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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.138 by elmex, Thu Nov 22 21:37:33 2007 UTC vs.
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 301 }
319 else 302 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 315 */
333 if (tmp->inv) 316 if (tmp->inv)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
340 321 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 322 }
349 else 323 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 325
352 decrease_ob (tmp); 326 tmp->decrease ();
353 327
354 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 330 op->update_stats ();
357 331
388 force->speed_left = -1; 362 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 366 change_abil (op, force);
393 decrease_ob (tmp); 367 tmp->decrease ();
394 return 1; 368 return 1;
395 } 369 }
396 370
397 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 372 if (op->type == PLAYER)
399 { /* only for players */ 373 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 378 else
403 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
404 380
405 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 388 * up all the stats.
413 */ 389 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 391 op->update_stats ();
416 decrease_ob (tmp); 392 tmp->decrease ();
417 return 1; 393 return 1;
418} 394}
419 395
420/**************************************************************************** 396/****************************************************************************
421 * Weapon improvement code follows 397 * Weapon improvement code follows
423 399
424/** 400/**
425 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
426 */ 402 */
427static int 403static int
428check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
429{ 405{
430 int count = 0; 406 int count = 0;
431 407
432 if (!item) 408 if (!item)
433 return 0; 409 return 0;
434 410
435 for (op = op->below; op; op = op->below) 411 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 412 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 415 count += op->number_of ();
446 }
447 }
448 }
449 416
450 return count; 417 return count;
451} 418}
452 419
453/** 420/**
455 * op is typically the player, which is only 422 * op is typically the player, which is only
456 * really used to determine what space to look at. 423 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
458 */ 425 */
459static void 426static void
460eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 428{
462 object *prev; 429 object *prev;
463 430
464 prev = op; 431 prev = op;
465 op = op->below; 432 op = op->below;
466 433
467 while (op) 434 while (op)
468 { 435 {
469 if (strcmp (op->arch->archname, item) == 0) 436 if (op->arch->archname == item)
470 { 437 {
471 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
472 { 439 {
473 decrease_ob_nr (op, nrof); 440 op->decrease (nrof);
474 return; 441 return;
475 } 442 }
476 else 443 else
477 { 444 {
478 decrease_ob_nr (op, op->nrof); 445 op->decrease (nrof);
479 nrof -= op->nrof; 446 nrof -= op->nrof;
480 } 447 }
481 448
482 op = prev; 449 op = prev;
483 } 450 }
568static int 535static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 536improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 537{
571 stat += sacrifice_count; 538 stat += sacrifice_count;
572 weapon->last_eat++; 539 weapon->last_eat++;
573 decrease_ob (improver); 540 improver->decrease ();
574 541
575 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
576 op->update_stats (); 543 op->update_stats ();
577 544
578 op->statusmsg (format ( 545 op->statusmsg (format (
625 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
627 { 594 {
628 op->failmsg ("You cannot prepare magic weapons. " 595 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 596 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 597 "speed or ac, or has other protections.>");
631 return 0; 598 return 0;
632 } 599 }
633 600
634 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
646 613
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 615 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 616 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 617 slot at once! */
651 decrease_ob (improver); 618 improver->decrease ();
652 weapon->last_eat = 0; 619 weapon->last_eat = 0;
653 return 1; 620 return 1;
654} 621}
655
656 622
657/** 623/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 624 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 625 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 626 * Returns 0 if it was not able to work for some reason.
704 weapon->weight += 5000; /* 5 KG's */ 670 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 672 weapon->last_eat++;
707 673
708 weapon->item_power++; 674 weapon->item_power++;
709 decrease_ob (improver); 675 improver->decrease ();
710 return 1; 676 return 1;
711 } 677 }
712 678
713 if (improver->stats.sp == IMPROVE_WEIGHT) 679 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 680 {
718 weapon->weight = 1; 684 weapon->weight = 1;
719 685
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 687 weapon->last_eat++;
722 weapon->item_power++; 688 weapon->item_power++;
723 decrease_ob (improver); 689 improver->decrease ();
724 return 1; 690 return 1;
725 } 691 }
692
726 if (improver->stats.sp == IMPROVE_ENCHANT) 693 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 694 {
728 weapon->magic++; 695 weapon->magic++;
729 weapon->last_eat++; 696 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 698 improver->decrease ();
732 weapon->item_power++; 699 weapon->item_power++;
733 return 1; 700 return 1;
734 } 701 }
735 702
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
785 op->failmsg ("Something blocks the magic of the scroll!"); 752 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 753 return 0;
787 } 754 }
788 755
789 otmp = find_marked_object (op); 756 otmp = find_marked_object (op);
757
790 if (!otmp) 758 if (!otmp)
791 { 759 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 760 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; 761 return 0;
794 } 762 }
836 if (armour->magic >= settings.armor_max_enchant) 804 if (armour->magic >= settings.armor_max_enchant)
837 { 805 {
838 op->failmsg ("This armour can not be enchanted any further!"); 806 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 807 return 0;
840 } 808 }
809
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* 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. 811 * 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 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?) 813 * of gnarg and what not?)
