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

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.131 by root, Sat Sep 8 09:15:49 2007 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 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} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 op->statusmsg ("Your potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 302 }
319 else 303 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
340 322 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 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
353 328
354 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 331 op->update_stats ();
357 332
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
404 381
405 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 389 * up all the stats.
413 */ 390 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 392 op->update_stats ();
416 decrease_ob (tmp); 393 tmp->decrease ();
417 return 1; 394 return 1;
418} 395}
419 396
420/**************************************************************************** 397/****************************************************************************
421 * Weapon improvement code follows 398 * Weapon improvement code follows
422 ****************************************************************************/ 399 ****************************************************************************/
423 400
424/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
425 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
426 */ 419 */
427static int 420static int
428check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
429{ 422{
430 int count = 0; 423 int count = 0;
431 424
432 if (!item) 425 if (!item)
433 return 0; 426 return 0;
434 427
435 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* 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; 432 count += op->number_of ();
446 }
447 }
448 }
449 433
450 return count; 434 return count;
451} 435}
452 436
453/** 437/**
455 * op is typically the player, which is only 439 * op is typically the player, which is only
456 * really used to determine what space to look at. 440 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
458 */ 442 */
459static void 443static void
460eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 445{
462 object *prev; 446 object *prev;
463 447
464 prev = op; 448 prev = op;
465 op = op->below; 449 op = op->below;
466 450
467 while (op) 451 while (op)
468 { 452 {
469 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
470 { 454 {
471 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
472 { 456 {
473 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
474 return; 458 return;
475 } 459 }
476 else 460 else
477 { 461 {
478 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
479 nrof -= op->nrof; 463 nrof -= op->nrof;
480 } 464 }
481 465
482 op = prev; 466 op = prev;
483 } 467 }
486 op = op->below; 470 op = op->below;
487 } 471 }
488} 472}
489 473
490/** 474/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 477 */
545static int 478static int
546check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
568static int 501static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 503{
571 stat += sacrifice_count; 504 stat += sacrifice_count;
572 weapon->last_eat++; 505 weapon->last_eat++;
573 decrease_ob (improver); 506 improver->decrease ();
574 507
575 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
576 op->update_stats (); 509 op->update_stats ();
577 510
578 op->statusmsg (format ( 511 op->statusmsg (format (
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
627 { 560 {
628 op->failmsg ("You cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
629 return 0; 564 return 0;
630 } 565 }
631 566
632 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
644 579
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 583 slot at once! */
649 decrease_ob (improver); 584 improver->decrease ();
650 weapon->last_eat = 0; 585 weapon->last_eat = 0;
651 return 1; 586 return 1;
652} 587}
653
654 588
655/** 589/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 591 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
671 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
673 607
674 if (weapon->level == 0) 608 if (weapon->level == 0)
675 { 609 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 613 return 0;
678 } 614 }
679 615
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 618 {
682 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 620 return 0;
684 } 621 }
685 622
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
687 { 625 {
688 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 628 "really want to improve it.");
691 return 0; 629 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 642 weapon->last_eat++;
705 643
706 weapon->item_power++; 644 weapon->item_power++;
707 decrease_ob (improver); 645 improver->decrease ();
708 return 1; 646 return 1;
709 } 647 }
710 648
711 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 650 {
716 weapon->weight = 1; 654 weapon->weight = 1;
717 655
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 657 weapon->last_eat++;
720 weapon->item_power++; 658 weapon->item_power++;
721 decrease_ob (improver); 659 improver->decrease ();
722 return 1; 660 return 1;
723 } 661 }
662
724 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 664 {
726 weapon->magic++; 665 weapon->magic++;
727 weapon->last_eat++; 666 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 668 improver->decrease ();
730 weapon->item_power++; 669 weapon->item_power++;
731 return 1; 670 return 1;
732 } 671 }
733 672
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
783 op->failmsg ("Something blocks the magic of the scroll!"); 722 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 723 return 0;
785 } 724 }
786 725
787 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
788 if (!otmp) 728 if (!otmp)
789 { 729 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 730 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; 731 return 0;
792 } 732 }
834 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
835 { 775 {
836 op->failmsg ("This armour can not be enchanted any further!"); 776 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 777 return 0;
838 } 778 }
779
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* 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. 781 * 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 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 783 * of gnarg and what not?)
843 */ 784 */
845 { 786 {
846 op->failmsg ("This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 788 return 0;
848 } 789 }
849 790
850 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
852 */ 793 */
853 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 795
858 armour->magic++; 796 armour->magic++;
859 797
860 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
861 { 799 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 837
900 if (op->type == PLAYER) 838 if (op->type == PLAYER)
901 { 839 {
902 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 843 op->update_stats ();
905 } 844 }
906 845
907 decrease_ob (improver); 846 improver->decrease ();
908 847
909 if (tmp) 848 if (tmp)
910 { 849 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 850
915 return 1; 851 return 1;
916} 852}
917 853
918/* 854/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * 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. 856 * what the converter wants, -1 if the converter is broken.
