 0)
3762 { 3726 {
3763 if (QUERY_FLAG (food, FLAG_CURSED)) 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3764 { 3728 {
3765 assign (who->contr->killer, food->name); 3729 who->contr->killer = food;
3766 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3767 who->failmsg ("Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3768 } 3732 }
3769 else 3733 else
3770 { 3734 {
3774 who->failmsg ("Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3775 3739
3776 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3777 } 3741 }
3778 } 3742 }
3743
3779 if (food->stats.sp != 0) 3744 if (food->stats.sp != 0)
3780 { 3745 {
3781 if (QUERY_FLAG (food, FLAG_CURSED)) 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3782 { 3747 {
3783 who->failmsg ("You are drained of mana!"); 3748 who->failmsg ("You are drained of mana!");
3810 item = find_marked_object (who); 3775 item = find_marked_object (who);
3811 if (item) 3776 if (item)
3812 { 3777 {
3813 if (lighter->last_eat && lighter->stats.food) 3778 if (lighter->last_eat && lighter->stats.food)
3814 { /* lighter gets used up */ 3779 { /* lighter gets used up */
3815 /* Split multiple lighters if they're being used up. Otherwise *
3816 * one charge from each would be used up. --DAMN */
3817 if (lighter->nrof > 1)
3818 {
3819 object *oneLighter = lighter->clone (); 3780 object *oneLighter = lighter->split ();
3820
3821 lighter->nrof -= 1;
3822 oneLighter->nrof = 1;
3823 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3824 esrv_send_item (who, lighter); 3782 who->insert (oneLighter);
3825 oneLighter = insert_ob_in_ob (oneLighter, who);
3826 esrv_send_item (who, oneLighter);
3827 }
3828 else
3829 lighter->stats.food--;
3830 } 3783 }
3831 else if (lighter->last_eat) 3784 else if (lighter->last_eat)
3832 { 3785 {
3833 /* no charges left in lighter */ 3786 /* no charges left in lighter */
3834 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));
3981 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3982 flag_change_face = 0; 3935 flag_change_face = 0;
3983 3936
3984 if (flag_change_face) 3937 if (flag_change_face)
3985 { 3938 {
3986 pl->animation_id = GET_ANIM_ID (change);
3987 pl->face = change->face; 3939 pl->face = change->face;
3988 3940 pl->animation_id = change->animation_id;
3989 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3990 SET_FLAG (pl, FLAG_ANIMATE);
3991 else
3992 CLEAR_FLAG (pl, FLAG_ANIMATE);
3993 } 3942 }
3994 3943
3995 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3996 /*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); */
3997 if (!strcmp (change->name, "monk")) 3946 if (!strcmp (change->name, "monk"))
4091 4040
4092 new_item->nrof = yield; 4041 new_item->nrof = yield;
4093 4042
4094 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)));
4095 4044
4096 insert_ob_in_ob (new_item, pl); 4045 pl->insert (new_item);
4097 esrv_send_inventory (pl, pl);
4098 /* Eat up one item */ 4046 /* Eat up one item */
4099 decrease_ob_nr (marked, 1); 4047 marked->decrease ();
4100 4048
4101 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
4102 if (transformer->stats.food) 4050 if (transformer->stats.food)
4103 if (--transformer->stats.food == 0) 4051 if (--transformer->stats.food == 0)
4104 decrease_ob_nr (transformer, 1); 4052 transformer->decrease ();
4105} 4053}
4106 4054

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