845 */ 814 */
847 { 816 {
848 op->failmsg ("This armour will not accept further enchantment."); 817 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 818 return 0;
850 } 819 }
851 820
852 /* Split objects if needed. Can't insert tmp until the 821 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 822 * end of this function - otherwise it will just re-merge.
854 */ 823 */
855 if (armour->nrof > 1) 824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 825
860 armour->magic++; 826 armour->magic++;
861 827
862 if (!settings.armor_speed_linear) 828 if (!settings.armor_speed_linear)
863 { 829 {
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 866 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 867
902 if (op->type == PLAYER) 868 if (op->type == PLAYER)
903 { 869 {
904 esrv_send_item (op, armour); 870 esrv_send_item (op, armour);
871
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 872 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats (); 873 op->update_stats ();
907 } 874 }
908 875
909 decrease_ob (improver); 876 improver->decrease ();
910 877
911 if (tmp) 878 if (tmp)
912 { 879 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 880
917 return 1; 881 return 1;
918} 882}
919 883
920/* 884/*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not 885 * 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. 886 * what the converter wants, -1 if the converter is broken.
923 */ 887 *
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. 888 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
931 * item is the object that triggered the converter - if it is not 890 * item is the object that triggered the converter - if it is not
932 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
933 */ 892 */
934int 893static int
935convert_item (object *item, object *converter) 894convert_item (object *item, object *converter)
936{ 895{
937 int nr = 0;
938 uint32 price_in; 896 sint64 nr, price_in;
897
898 if (item->flag [FLAG_UNPAID])
899 return 0;
900
901 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp;
939 905
940 /* We make some assumptions - we assume if it takes money as it type, 906 /* 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 907 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck) 908 * 3 gp and player drops a platinum, tough luck)
943 */ 909 */
944 if (CONV_FROM (converter) == shstr_money) 910 if (conv_from == shstr_money)
945 { 911 {
946 if (item->type != MONEY) 912 if (item->type != MONEY)
947 return 0; 913 return 0;
948 914
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 915 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 916 if (!nr)
951 return 0; 917 return 0;
952 918
953 converter->play_sound (sound_find ("shop_buy")); 919 converter->play_sound (sound_find ("shop_buy"));
954 920
955 int cost = nr * CONV_NEED (converter) / item->value; 921 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++;
959 922
960 decrease_ob_nr (item, cost); 923 item->decrease (cost);
961 924
962 price_in = cost * item->value; 925 price_in = cost * item->value;
963 } 926 }
964 else 927 else
965 { 928 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 929 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
968 return 0; 932 return 0;
969 933
970 converter->play_sound (sound_find ("convert_item")); 934 converter->play_sound (sound_find ("convert_item"));
971 935
972 if (CONV_NEED (converter)) 936 if (need)
973 { 937 {
974 nr = item->nrof / CONV_NEED (converter); 938 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 939 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 940 price_in = nr * need * item->value;
977 } 941 }
978 else 942 else
979 { 943 {
980 price_in = item->value; 944 price_in = item->value;
981 item->destroy (); 945 item->destroy ();
992 ob_to_copy = converter->inv; 956 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0) 958 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 959 ob_to_copy = ob;
996 960
997 item = object_create_clone (ob_to_copy); 961 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 964 }
1001 else 965 else
1002 { 966 {
1003 if (converter->other_arch == NULL) 967 if (!conv_to)
1004 { 968 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 969 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); 970 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 971 return -1;
1008 } 972 }
1009 973
1010 item = object_create_arch (converter->other_arch); 974 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 975 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 976 }
1013 977
1014 if (CONV_NR (converter)) 978 if (give)
1015 item->nrof = CONV_NR (converter); 979 item->nrof = give;
1016 980
1017 if (nr) 981 if (nr)
1018 item->nrof *= nr; 982 item->nrof *= nr;
1019 983
1020 if (is_in_shop (converter)) 984 if (converter->flag [FLAG_PRECIOUS])
1021 SET_FLAG (item, FLAG_UNPAID); 985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
1022 else if (price_in < item->nrof * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 996 {
1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 997 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); 998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 /** 999 /**
1027 * elmex: we are going to let the game continue, as the mapcreator 1000 * elmex: we are going to let the game continue, as the mapcreator
1028 * hopefully had something in mind when doing this. 1001 * hopefully had something in mind when doing this.
1029 */ 1002 */
1030 } 1003 }
1031 1004
1032 SET_FLAG (item, FLAG_IDENTIFIED); 1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034 return 1; 1011 return 1;
1035} 1012}
1036 1013
1037/** 1014/**
1133/* push_button (altar);*/ 1110/* push_button (altar);*/
1134 } 1111 }
1135 else 1112 else
1136 { 1113 {
1137 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1138 push_button (altar); 1115 push_button (altar, originator);
1139 } 1116 }
1140 1117
1141 return !sacrifice; 1118 return !sacrifice;
1142 } 1119 }
1143 else 1120 else
1169 { 1146 {
1170 has_unpaid = true; 1147 has_unpaid = true;
1171 break; 1148 break;
1172 } 1149 }
1173 1150
1174 if (op->type != PLAYER) 1151 if (!op->is_player ())
1175 { 1152 {
1176 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1178 * the shop. 1155 * the shop.