921 */ 857 *
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. 858 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
931 */ 862 */
932int 863int
933convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
934{ 865{
935 int nr = 0;
936 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
937 875
938 /* We make some assumptions - we assume if it takes money as it type, 876 /* 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 877 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
941 */ 879 */
942 if (CONV_FROM (converter) == shstr_money) 880 if (conv_from == shstr_money)
943 { 881 {
944 if (item->type != MONEY) 882 if (item->type != MONEY)
945 return 0; 883 return 0;
946 884
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 886 if (!nr)
949 return 0; 887 return 0;
950 888
951 converter->play_sound (sound_find ("shop_buy")); 889 converter->play_sound (sound_find ("shop_buy"));
952 890
953 int cost = nr * CONV_NEED (converter) / item->value; 891 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++;
957 892
958 decrease_ob_nr (item, cost); 893 item->decrease (cost);
959 894
960 price_in = cost * item->value; 895 price_in = cost * item->value;
961 } 896 }
962 else 897 else
963 { 898 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 899 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
966 return 0; 902 return 0;
967 903
968 converter->play_sound (sound_find ("convert_item")); 904 converter->play_sound (sound_find ("convert_item"));
969 905
970 if (CONV_NEED (converter)) 906 if (need)
971 { 907 {
972 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
975 } 911 }
976 else 912 else
977 { 913 {
978 price_in = item->value; 914 price_in = item->value;
979 item->destroy (); 915 item->destroy ();
990 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 929 ob_to_copy = ob;
994 930
995 item = object_create_clone (ob_to_copy); 931 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 934 }
999 else 935 else
1000 { 936 {
1001 if (converter->other_arch == NULL) 937 if (!conv_to)
1002 { 938 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 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); 940 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 941 return -1;
1006 } 942 }
1007 943
1008 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 946 }
1011 947
1012 if (CONV_NR (converter)) 948 if (give)
1013 item->nrof = CONV_NR (converter); 949 item->nrof = give;
1014 950
1015 if (nr) 951 if (nr)
1016 item->nrof *= nr; 952 item->nrof *= nr;
1017 953
1018 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1020 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 966 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 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); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 969 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 971 * hopefully had something in mind when doing this.
1027 */ 972 */
1028 } 973 }
1029 974
1030 SET_FLAG (item, FLAG_IDENTIFIED); 975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 981 return 1;
1033} 982}
1034 983
1035/** 984/**
1112{ 1061{
1113 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 1064 return 0;
1116 1065
1117 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1118 { 1067 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1122 */ 1071 */
1131/* push_button (altar);*/ 1080/* push_button (altar);*/
1132 } 1081 }
1133 else 1082 else
1134 { 1083 {
1135 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1136 push_button (altar); 1085 push_button (altar, originator);
1137 } 1086 }
1138 1087
1139 return !sacrifice; 1088 return !sacrifice;
1140 } 1089 }
1141 else 1090 else
1158 1107
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1109
1161 bool has_unpaid = false; 1110 bool has_unpaid = false;
1162 1111
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 1113 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1167 { 1116 {
1168 has_unpaid = true; 1117 has_unpaid = true;
1169 break; 1118 break;
1170 } 1119 }
1171 1120
1172 if (op->type != PLAYER) 1121 if (!op->is_player ())
1173 { 1122 {
1174 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1176 * the shop. 1125 * the shop.
1177 */ 1126 */
1181 1130
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1132 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1134
1135 if (i >= 0)
1186 tmp->remove (); 1136 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 } 1137 }
1196 } 1138 }
1197 1139
1198 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1152 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1154
1213 return 0; 1155 return 0;
1214 } 1156 }
1157
1215 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1217 */ 1160 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1162 }
1274 * Handles applying a sign. 1217 * Handles applying a sign.
1275 */ 1218 */
1276static void 1219static void
1277apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1278{ 1221{
1279 readable_message_type *msgType; 1222 if (!op->is_player())
1223 return;
1224
1225 if (sign->has_dialogue ())
1226 {
1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1228 return;
1229 }
1280 1230
1281 if (!sign->msg) 1231 if (!sign->msg)
1282 { 1232 {
1283 op->statusmsg ("Nothing is written on it."); 1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1237 return;
1285 } 1238 }
1286 1239
1287 if (sign->stats.food) 1240 if (sign->stats.food)
1288 { 1241 {
1289 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1290 { 1243 {
1291 if (!sign->move_on) 1244 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1293 1246
1294 return; 1247 return;
1295 } 1248 }
1296 1249
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1263 }
1311 1264
1312 if (op->contr) 1265 if (op->contr)
1313 if (client *ns = op->contr->ns) 1266 if (client *ns = op->contr->ns)
1314 { 1267 {
1268 if (sign->sound)
1315 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1316 1272
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1321 msgType = get_readable_message_type (sign);
1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 } 1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1326} 1307}
1327 1308
1328/** 1309/**
1329 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1330 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1361 1342
1362 recursion_depth++; 1343 recursion_depth++;
1363 if (trap->head) 1344 if (trap->head)
1364 trap = trap->head; 1345 trap = trap->head;
1365 1346
1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1367 goto leave;
1368
1369 switch (trap->type) 1348 switch (trap->type)
1370 { 1349 {
1371 case PLAYERMOVER: 1350 case PLAYERMOVER:
1372 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1373 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1374 if (!trap->stats.maxsp) 1422 if (!trap->value)
1375 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1376 1425
1377 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1378 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1379 */ 1441 */
1380 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1381 1443
1382 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1383 * above with some objects have zero speed, and thus the player 1445 {
1384 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1385 */ 1455 }
1386 if (victim->speed_left < -50.f) 1456 break;
1387 victim->speed_left = -50.f;
1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1389 } 1457 }
1390 goto leave;
1391 1458
1392 case SPINNER: 1459 case CONVERTER:
1393 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1394 {
1395 victim->direction = absdir (victim->direction - trap->stats.sp);
1396 update_turn_face (victim);
1397 }
1398 goto leave;
1399
1400 case DIRECTOR:
1401 if (victim->direction && !should_director_abort (trap, victim))
1402 {
1403 victim->direction = trap->stats.sp;
1404 update_turn_face (victim);
1405 }
1406 goto leave;
1407
1408 case BUTTON:
1409 case PEDESTAL:
1410 update_button (trap);
1411 goto leave;
1412
1413 case ALTAR:
1414 /* sacrifice victim on trap */
1415 apply_altar (trap, victim, originator);
1416 goto leave;
1417
1418 case THROWN_OBJ:
1419 if (trap->inv == NULL)
1420 goto leave;
1421 /* fallthrough */
1422
1423 case ARROW:
1424 /* bad bug: monster throw a object, make a step forwards, step on object ,
1425 * trigger this here and get hit by own missile - and will be own enemy.
1426 * Victim then is his own enemy and will start to kill herself (this is
1427 * removed) but we have not synced victim and his missile. To avoid senseless
1428 * action, we avoid hits here
1429 */
1430 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1431 hit_with_arrow (trap, victim);
1432 goto leave;
1433
1434 case SPELL_EFFECT:
1435 apply_spell_effect (trap, victim);
1436 goto leave;
1437
1438 case TRAPDOOR:
1439 {
1440 int max, sound_was_played;
1441 object *ab, *ab_next;
1442
1443 if (!trap->value)
1444 { 1461 {
1445 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1446 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1447 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450
1451 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 goto leave;
1453
1454 SET_ANIMATION (trap, trap->value);
1455 update_object (trap, UP_OBJ_FACE);
1456 } 1464 }
1457 1465
1458 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1459 { 1488 {
1460 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1461 * ab->above would be bogus 1490 * players output.
1462 */ 1491 */
1463 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1464 1494
1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1466 { 1496 victim->enter_exit (trap);
1467 if (!sound_was_played)
1468 {
1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1470 sound_was_played = 1;
1471 }
1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1475 }
1476 } 1497 }
1477 goto leave; 1498 break;
1478 }
1479 1499
1480 case CONVERTER:
1481 if (convert_item (victim, trap) < 0)
1482 {
1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1484 get_archetype ("burnout")->insert_at (trap, trap);
1485 }
1486
1487 goto leave;
1488
1489 case TRIGGER_BUTTON:
1490 case TRIGGER_PEDESTAL:
1491 case TRIGGER_ALTAR:
1492 check_trigger (trap, victim);
1493 goto leave;
1494
1495 case DEEP_SWAMP:
1496 walk_on_deep_swamp (trap, victim);
1497 goto leave;
1498
1499 case CHECK_INV:
1500 check_inv (victim, trap);
1501 goto leave;
1502
1503 case HOLE:
1504 /* Hole not open? */
1505 if (trap->stats.wc > 0)
1506 goto leave;
1507
1508 /* Is this a multipart monster and not the head? If so, return.
1509 * Processing will happen if the head runs into the pit
1510 */
1511 if (victim->head)
1512 goto leave;
1513
1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1517 goto leave;
1518
1519 case EXIT:
1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1521 {
1522 /* Basically, don't show exits leading to random maps the
1523 * players output.