1179 */ 1156 */
1183 1160
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 { 1162 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 1164
1165 if (i >= 0)
1188 tmp->remove (); 1166 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 } 1167 }
1198 } 1168 }
1199 1169
1200 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1212 if (i != -1) 1182 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214 1184
1215 return 0; 1185 return 0;
1216 } 1186 }
1187
1217 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1219 */ 1190 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 1192 }
1276 * Handles applying a sign. 1247 * Handles applying a sign.
1277 */ 1248 */
1278static void 1249static void
1279apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1280{ 1251{
1281 readable_message_type *msgType; 1252 if (!op->is_player())
1253 return;
1254
1255 if (sign->has_dialogue ())
1256 {
1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1258 return;
1259 }
1282 1260
1283 if (!sign->msg) 1261 if (!sign->msg)
1284 { 1262 {
1285 op->statusmsg ("Nothing is written on it."); 1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1286 return; 1267 return;
1287 } 1268 }
1288 1269
1289 if (sign->stats.food) 1270 if (sign->stats.food)
1290 { 1271 {
1291 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1292 { 1273 {
1293 if (!sign->move_on) 1274 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1295 1276
1296 return; 1277 return;
1297 } 1278 }
1298 1279
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1317 if (sign->sound) 1298 if (sign->sound)
1318 ns->play_sound (sign->sound); 1299 ns->play_sound (sign->sound);
1319 else if (autoapply) 1300 else if (autoapply)
1320 ns->play_sound (sound_find ("msg_voice")); 1301 ns->play_sound (sound_find ("msg_voice"));
1321 1302
1322 if (ns->can_msg)
1323 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1324 else
1325 {
1326 msgType = get_readable_message_type (sign);
1327 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1329 }
1330 } 1304 }
1305}
1306
1307static void
1308move_apply_hole (object *trap, object *victim)
1309{
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1331} 1337}
1332 1338
1333/** 1339/**
1334 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1410 } 1416 }
1411 goto leave; 1417 goto leave;
1412 1418
1413 case BUTTON: 1419 case BUTTON:
1414 case PEDESTAL: 1420 case PEDESTAL:
1415 update_button (trap); 1421 update_button (trap, originator);
1416 goto leave; 1422 goto leave;
1417 1423
1418 case ALTAR: 1424 case ALTAR:
1419 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1447 1453
1448 if (!trap->value) 1454 if (!trap->value)
1449 { 1455 {
1450 int tot; 1456 int tot;
1451 1457
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1455 1461
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave; 1463 goto leave;
1458 1464
1459 SET_ANIMATION (trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1484 1490
1485 case CONVERTER: 1491 case CONVERTER:
1486 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1487 { 1493 {
1488 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1489 get_archetype ("burnout")->insert_at (trap, trap); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1490 } 1496 }
1491 1497
1492 goto leave; 1498 goto leave;
1493 1499
1494 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1504 case CHECK_INV: 1510 case CHECK_INV:
1505 check_inv (victim, trap); 1511 check_inv (victim, trap);
1506 goto leave; 1512 goto leave;
1507 1513
1508 case HOLE: 1514 case HOLE:
1509 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1520 victim->statusmsg ("You fall through the hole!", NDI_RED);
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave; 1516 goto leave;
1523 1517
1524 case EXIT: 1518 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 { 1520 {
1527 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1528 * players output. 1522 * players output.
1529 */ 1523 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1531 victim->statusmsg (trap->msg, NDI_NAVY); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1532 1526
1533 trap->play_sound (trap->sound); 1527 trap->play_sound (trap->sound);
1534 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1535 } 1529 }
1618 1612
1619 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1620 1614
1621 if (player *pl = op->contr) 1615 if (player *pl = op->contr)
1622 if (client *ns = pl->ns) 1616 if (client *ns = pl->ns)
1623 if (ns->can_msg)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625 else
1626 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1627 msgType->message_type, msgType->message_subtype,
1628 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1629 long_desc (tmp, op), &tmp->msg);
1630 1618
1631 /* gain xp from reading */ 1619 /* gain xp from reading */
1632 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1633 { /* only if not read before */ 1621 { /* only if not read before */
1634 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1637 { 1625 {
1638 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1639 SET_FLAG (tmp, FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1640 1628
1641 /* If in a container, update how it looks */ 1629 if (object *pl = tmp->visible_to ())
1642 if (tmp->env)
1643 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1644 else
1645 op->contr->ns->floorbox_update ();
1646 } 1631 }
1647 1632
1648 change_exp (op, exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1649 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1650 } 1635 }
1663 op->play_sound (sound_find ("generic_fail")); 1648 op->play_sound (sound_find ("generic_fail"));
1664 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1665 break; 1650 break;
1666 1651
1667 case 1: 1652 case 1:
1668 decrease_ob (tmp); 1653 tmp->decrease ();
1669 op->play_sound (sound_find ("skill_learn")); 1654 op->play_sound (sound_find ("skill_learn"));
1670 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1671 break; 1656 break;
1672 1657
1673 default: 1658 default:
1674 decrease_ob (tmp); 1659 tmp->decrease ();
1675 op->play_sound (sound_find ("generic_fail")); 1660 op->play_sound (sound_find ("generic_fail"));
1676 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1677 break; 1662 break;
1678 } 1663 }
1679} 1664}
1800 } 1785 }
1801 1786
1802 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1803 1788
1804 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1805 {
1806 identify (tmp); 1790 identify (tmp);
1807
1808 if (tmp->env)
1809 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1810 else
1811 op->contr->ns->floorbox_update ();
1812 }
1813 1791
1814 /* I removed the check for special_prayer_mark here - it didn't make 1792 /* I removed the check for special_prayer_mark here - it didn't make
1815 * a lot of sense - special prayers are not found in spellbooks, and 1793 * a lot of sense - special prayers are not found in spellbooks, and
1816 * if the player doesn't know the spell, doesn't make a lot of sense that 1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1817 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1870 { 1848 {
1871 op->contr->play_sound (sound_find ("fumble_spell")); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1850 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1873 } 1851 }
1874 1852
1875 decrease_ob (tmp); 1853 tmp->decrease ();
1876} 1854}
1877 1855
1878/** 1856/**
1879 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
1880 */ 1858 */
1919 identify (tmp); 1897 identify (tmp);
1920 1898
1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1922 1900
1923 cast_spell (op, tmp, dir, tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924 decrease_ob (tmp); 1902 tmp->decrease ();
1925} 1903}
1926 1904
1927/** 1905/**
1928 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
1929 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
1941 object *treas = tmp->inv; 1919 object *treas = tmp->inv;
1942 1920
1943 if (!treas) 1921 if (!treas)
1944 { 1922 {
1945 op->statusmsg ("The chest was empty."); 1923 op->statusmsg ("The chest was empty.");
1946 decrease_ob (tmp); 1924 tmp->decrease ();
1947 return; 1925 return;
1948 } 1926 }
1949 1927
1950 while (tmp->inv) 1928 while (tmp->inv)
1951 { 1929 {
1967 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1968 break; 1946 break;
1969 } 1947 }
1970 1948
1971 if (!tmp->destroyed () && !tmp->inv) 1949 if (!tmp->destroyed () && !tmp->inv)
1972 decrease_ob (tmp); 1950 tmp->decrease (true);
1973} 1951}
1974 1952
1975/** 1953/**
1976 * op eats food. 1954 * op eats food.
1977 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2043 eat_special_food (op, tmp); 2021 eat_special_food (op, tmp);
2044 } 2022 }
2045 } 2023 }
2046 2024
2047 handle_apply_yield (tmp); 2025 handle_apply_yield (tmp);
2048 decrease_ob (tmp); 2026 tmp->decrease ();
2049} 2027}
2050 2028
2051/** 2029/**
2052 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
2053 * there is a chance for the dragon's skin to get improved. 2031 * there is a chance for the dragon's skin to get improved.
2172 op->statusmsg (buf); 2150 op->statusmsg (buf);
2173 2151
2174 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2175 i = -1; 2153 i = -1;
2176 if (winners > 0) 2154 if (winners > 0)
2177 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2178 2156
2179 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2180 { 2158 {
2181 /* resistance increased! */ 2159 /* resistance increased! */
2182 skin->resist[i]++; 2160 skin->resist[i]++;
2241 2219
2242 op->statusmsg ("Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2243 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2244} 2222}
2245 2223
2246extern void 2224void
2247apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2248{ 2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2249 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2250 { 2233 {
2251 op->contr->play_sound (sound_find ("drink_poison")); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2252 op->failmsg ("Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2253 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2254 } 2237 }
2255 2238
2256 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2257 { 2240 {
2258 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2259 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2260 } 2243 }
2261 2244
2262 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2263 handle_apply_yield (tmp); 2246 poison->destroy ();
2264 decrease_ob (tmp);
2265} 2247}
2266 2248
2267/** 2249/**
2268 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2269 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2353 2335
2354 return 0; 2336 return 0;
2355} 2337}
2356 2338
2357/** 2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581}
2582
2583/**
2358 * Main apply handler. 2584 * Main apply handler.
2359 * 2585 *
2360 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2361 * 2587 *
2362 * Return value: 2588 * Return value:
2363 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2364 * 1: has been applied, or there was an error applying the object 2590 * 1: has been applied, or there was an error applying the object
2365 * 2: objects of that type can't be applied if not in inventory 2591 * 2: objects of that type can't be applied if not in inventory
2366 * 2592 *
2367 * op is the object that is causing object to be applied, tmp is the object 2593 * who is the object that is causing object to be applied, op is the object
2368 * being applied. 2594 * being applied.
2369 * 2595 *
2370 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2371 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2372 */ 2598 */
2373int 2599int
2374manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2375{ 2601{
2376 if (tmp->head) 2602 op = op->head_ ();
2377 tmp = tmp->head;
2378 2603
2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2380 { 2605 {
2381 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2382 { 2607 {
2608 examine (who, op);
2383 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2384 return 1; 2610 return 1;
2385 } 2611 }
2386 else 2612 else
2387 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2388 } 2614 }
2389 2615
2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2391 return RESULT_INT (0); 2617 return RESULT_INT (0);
2392 2618
2393 switch (tmp->type) 2619 switch (op->type)
2394 { 2620 {
2395 case CF_HANDLE: 2621 case CF_HANDLE:
2396 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2397 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2398 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2399 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2400 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2401 push_button (tmp); 2627 push_button (op, who);
2402 return 1; 2628 return 1;
2403 2629
2404 case TRIGGER: 2630 case TRIGGER:
2405 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2406 { 2632 {
2407 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2408 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2409 } 2635 }
2410 else 2636 else
2411 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2412 2638
2413 return 1; 2639 return 1;
2414 2640
2415 case EXIT: 2641 case EXIT:
2416 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2417 return 0; 2643 return 0;
2418 2644
2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2420 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2421 else 2647 else
2422 { 2648 {
2423 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2425 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2426 2652
2427 op->enter_exit (tmp); 2653 who->enter_exit (op);
2428 } 2654 }
2429 2655
2430 return 1; 2656 return 1;
2431 2657
2432 case INSCRIBABLE: 2658 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2434 // maybe show a spell menu to chose from or something like that 2660 // maybe show a spell menu to chose from or something like that
2435 return 1; 2661 return 1;
2436 2662
2437 case SIGN: 2663 case SIGN:
2438 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2439 return 1; 2665 return 1;
2440 2666
2441 case BOOK: 2667 case BOOK:
2442 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2443 { 2669 {
2444 apply_book (op, tmp); 2670 apply_book (who, op);
2445 return 1; 2671 return 1;
2446 } 2672 }
2447 else 2673 else
2448 return 0; 2674 return 0;
2449 2675
2450 case SKILLSCROLL: 2676 case SKILLSCROLL:
2451 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2452 { 2678 {
2453 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2454 return 1; 2680 return 1;
2455 } 2681 }
2456 else 2682 else
2457 return 0; 2683 return 0;
2458 2684
2459 case SPELLBOOK: 2685 case SPELLBOOK:
2460 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2461 { 2687 {
2462 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2463 return 1; 2689 return 1;
2464 } 2690 }
2465 else 2691 else
2466 return 0; 2692 return 0;
2467 2693
2468 case SCROLL: 2694 case SCROLL:
2469 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2470 return 1; 2696 return 1;
2471 2697
2472 case POTION: 2698 case POTION:
2473 apply_potion (op, tmp); 2699 apply_potion (who, op);
2474 return 1; 2700 return 1;
2475 2701
2476 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2478 case CLOSE_CON: 2704 case CLOSE_CON:
2479 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2480 return 1; 2706 return 1;
2481 2707
2482 case CONTAINER: 2708 case CONTAINER:
2483 apply_container (op, tmp); 2709 apply_container (who, op);
2484 return 1; 2710 return 1;
2485 2711
2486 case TREASURE: 2712 case TREASURE:
2487 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2488 { 2714 {
2489 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2490 return 1; 2716 return 1;
2491 } 2717 }
2492 else 2718 else
2493 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2494 2725
2495 case WEAPON: 2726 case WEAPON:
2496 case ARMOUR: 2727 case ARMOUR:
2497 case BOOTS: 2728 case BOOTS:
2498 case GLOVES: 2729 case GLOVES:
2506 case WAND: 2737 case WAND:
2507 case ROD: 2738 case ROD:
2508 case HORN: 2739 case HORN:
2509 case SKILL: 2740 case SKILL:
2510 case BOW: 2741 case BOW:
2511 case LAMP:
2512 case BUILDER: 2742 case BUILDER:
2513 case SKILL_TOOL: 2743 case SKILL_TOOL:
2514 if (tmp->env != op) 2744 if (op->env != who)
2515 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2516 2746
2517 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2518 return 1; 2748 return 1;
2519 2749
2520 case DRINK: 2750 case DRINK:
2521 case FOOD: 2751 case FOOD:
2522 case FLESH: 2752 case FLESH:
2523 apply_food (op, tmp); 2753 apply_food (who, op);
2524 return 1; 2754 return 1;
2525 2755
2526 case POISON: 2756 case POISON:
2527 apply_poison (op, tmp); 2757 apply_poison (who, op);
2528 return 1; 2758 return 1;
2529 2759
2530 case SAVEBED: 2760 case SAVEBED:
2531 return 1; 2761 return 1;
2532 2762
2533 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2534 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2535 { 2765 {
2536 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2537 return 1; 2767 return 1;
2538 } 2768 }
2539 else 2769 else
2540 return 0; 2770 return 0;
2541 2771
2542 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2543 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2544 return 1; 2774 return 1;
2545 2775
2546 case CLOCK: 2776 case CLOCK:
2547 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2548 { 2778 {
2549 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2550 timeofday_t tod; 2780 timeofday_t tod;
2551 2781
2552 get_tod (&tod); 2782 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format ( 2784 who->statusmsg (format (
2555 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2558 )); 2788 ));
2559 return 1; 2789 return 1;
2560 } 2790 }
2561 else 2791 else
2562 return 0; 2792 return 0;
2563 2793
2564 case MENU: 2794 case MENU:
2565 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2566 { 2796 {
2567 shop_listing (tmp, op); 2797 shop_listing (op, who);
2568 return 1; 2798 return 1;
2569 } 2799 }
2570 else 2800 else
2571 return 0; 2801 return 0;
2572 2802
2573 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2574 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2575 return 1; 2805 return 1;
2576 2806
2577 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2578 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2579 { 2809 {
2580 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2581 return 1; 2811 return 1;
2582 } 2812 }
2583 else 2813 else
2584 return 0; 2814 return 0;
2585 2815
2586 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2587 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2588 return 1; 2818 return 1;
2589 2819
2590 default: 2820 default:
2591 return 0; 2821 return 0;
2592 } 2822 }
2593} 2823}
2594
2595 2824
2596/* quiet suppresses the "don't know how to apply" and "you must get it first" 2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2597 * messages as needed by player_apply_below(). But there can still be 2826 * messages as needed by player_apply_below(). But there can still be
2598 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2599 * 2828 *
2600 * Same return value as apply() function. 2829 * Same return value as apply() function.