1524 */
1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 trap->play_sound (trap->sound);
1529 victim->enter_exit (trap);
1530 }
1531 goto leave;
1532
1533 case ENCOUNTER: 1500 case ENCOUNTER:
1534 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1535 goto leave; 1502 break;
1536 1503
1537 case SHOP_MAT: 1504 case SHOP_MAT:
1538 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1539 goto leave; 1506 break;
1540 1507
1541 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1542 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1543 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1544 goto leave; 1511 break;
1545 1512
1546 case SIGN: 1513 case SIGN:
1547 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1548 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1549 1516
1550 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1551 goto leave; 1518 break;
1552 1519
1553 case CONTAINER: 1520 case CONTAINER:
1554 apply_container (victim, trap); 1521 apply_container (victim, trap);
1555 goto leave; 1522 break;
1556 1523
1557 case RUNE: 1524 case RUNE:
1558 case TRAP: 1525 case TRAP:
1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1561 goto leave; 1528 break;
1562 1529
1563 default: 1530 default:
1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 goto leave; 1533 break;
1567 } 1534 }
1568 1535
1569leave:
1570 recursion_depth--; 1536 recursion_depth--;
1571} 1537}
1572 1538
1573/** 1539/**
1574 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1600 } 1566 }
1601 1567
1602 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 { 1570 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension." 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension." 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1613 1579
1614 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1615 1581
1616 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1617 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1618 if (ns->can_msg) 1584 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 1585
1633 /* gain xp from reading */ 1586 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */ 1588 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 { 1592 {
1640 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 1595
1643 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 } 1598 }
1649 1599
1650 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 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 */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 } 1602 }
1665 op->play_sound (sound_find ("generic_fail")); 1615 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break; 1617 break;
1668 1618
1669 case 1: 1619 case 1:
1670 decrease_ob (tmp); 1620 tmp->decrease ();
1671 op->play_sound (sound_find ("skill_learn")); 1621 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break; 1623 break;
1674 1624
1675 default: 1625 default:
1676 decrease_ob (tmp); 1626 tmp->decrease ();
1677 op->play_sound (sound_find ("generic_fail")); 1627 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break; 1629 break;
1680 } 1630 }
1681} 1631}
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return; 1745 return;
1796 } 1746 }
1797 1747
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1799 { 1750 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1801 return; 1753 return;
1802 } 1754 }
1803 1755
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 1757
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1759 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 1760
1816 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* 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 1762 * 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 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1872 { 1817 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1818 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"); 1819 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 } 1820 }
1876 1821
1877 decrease_ob (tmp); 1822 tmp->decrease ();
1878} 1823}
1879 1824
1880/** 1825/**
1881 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1882 */ 1827 */
1921 identify (tmp); 1866 identify (tmp);
1922 1867
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 1869
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1871 tmp->decrease ();
1927} 1872}
1928 1873
1929/** 1874/**
1930 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1888 object *treas = tmp->inv;
1944 1889
1945 if (!treas) 1890 if (!treas)
1946 { 1891 {
1947 op->statusmsg ("The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1893 tmp->decrease ();
1949 return; 1894 return;
1950 } 1895 }
1951 1896
1952 while (tmp->inv) 1897 while (tmp->inv)
1953 { 1898 {
1969 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1970 break; 1915 break;
1971 } 1916 }
1972 1917
1973 if (!tmp->destroyed () && !tmp->inv) 1918 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1919 tmp->decrease (true);
1975} 1920}
1976 1921
1977/** 1922/**
1978 * op eats food. 1923 * op eats food.
1979 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
1998 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!"); 1944 op->failmsg ("You feel full, but what a waste of food!");
2000 else 1945 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!"); 1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 } 1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
2003 1956
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 { 1958 {
2006 const char *buf; 1959 const char *buf;
2007 1960
2037 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2038 } 1991 }
2039 } 1992 }
2040 1993
2041 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2042 decrease_ob (tmp); 1995 tmp->decrease ();
2043} 1996}
2044 1997
2045/** 1998/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2166 op->statusmsg (buf); 2119 op->statusmsg (buf);
2167 2120
2168 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2169 i = -1; 2122 i = -1;
2170 if (winners > 0) 2123 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2172 2125
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2127 {
2175 /* resistance increased! */ 2128 /* resistance increased! */
2176 skin->resist[i]++; 2129 skin->resist[i]++;
2235 2188
2236 op->statusmsg ("Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2238} 2191}
2239 2192
2240extern void 2193void
2241apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2242{ 2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2243 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2244 { 2202 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2248 } 2206 }
2249 2207
2250 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2251 { 2209 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2210 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); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2212 }
2255 2213
2256 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2215 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2216}
2260 2217
2261/** 2218/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * 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: 2220 * A valid 2 way exit means:
2347 2304
2348 return 0; 2305 return 0;
2349} 2306}
2350 2307
2351/** 2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2552
2553/**
2352 * Main apply handler. 2554 * Main apply handler.
2353 * 2555 *
2354 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2355 * 2557 *
2356 * Return value: 2558 * Return value:
2357 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2358 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2359 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2360 * 2562 *
2361 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2362 * being applied. 2564 * being applied.