2601 */ 2830 */
2602int 2831int
2603player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2604{ 2833{
2605 int tmp;
2606
2607 if (op->env && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2608 { 2835 {
2609 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2610 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611 { 2838 {
2612 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2613 return 0; 2842 return 0;
2614 } 2843 }
2615 } 2844 }
2616 2845
2617 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2618 2847
2619 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2620 if (!quiet) 2850 if (!quiet)
2621 { 2851 {
2622 if (tmp == 0) 2852 if (tmp == 0)
2623 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2624 else if (tmp == 2) 2854 else if (tmp == 2)
2659 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2660 * so that at least one of players movement types be that which 2890 * so that at least one of players movement types be that which
2661 * the item needs. 2891 * the item needs.
2662 */ 2892 */
2663 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2664 {
2665 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2666 return; 2895 return;
2667 } 2896
2668 if (floors >= 2) 2897 if (floors >= 2)
2669 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2670 } 2899 }
2671} 2900}
2672 2901
2716 break; 2945 break;
2717 2946
2718 case SKILL: 2947 case SKILL:
2719 if (who->contr) 2948 if (who->contr)
2720 { 2949 {
2950 if (IS_COMBAT_SKILL (op->subtype))
2951 who->change_weapon (who->contr->combat_ob = 0);
2952 else if (IS_RANGED_SKILL (op->subtype))
2953 who->change_weapon (who->contr->ranged_ob = 0);
2954
2721 if (!op->invisible) 2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2722 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2723 else
2724 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2725 } 2959 }
2726 2960
2727 change_abil (who, op); 2961 change_abil (who, op);
2728 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2729 break; 2963 break;
2740 case CLOAK: 2974 case CLOAK:
2741 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2742 change_abil (who, op); 2976 change_abil (who, op);
2743 break; 2977 break;
2744 2978
2745 case LAMP:
2746 {
2747 who->statusmsg (format ("You turn off your %s.", &op->name));
2748
2749 object *tmp2 = arch_to_object (op->other_arch);
2750 tmp2->x = op->x;
2751 tmp2->y = op->y;
2752 tmp2->map = op->map;
2753 tmp2->below = op->below;
2754 tmp2->above = op->above;
2755 tmp2->stats.food = op->stats.food;
2756 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2757
2758 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2759 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2760
2761 if (who->contr)
2762 esrv_del_item (who->contr, op->count);
2763
2764 op->destroy ();
2765 insert_ob_in_ob (tmp2, who);
2766 who->update_stats ();
2767
2768 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2769 {
2770 if (who->contr)
2771 {
2772 who->failmsg ("Oops, it feels deadly cold!");
2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776
2777 if (who->contr)
2778 esrv_send_item (who, tmp2);
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 2979 case BOW:
2784 case WAND: 2980 case WAND:
2785 case ROD: 2981 case ROD:
2786 case HORN: 2982 case HORN:
2787 if (player *pl = who->contr) 2983 if (player *pl = who->contr)
2814 default: 3010 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 3012 break;
2817 } 3013 }
2818 3014
3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3016 if (object *pl = op->visible_to ())
3017 esrv_send_item (pl, op);
3018
2819 who->update_stats (); 3019 who->update_stats ();
2820
2821 if (!(aflags & AP_NO_MERGE))
2822 {
2823 object *tmp = merge_ob (op, 0);
2824
2825 if (who->contr)
2826 {
2827 if (tmp)
2828 { /* it was merged */
2829 esrv_del_item (who->contr, op->count);
2830 op = tmp;
2831 }
2832
2833 esrv_send_item (who, op);
2834 }
2835 }
2836 3020
2837 return 0; 3021 return 0;
2838} 3022}
2839 3023
2840/** 3024/**
3138 return 1; 3322 return 1;
3139 } 3323 }
3140 3324
3141 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3142 } 3326 }
3143
3144 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3145 return 0; 3328 return 0;
3146 3329
3147 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3148 // to resolve conflicts. 3331 // to resolve conflicts.
3149 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3219 3402
3220 /* Ok. We are now at the state where we can apply the new object. 3403 /* Ok. We are now at the state where we can apply the new object.
3221 * Note that we don't have the checks for can_use_... 3404 * Note that we don't have the checks for can_use_...