2363 * 2565 *
2364 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2365 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2366 */ 2568 */
2367int 2569int
2368manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2369{ 2571{
2370 if (tmp->head) 2572 op = op->head_ ();
2371 tmp = tmp->head;
2372 2573
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2374 { 2575 {
2375 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2376 { 2577 {
2578 examine (who, op);
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2378 return 1; 2580 return 1;
2379 } 2581 }
2380 else 2582 else
2381 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2382 } 2584 }
2383 2585
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2385 return RESULT_INT (0); 2587 return RESULT_INT (0);
2386 2588
2387 switch (tmp->type) 2589 switch (op->type)
2388 { 2590 {
2389 case CF_HANDLE: 2591 case CF_HANDLE:
2390 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2394 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2395 push_button (tmp); 2597 push_button (op, who);
2396 return 1; 2598 return 1;
2397 2599
2398 case TRIGGER: 2600 case TRIGGER:
2399 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2400 { 2602 {
2401 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2403 } 2605 }
2404 else 2606 else
2405 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2406 2608
2407 return 1; 2609 return 1;
2408 2610
2409 case EXIT: 2611 case EXIT:
2410 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2411 return 0; 2613 return 0;
2412 2614
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2415 else 2617 else
2416 { 2618 {
2417 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2419 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2420 2622
2421 op->enter_exit (tmp); 2623 who->enter_exit (op);
2422 } 2624 }
2423 2625
2424 return 1; 2626 return 1;
2425 2627
2426 case INSCRIBABLE: 2628 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2428 // maybe show a spell menu to chose from or something like that 2630 // maybe show a spell menu to chose from or something like that
2429 return 1; 2631 return 1;
2430 2632
2431 case SIGN: 2633 case SIGN:
2432 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2433 return 1; 2635 return 1;
2434 2636
2435 case BOOK: 2637 case BOOK:
2436 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2437 { 2639 {
2438 apply_book (op, tmp); 2640 apply_book (who, op);
2439 return 1; 2641 return 1;
2440 } 2642 }
2441 else 2643 else
2442 return 0; 2644 return 0;
2443 2645
2444 case SKILLSCROLL: 2646 case SKILLSCROLL:
2445 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2446 { 2648 {
2447 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2448 return 1; 2650 return 1;
2449 } 2651 }
2450 else 2652 else
2451 return 0; 2653 return 0;
2452 2654
2453 case SPELLBOOK: 2655 case SPELLBOOK:
2454 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2455 { 2657 {
2456 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2457 return 1; 2659 return 1;
2458 } 2660 }
2459 else 2661 else
2460 return 0; 2662 return 0;
2461 2663
2462 case SCROLL: 2664 case SCROLL:
2463 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2464 return 1; 2666 return 1;
2465 2667
2466 case POTION: 2668 case POTION:
2467 apply_potion (op, tmp); 2669 apply_potion (who, op);
2468 return 1; 2670 return 1;
2469 2671
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2472 case CLOSE_CON: 2674 case CLOSE_CON:
2473 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2474 return 1; 2676 return 1;
2475 2677
2476 case CONTAINER: 2678 case CONTAINER:
2477 apply_container (op, tmp); 2679 apply_container (who, op);
2478 return 1; 2680 return 1;
2479 2681
2480 case TREASURE: 2682 case TREASURE:
2481 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2482 { 2684 {
2483 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2484 return 1; 2686 return 1;
2485 } 2687 }
2486 else 2688 else
2487 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2488 2695
2489 case WEAPON: 2696 case WEAPON:
2490 case ARMOUR: 2697 case ARMOUR:
2491 case BOOTS: 2698 case BOOTS:
2492 case GLOVES: 2699 case GLOVES:
2500 case WAND: 2707 case WAND:
2501 case ROD: 2708 case ROD:
2502 case HORN: 2709 case HORN:
2503 case SKILL: 2710 case SKILL:
2504 case BOW: 2711 case BOW:
2505 case LAMP:
2506 case BUILDER: 2712 case BUILDER:
2507 case SKILL_TOOL: 2713 case SKILL_TOOL:
2508 if (tmp->env != op) 2714 if (op->env != who)
2509 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2510 2716
2511 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2512 return 1; 2718 return 1;
2513 2719
2514 case DRINK: 2720 case DRINK:
2515 case FOOD: 2721 case FOOD:
2516 case FLESH: 2722 case FLESH:
2517 apply_food (op, tmp); 2723 apply_food (who, op);
2518 return 1; 2724 return 1;
2519 2725
2520 case POISON: 2726 case POISON:
2521 apply_poison (op, tmp); 2727 apply_poison (who, op);
2522 return 1; 2728 return 1;
2523 2729
2524 case SAVEBED: 2730 case SAVEBED:
2525 return 1; 2731 return 1;
2526 2732
2527 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2529 { 2735 {
2530 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2531 return 1; 2737 return 1;
2532 } 2738 }
2533 else 2739 else
2534 return 0; 2740 return 0;
2535 2741
2536 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2538 return 1; 2744 return 1;
2539 2745
2540 case CLOCK: 2746 case CLOCK:
2541 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2542 { 2748 {
2543 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2544 timeofday_t tod; 2750 timeofday_t tod;
2545 2751
2546 get_tod (&tod); 2752 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format ( 2754 who->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 )); 2758 ));
2553 return 1; 2759 return 1;
2554 } 2760 }
2555 else 2761 else
2556 return 0; 2762 return 0;
2557 2763
2558 case MENU: 2764 case MENU:
2559 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2560 { 2766 {
2561 shop_listing (tmp, op); 2767 shop_listing (op, who);
2562 return 1; 2768 return 1;
2563 } 2769 }
2564 else 2770 else
2565 return 0; 2771 return 0;
2566 2772
2567 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2569 return 1; 2775 return 1;
2570 2776
2571 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2573 { 2779 {
2574 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2575 return 1; 2781 return 1;
2576 } 2782 }
2577 else 2783 else
2578 return 0; 2784 return 0;
2579 2785
2580 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2582 return 1; 2788 return 1;
2583 2789
2584 default: 2790 default:
2585 return 0; 2791 return 0;
2586 } 2792 }
2587} 2793}
2588
2589 2794
2590/* quiet suppresses the "don't know how to apply" and "you must get it first" 2795/* 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 2796 * messages as needed by player_apply_below(). But there can still be
2592 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2593 * 2798 *
2594 * Same return value as apply() function. 2799 * Same return value as apply() function.