3222 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3223 */ 3406 */
3224 if (op->nrof > 1) 3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3225 tmp = get_split_ob (op, op->nrof - 1);
3226 else
3227 tmp = 0;
3228 3408
3229 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3230 return RESULT_INT (0); 3410 return RESULT_INT (0);
3231 3411
3232 switch (op->type) 3412 switch (op->type)
3233 { 3413 {
3234 case WEAPON: 3414 case WEAPON:
3235 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3236 { 3416 {
3237 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); 3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3238 3418
3239 if (tmp) 3419 if (tmp)
3240 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3241 3421
3242 return 1; 3422 return 1;
3243 } 3423 }
3244 3424
3245 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3246 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3247 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3248 { 3428 {
3249 /* if the weapon does not have the name as the character, can't use it. */ 3429 /* if the weapon does not have the name as the character, can't use it. */
3250 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3251 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3252 3432
3286 case AMULET: 3466 case AMULET:
3287 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3288 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3289 change_abil (who, op); 3469 change_abil (who, op);
3290 break; 3470 break;
3291
3292 case LAMP:
3293 if (op->stats.food < 1)
3294 {
3295 who->failmsg (format (
3296 "Your %s is out of fuel! "
3297 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3298 &op->name
3299 ));
3300 return 1;
3301 }
3302
3303 who->statusmsg (format ("You turn on your %s.", &op->name));
3304
3305 tmp2 = arch_to_object (op->other_arch);
3306 tmp2->stats.food = op->stats.food;
3307 SET_FLAG (tmp2, FLAG_APPLIED);
3308
3309 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3310 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3311
3312 insert_ob_in_ob (tmp2, who);
3313
3314 /* Remove the old lantern */
3315 if (who->type == PLAYER)
3316 esrv_del_item (who->contr, op->count);
3317
3318 op->destroy ();
3319
3320 /* insert the portion that was split off */
3321 if (tmp)
3322 {
3323 insert_ob_in_ob (tmp, who);
3324 if (who->type == PLAYER)
3325 esrv_send_item (who, tmp);
3326 }
3327
3328 who->update_stats ();
3329
3330 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3331 if (who->type == PLAYER)
3332 {
3333 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3334 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3335 }
3336
3337 if (who->type == PLAYER)
3338 esrv_send_item (who, tmp2);
3339
3340 return 0;
3341 3471
3342 case SKILL_TOOL: 3472 case SKILL_TOOL:
3343 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3344 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3345 3475
3435 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3436 3566
3437 return 1; 3567 return 1;
3438 } 3568 }
3439 3569
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3441 { 3571 {
3442 who->failmsg ("The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3443 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3444 if (tmp) 3574 if (tmp)
3445 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3503 } 3633 }
3504 3634
3505 SET_FLAG (op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3506 3636
3507 if (tmp) 3637 if (tmp)
3508 tmp = insert_ob_in_ob (tmp, who); 3638 who->insert (tmp);
3509 3639
3510 who->update_stats (); 3640 who->update_stats ();
3511 3641
3512 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3513 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3520 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3521 { 3651 {
3522 who->failmsg ( 3652 who->failmsg (
3523 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3524 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3525 ); 3655 );
3526 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3527 } 3657 }
3528 3658
3529 if (who->type == PLAYER) 3659 if (object *pl = op->visible_to ())
3530 {
3531 /* if multiple objects were applied, update both slots */
3532 if (tmp)
3533 esrv_send_item (who, tmp);
3534
3535 esrv_send_item (who, op); 3660 esrv_send_item (pl, op);
3536 }
3537 3661
3538 return 0; 3662 return 0;
3539} 3663}
3540 3664
3541int 3665int
3555int 3679int
3556auto_apply (object *op) 3680auto_apply (object *op)
3557{ 3681{
3558 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3559 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3560 3686
3561 switch (op->type) 3687 switch (op->type)
3562 { 3688 {
3563 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3564 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3566 3692
3567 do 3693 do
3568 { 3694 {
3569 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3570 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3571 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3572 if (tmp == NULL) 3702 if (tmp == NULL)
3573 return 0; 3703 return 0;
3704
3574 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3575 { 3706 {
3576 tmp->destroy (); 3707 tmp->destroy ();
3577 tmp = NULL; 3708 tmp = NULL;
3578 } 3709 }
3581 3712
3582 tmp->x = op->x; 3713 tmp->x = op->x;
3583 tmp->y = op->y; 3714 tmp->y = op->y;
3584 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3585 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3586 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3587 identify (tmp); 3717 identify (tmp);
3588 break; 3718 break;
3589 3719
3590 case TREASURE: 3720 case TREASURE:
3591 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3598 /* If we generated an object and put it in this object inventory, 3728 /* If we generated an object and put it in this object inventory,
3599 * move it to the parent object as the current object is about 3729 * move it to the parent object as the current object is about
3600 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3601 * that is put inside other objects. 3731 * that is put inside other objects.
3602 */ 3732 */
3603 for (tmp = op->inv; tmp; tmp = tmp2)
3604 {
3605 tmp2 = tmp->below;
3606 tmp->remove ();
3607
3608 if (op->env) 3733 if (op->env)
3609 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3610 else 3735 op->env->insert (op->inv);
3611 tmp->destroy ();
3612 }
3613 3736
3614 op->destroy (); 3737 op->destroy ();
3615 break; 3738 break;
3616 } 3739 }
3617 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3618} 3742}
3619 3743
3620/** 3744/**
3621 * fix_auto_apply goes through the entire map every time a map 3745 * fix_auto_apply goes through the entire map every time a map
3622 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3636 3760
3637 if (tmp->inv) 3761 if (tmp->inv)
3638 { 3762 {
3639 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3640 3764
3641 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3642 { 3766 {
3643 invnext = invtmp->below; 3767 invnext = invtmp->below;
3644 3768
3645 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3646 auto_apply (invtmp); 3770 auto_apply (invtmp);
3647 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3648 { 3772 {
3649 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3650 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651 3775
3652 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3653 } 3777 }
3654 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3766 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3767 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3768 { 3892 {
3769 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3770 { 3894 {
3771 assign (who->contr->killer, food->name); 3895 who->contr->killer = food;
3772 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3773 who->failmsg ("Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3774 } 3898 }
3775 else 3899 else
3776 { 3900 {
3780 who->failmsg ("Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3781 3905
3782 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3783 } 3907 }
3784 } 3908 }
3909
3785 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3786 { 3911 {
3787 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3788 { 3913 {
3789 who->failmsg ("You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3800 } 3925 }
3801 3926
3802 who->update_stats (); 3927 who->update_stats ();
3803} 3928}
3804 3929
3805/**
3806 * Designed primarily to light torches/lanterns/etc.
3807 * Also burns up burnable material too. First object in the inventory is
3808 * the selected object to "burn". -b.t.
3809 */
3810void
3811apply_lighter (object *who, object *lighter)
3812{
3813 object *item;
3814 int is_player_env = 0;
3815
3816 item = find_marked_object (who);
3817 if (item)
3818 {
3819 if (lighter->last_eat && lighter->stats.food)
3820 { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */
3823 if (lighter->nrof > 1)
3824 {
3825 object *oneLighter = lighter->clone ();
3826
3827 lighter->nrof -= 1;
3828 oneLighter->nrof = 1;
3829 oneLighter->stats.food--;
3830 esrv_send_item (who, lighter);
3831 oneLighter = insert_ob_in_ob (oneLighter, who);
3832 esrv_send_item (who, oneLighter);
3833 }
3834 else
3835 lighter->stats.food--;
3836 }
3837 else if (lighter->last_eat)
3838 {
3839 /* no charges left in lighter */
3840 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3841 return;
3842 }
3843
3844 /* Perhaps we should split what we are trying to light on fire?
3845 * I can't see many times when you would want to light multiple
3846 * objects at once.
3847 */
3848
3849 if (who == item->in_player ())
3850 is_player_env = 1;
3851
3852 save_throw_object (item, AT_FIRE, who);
3853
3854 if (item->destroyed ())
3855 {
3856 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3857 /* Need to update the player so that the players glow radius
3858 * gets changed.
3859 */
3860 if (is_player_env)
3861 who->update_stats ();
3862 }
3863 else
3864 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3865 }
3866 else
3867 who->failmsg ("You need to mark a lightable object.");
3868}
3869 3930
3870/** 3931/**
3871 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3872 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3873 */ 3934 */
3973 } 4034 }
3974 4035
3975 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3976 * the player ref: player.c 4037 * the player ref: player.c
3977 */ 4038 */
3978 if (change->randomitems != NULL) 4039 if (change->randomitems)
3979 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3980 4041
3981 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3982 4043
3983 /* first, look for the force object banning 4044 /* first, look for the force object banning
3984 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3985 */ 4046 */
3986 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3987 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3988 flag_change_face = 0; 4049 flag_change_face = 0;
3989 4050
3990 if (flag_change_face) 4051 if (flag_change_face)
3991 { 4052 {
3992 pl->animation_id = GET_ANIM_ID (change);
3993 pl->face = change->face; 4053 pl->face = change->face;
3994 4054 pl->animation_id = change->animation_id;
3995 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3996 SET_FLAG (pl, FLAG_ANIMATE);
3997 else
3998 CLEAR_FLAG (pl, FLAG_ANIMATE);
3999 } 4056 }
4000 4057
4001 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
4002 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4003 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
4004 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4005 4062
4006 break; 4063 break;
4007 } 4064 }
4008 } 4065 }
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return; 4103 return;
4047 } 4104 }
4048 4105
4049 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
4050 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
4051 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4052 { 4109 {
4053 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4054 return; 4111 return;
4055 } 4112 }
4097 4154
4098 new_item->nrof = yield; 4155 new_item->nrof = yield;
4099 4156
4100 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4101 4158
4102 insert_ob_in_ob (new_item, pl); 4159 pl->insert (new_item);
4103 esrv_send_inventory (pl, pl);
4104 /* Eat up one item */ 4160 /* Eat up one item */
4105 decrease_ob_nr (marked, 1); 4161 marked->decrease ();
4106 4162
4107 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
4108 if (transformer->stats.food) 4164 if (transformer->stats.food)
4109 if (--transformer->stats.food == 0) 4165 if (--transformer->stats.food == 0)
4110 decrease_ob_nr (transformer, 1); 4166 transformer->decrease ();
4111} 4167}
4112 4168

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