2595 */ 2800 */
2596int 2801int
2597player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2598{ 2803{
2599 int tmp;
2600
2601 if (op->env && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2602 { 2805 {
2603 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2605 { 2808 {
2606 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2607 return 0; 2812 return 0;
2608 } 2813 }
2609 } 2814 }
2610 2815
2611 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2612 2817
2613 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2614 if (!quiet) 2820 if (!quiet)
2615 { 2821 {
2616 if (tmp == 0) 2822 if (tmp == 0)
2617 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2618 else if (tmp == 2) 2824 else if (tmp == 2)
2619 op->failmsg ("You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2620 } 2826 }
2621 2827
2622 return tmp; 2828 return tmp;
2623} 2829}
2624 2830
2653 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2654 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2655 * the item needs. 2861 * the item needs.
2656 */ 2862 */
2657 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2658 {
2659 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2660 return; 2865 return;
2661 } 2866
2662 if (floors >= 2) 2867 if (floors >= 2)
2663 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2664 } 2869 }
2665} 2870}
2666 2871
2710 break; 2915 break;
2711 2916
2712 case SKILL: 2917 case SKILL:
2713 if (who->contr) 2918 if (who->contr)
2714 { 2919 {
2920 if (IS_COMBAT_SKILL (op->subtype))
2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2924
2715 if (!op->invisible) 2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2716 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2928 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 } 2929 }
2720 2930
2721 change_abil (who, op); 2931 change_abil (who, op);
2722 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2723 break; 2933 break;
2734 case CLOAK: 2944 case CLOAK:
2735 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2736 change_abil (who, op); 2946 change_abil (who, op);
2737 break; 2947 break;
2738 2948
2739 case LAMP:
2740 {
2741 who->statusmsg (format ("You turn off your %s.", &op->name));
2742
2743 object *tmp2 = arch_to_object (op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2751
2752 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2753 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2754
2755 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))
2763 {
2764 if (who->contr)
2765 {
2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 }
2769 }
2770
2771 if (who->contr)
2772 esrv_send_item (who, tmp2);
2773 }
2774
2775 return 1; /* otherwise, an attempt to drop causes problems */
2776
2777 case BOW: 2949 case BOW:
2778 case WAND: 2950 case WAND:
2779 case ROD: 2951 case ROD:
2780 case HORN: 2952 case HORN:
2781 if (player *pl = who->contr) 2953 if (player *pl = who->contr)
2808 default: 2980 default:
2809 who->statusmsg (format ("You unapply %s.", query_name (op))); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2810 break; 2982 break;
2811 } 2983 }
2812 2984
2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2986 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op);
2988
2813 who->update_stats (); 2989 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 2990
2831 return 0; 2991 return 0;
2832} 2992}
2833 2993
2834/** 2994/**
3132 return 1; 3292 return 1;
3133 } 3293 }
3134 3294
3135 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3136 } 3296 }
3137
3138 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3139 return 0; 3298 return 0;
3140 3299
3141 // if the item is combat/ranged, wield the relevant slot first 3300 // if the item is combat/ranged, wield the relevant slot first
3142 // to resolve conflicts. 3301 // to resolve conflicts.
3143 if (player *pl = who->contr) 3302 if (player *pl = who->contr)
3201 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3202 */ 3361 */
3203 who->change_skill (skop); 3362 who->change_skill (skop);
3204 } 3363 }
3205 3364
3206 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3207 && op->item_power
3208 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3209 { 3366 {
3210 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3211 return 1; 3368 return 1;
3212 } 3369 }
3213 3370
3214 /* Ok. We are now at the state where we can apply the new object. 3371 /* 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_... 3372 * Note that we don't have the checks for can_use_...
3216 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3217 */ 3374 */
3218 if (op->nrof > 1) 3375 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 3376
3223 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3224 return RESULT_INT (0); 3378 return RESULT_INT (0);
3225 3379
3226 switch (op->type) 3380 switch (op->type)
3227 { 3381 {
3228 case WEAPON: 3382 case WEAPON:
3229 if (!check_weapon_power (who, op->last_eat))
3230 {
3231 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3232
3233 if (tmp)
3234 insert_ob_in_ob (tmp, who);
3235
3236 return 1;
3237 }
3238
3239 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3240 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3241 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3242 { 3386 {
3243 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* if the weapon does not have the name as the character, can't use it. */
3244 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3245 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3246 3390
3280 case AMULET: 3424 case AMULET:
3281 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3282 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3283 change_abil (who, op); 3427 change_abil (who, op);
3284 break; 3428 break;
3285
3286 case LAMP:
3287 if (op->stats.food < 1)
3288 {
3289 who->failmsg (format (
3290 "Your %s is out of fuel! "
3291 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3292 &op->name
3293 ));
3294 return 1;
3295 }
3296
3297 who->statusmsg (format ("You turn on your %s.", &op->name));
3298
3299 tmp2 = arch_to_object (op->other_arch);
3300 tmp2->stats.food = op->stats.food;
3301 SET_FLAG (tmp2, FLAG_APPLIED);
3302
3303 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3304 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3305
3306 insert_ob_in_ob (tmp2, who);
3307
3308 /* Remove the old lantern */
3309 if (who->type == PLAYER)
3310 esrv_del_item (who->contr, op->count);
3311
3312 op->destroy ();
3313
3314 /* insert the portion that was split off */
3315 if (tmp)
3316 {
3317 insert_ob_in_ob (tmp, who);
3318 if (who->type == PLAYER)
3319 esrv_send_item (who, tmp);
3320 }
3321
3322 who->update_stats ();
3323
3324 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3325 if (who->type == PLAYER)
3326 {
3327 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3328 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3329 }
3330
3331 if (who->type == PLAYER)
3332 esrv_send_item (who, tmp2);
3333
3334 return 0;
3335 3429
3336 case SKILL_TOOL: 3430 case SKILL_TOOL:
3337 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3338 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3339 3433
3419 } 3513 }
3420 3514
3421 break; 3515 break;
3422 3516
3423 case BOW: 3517 case BOW:
3424 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3425 {
3426 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3427
3428 if (tmp)
3429 insert_ob_in_ob (tmp, who);
3430
3431 return 1;
3432 }
3433
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 { 3519 {
3436 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3437 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3438 if (tmp) 3522 if (tmp)
3439 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3497 } 3581 }
3498 3582
3499 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3500 3584
3501 if (tmp) 3585 if (tmp)
3502 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3503 3587
3504 who->update_stats (); 3588 who->update_stats ();
3505 3589
3506 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3507 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3513 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3514 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3515 { 3599 {
3516 who->failmsg ( 3600 who->failmsg (
3517 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3518 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3519 ); 3603 );
3520 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3521 } 3605 }
3522 3606
3523 if (who->type == PLAYER) 3607 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); 3608 esrv_send_item (pl, op);
3530 }
3531 3609
3532 return 0; 3610 return 0;
3533} 3611}
3534 3612
3535int 3613int
3549int 3627int
3550auto_apply (object *op) 3628auto_apply (object *op)
3551{ 3629{
3552 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3553 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3554 3634
3555 switch (op->type) 3635 switch (op->type)
3556 { 3636 {
3557 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3558 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3560 3640
3561 do 3641 do
3562 { 3642 {
3563 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3564 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3565 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3566 if (tmp == NULL) 3650 if (tmp == NULL)
3567 return 0; 3651 return 0;
3652
3568 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3569 { 3654 {
3570 tmp->destroy (); 3655 tmp->destroy ();
3571 tmp = NULL; 3656 tmp = NULL;
3572 } 3657 }
3575 3660
3576 tmp->x = op->x; 3661 tmp->x = op->x;
3577 tmp->y = op->y; 3662 tmp->y = op->y;
3578 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3579 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3580 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3581 identify (tmp); 3665 identify (tmp);
3582 break; 3666 break;
3583 3667
3584 case TREASURE: 3668 case TREASURE:
3585 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3592 /* If we generated an object and put it in this object inventory, 3676 /* 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 3677 * move it to the parent object as the current object is about
3594 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3595 * that is put inside other objects. 3679 * that is put inside other objects.
3596 */ 3680 */
3597 for (tmp = op->inv; tmp; tmp = tmp2)
3598 {
3599 tmp2 = tmp->below;
3600 tmp->remove ();
3601
3602 if (op->env) 3681 if (op->env)
3603 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3604 else 3683 op->env->insert (op->inv);
3605 tmp->destroy ();
3606 }
3607 3684
3608 op->destroy (); 3685 op->destroy ();
3609 break; 3686 break;
3610 } 3687 }
3611 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3612} 3690}
3613 3691
3614/** 3692/**
3615 * fix_auto_apply goes through the entire map every time a map 3693 * fix_auto_apply goes through the entire map every time a map
3616 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3630 3708
3631 if (tmp->inv) 3709 if (tmp->inv)
3632 { 3710 {
3633 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3634 3712
3635 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3636 { 3714 {
3637 invnext = invtmp->below; 3715 invnext = invtmp->below;
3638 3716
3639 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3640 auto_apply (invtmp); 3718 auto_apply (invtmp);
3641 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3642 { 3720 {
3643 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3644 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3645 3723
3646 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3647 } 3725 }
3648 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3709 } 3787 }
3710 3788
3711 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3712 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3713 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3714 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3715} 3793}
3716 3794
3717/** 3795/**
3718 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3719 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3724eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3725{ 3803{
3726 object *force; 3804 object *force;
3727 int i, did_one = 0; 3805 int i, did_one = 0;
3728 3806
3729 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3730 3810
3731 for (i = 0; i < NUM_STATS; i++)
3732 if (sint8 k = food->stats.stat (i))
3733 {
3734 force->stats.stat (i) = k;
3735 did_one = 1;
3736 }
3737
3738 /* check if we can protect the eater */
3739 for (i = 0; i < NROFATTACKS; i++)
3740 {
3741 if (food->resist[i] > 0)
3742 {
3743 force->resist[i] = food->resist[i] / 2;
3744 did_one = 1;
3745 }
3746 }
3747
3748 if (did_one)
3749 {
3750 force->set_speed (0.1);
3751 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3752 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3753 SET_FLAG (force, FLAG_APPLIED); 3813
3754 change_abil (who, force); 3814 if (force = who->force_find (key))
3755 insert_ob_in_ob (force, who); 3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3756 } 3825 }
3757 else 3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3758 force->destroy (); 3857 force->destroy ();
3858 }
3759 3859
3760 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3761 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3762 { 3862 {
3763 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3764 { 3864 {
3765 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3766 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3767 who->failmsg ("Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3768 } 3868 }
3769 else 3869 else
3770 { 3870 {
3774 who->failmsg ("Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3775 3875
3776 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3777 } 3877 }
3778 } 3878 }
3879
3779 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3780 { 3881 {
3781 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3782 { 3883 {
3783 who->failmsg ("You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3794 } 3895 }
3795 3896
3796 who->update_stats (); 3897 who->update_stats ();
3797} 3898}
3798 3899
3799/**
3800 * Designed primarily to light torches/lanterns/etc.
3801 * Also burns up burnable material too. First object in the inventory is
3802 * the selected object to "burn". -b.t.
3803 */
3804void
3805apply_lighter (object *who, object *lighter)
3806{
3807 object *item;
3808 int is_player_env = 0;
3809
3810 item = find_marked_object (who);
3811 if (item)
3812 {
3813 if (lighter->last_eat && lighter->stats.food)
3814 { /* 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 ();
3820
3821 lighter->nrof -= 1;
3822 oneLighter->nrof = 1;
3823 oneLighter->stats.food--;
3824 esrv_send_item (who, lighter);
3825 oneLighter = insert_ob_in_ob (oneLighter, who);
3826 esrv_send_item (who, oneLighter);
3827 }
3828 else
3829 lighter->stats.food--;
3830 }
3831 else if (lighter->last_eat)
3832 {
3833 /* no charges left in lighter */
3834 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3835 return;
3836 }
3837
3838 /* Perhaps we should split what we are trying to light on fire?
3839 * I can't see many times when you would want to light multiple
3840 * objects at once.
3841 */
3842
3843 if (who == item->in_player ())
3844 is_player_env = 1;
3845
3846 save_throw_object (item, AT_FIRE, who);
3847
3848 if (item->destroyed ())
3849 {
3850 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3851 /* Need to update the player so that the players glow radius
3852 * gets changed.
3853 */
3854 if (is_player_env)
3855 who->update_stats ();
3856 }
3857 else
3858 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3859 }
3860 else
3861 who->failmsg ("You need to mark a lightable object.");
3862}
3863 3900
3864/** 3901/**
3865 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3866 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3867 */ 3904 */
3967 } 4004 }
3968 4005
3969 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3970 * the player ref: player.c 4007 * the player ref: player.c
3971 */ 4008 */
3972 if (change->randomitems != NULL) 4009 if (change->randomitems)
3973 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3974 4011
3975 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3976 4013
3977 /* first, look for the force object banning 4014 /* first, look for the force object banning
3978 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3979 */ 4016 */
3980 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3981 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3982 flag_change_face = 0; 4019 flag_change_face = 0;
3983 4020
3984 if (flag_change_face) 4021 if (flag_change_face)
3985 { 4022 {
3986 pl->animation_id = GET_ANIM_ID (change);
3987 pl->face = change->face; 4023 pl->face = change->face;
3988 4024 pl->animation_id = change->animation_id;
3989 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3990 SET_FLAG (pl, FLAG_ANIMATE);
3991 else
3992 CLEAR_FLAG (pl, FLAG_ANIMATE);
3993 } 4026 }
3994 4027
3995 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3996 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3997 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3998 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3999 4032
4000 break; 4033 break;
4001 } 4034 }
4002 } 4035 }
4039 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4040 return; 4073 return;
4041 } 4074 }
4042 4075
4043 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4044 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4045 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4046 { 4079 {
4047 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4048 return; 4081 return;
4049 } 4082 }
4091 4124
4092 new_item->nrof = yield; 4125 new_item->nrof = yield;
4093 4126
4094 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4095 4128
4096 insert_ob_in_ob (new_item, pl); 4129 pl->insert (new_item);
4097 esrv_send_inventory (pl, pl);
4098 /* Eat up one item */ 4130 /* Eat up one item */
4099 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4100 4132
4101 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4102 if (transformer->stats.food) 4134 if (transformer->stats.food)
4103 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4104 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4105} 4137}
4106 4138

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines