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 1.183 by root, Thu Jan 8 04:35:04 2009 UTC vs.
Revision 1.184 by elmex, Mon Jan 12 00:17:23 2009 UTC

15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
2342 2342
2343 return 0; 2343 return 0;
2344} 2344}
2345 2345
2346/** 2346/**
2347 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement.
2350 *
2351 * who - the player
2352 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found
2354 */
2355object *auto_apply_lighter (object *who, object *op, object *lighter)
2356{
2357 if (lighter == 0)
2358 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 {
2361 if (tmp->type == LIGHTER)
2362 {
2363 lighter = tmp;
2364 break;
2365 }
2366 }
2367
2368 if (!lighter)
2369 {
2370 who->failmsg (format (
2371 "You can't light up the %s with your bare hands! "
2372 "H<You need a lighter in your inventory, for example a flint and steel.>",
2373 &op->name));
2374 return 0;
2375 }
2376 }
2377
2378 // last_eat == 0 means the lighter is not being used up!
2379 if (lighter->last_eat && lighter->stats.food)
2380 {
2381 /* lighter gets used up */
2382 lighter = lighter->split ();
2383 lighter->stats.food--;
2384 who->insert (lighter);
2385 }
2386 else if (lighter->last_eat)
2387 {
2388 /* no charges left in lighter */
2389 who->failmsg (format (
2390 "You attempt to light the %s with a used up %s.",
2391 &op->name, &lighter->name));
2392 return 0;
2393 }
2394
2395 return lighter;
2396}
2397
2398/**
2399 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t.
2402 */
2403void
2404apply_lighter (object *who, object *lighter)
2405{
2406 object *item;
2407 int is_player_env = 0;
2408
2409 item = find_marked_object (who);
2410 if (item)
2411 {
2412 if (!auto_apply_lighter (who, 0, lighter))
2413 return;
2414
2415 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple
2417 * objects at once.
2418 */
2419
2420 save_throw_object (item, AT_FIRE, who);
2421
2422 if (item->destroyed ()
2423 || ((item->type == LAMP || item->type == TORCH)
2424 && item->glow_radius > 0))
2425 who->statusmsg (format (
2426 "You light the %s with the %s.",
2427 &item->name, &lighter->name));
2428 else
2429 who->failmsg (format (
2430 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name));
2432 }
2433 else
2434 who->failmsg ("You need to mark a lightable object.");
2435}
2436
2437/**
2438 * Apply for players and lamps
2439 *
2440 * who - the player
2441 * op - the lamp
2442 */
2443void player_apply_lamp (object *who, object *op)
2444{
2445 bool switch_on = op->glow_radius ? false : true;
2446
2447 if (switch_on)
2448 {
2449 object *lighter = 0;
2450
2451 if (op->flag [FLAG_IS_LIGHTABLE]
2452 && !(lighter = auto_apply_lighter (who, op, 0)))
2453 return;
2454
2455 if (op->stats.food < 1)
2456 {
2457 if (op->type == LAMP)
2458 who->failmsg (format (
2459 "The %s is out of fuel! "
2460 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461 &op->name));
2462 else
2463 who->failmsg (format (
2464 "The %s is burnt out! "
2465 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name));
2467 return;
2468 }
2469
2470 if (lighter)
2471 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else
2474 who->statusmsg (format ("You light up the %s.", &op->name));
2475 }
2476 else
2477 {
2478 if (op->type == TORCH)
2479 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 {
2482 who->statusmsg (format (
2483 "You put out the %s. "
2484 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485 &op->name, &op->name));
2486 }
2487 else
2488 who->statusmsg (format (
2489 "You put out the %s."
2490 "H<Torches wear out if you put them out.>",
2491 &op->name));
2492 }
2493 else
2494 who->statusmsg (format ("You turn off the %s.", &op->name));
2495 }
2496
2497 apply_lamp (op, switch_on);
2498}
2499
2500void lamp_get_animation_from_arch (object *op, arch_ptr a)
2501{
2502 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed;
2506 op->last_anim = 0;
2507 op->state = 0;
2508 op->face = a->face;
2509
2510 if (NUM_ANIMATIONS(op) > 1)
2511 {
2512 SET_ANIMATION(op, 0);
2513 animate_object (op, op->direction);
2514 }
2515 else
2516 update_object (op, UP_OBJ_FACE);
2517}
2518
2519/**
2520 * Apply for LAMPs and TORCHes.
2521 *
2522 * op - the lamp
2523 * switch_on - a flag which says whether the lamp should be switched on or off
2524 */
2525void apply_lamp (object *op, bool switch_on)
2526{
2527 op->set_glow_radius (switch_on ? op->range : 0);
2528 op->set_speed (switch_on ? op->arch->speed : 0);
2529
2530 // torches wear out if you put them out
2531 if (op->type == TORCH && !switch_on)
2532 {
2533 if (op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 op->stats.food -= (double) op->arch->stats.food / 15;
2536 if (op->stats.food < 0)
2537 op->stats.food = 0;
2538 }
2539 else
2540 op->stats.food = 0;
2541 }
2542
2543 // lamps and torched get worthless when used up
2544 if (op->stats.food <= 0)
2545 op->value = 0;
2546
2547 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/
2549 if (op->other_arch)
2550 lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551
2552 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2554}
2555
2556/**
2347 * Main apply handler. 2557 * Main apply handler.
2348 * 2558 *
2349 * Checks for unpaid items before applying. 2559 * Checks for unpaid items before applying.
2350 * 2560 *
2351 * Return value: 2561 * Return value:
2352 * 0: player or monster can't apply objects of that type 2562 * 0: player or monster can't apply objects of that type
2353 * 1: has been applied, or there was an error applying the object 2563 * 1: has been applied, or there was an error applying the object
2354 * 2: objects of that type can't be applied if not in inventory 2564 * 2: objects of that type can't be applied if not in inventory
2355 * 2565 *
2356 * op is the object that is causing object to be applied, tmp is the object 2566 * who is the object that is causing object to be applied, op is the object
2357 * being applied. 2567 * being applied.
2358 * 2568 *
2359 * aflag is special (always apply/unapply) flags. Nothing is done with 2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2360 * them in this function - they are passed to apply_special 2570 * them in this function - they are passed to apply_special
2361 */ 2571 */
2362int 2572int
2363manual_apply (object *op, object *tmp, int aflag) 2573manual_apply (object *who, object *op, int aflag)
2364{ 2574{
2365 tmp = tmp->head_ (); 2575 op = op->head_ ();
2366 2576
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2368 { 2578 {
2369 if (op->type == PLAYER) 2579 if (who->type == PLAYER)
2370 { 2580 {
2371 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2581 who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2372 return 1; 2582 return 1;
2373 } 2583 }
2374 else 2584 else
2375 return 0; /* monsters just skip unpaid items */ 2585 return 0; /* monsters just skip unpaid items */
2376 } 2586 }
2377 2587
2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2379 return RESULT_INT (0); 2589 return RESULT_INT (0);
2380 2590
2381 switch (tmp->type) 2591 switch (op->type)
2382 { 2592 {
2383 case CF_HANDLE: 2593 case CF_HANDLE:
2384 op->play_sound (sound_find ("turn_handle")); 2594 who->play_sound (sound_find ("turn_handle"));
2385 op->statusmsg ("You turn the handle."); 2595 who->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2596 op->value = op->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2597 SET_ANIMATION (op, op->value);
2388 update_object (tmp, UP_OBJ_FACE); 2598 update_object (op, UP_OBJ_FACE);
2389 push_button (tmp, op); 2599 push_button (op, who);
2390 return 1; 2600 return 1;
2391 2601
2392 case TRIGGER: 2602 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2603 if (check_trigger (op, who))
2394 { 2604 {
2395 op->statusmsg ("You turn the handle."); 2605 who->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2606 who->play_sound (sound_find ("turn_handle"));
2397 } 2607 }
2398 else 2608 else
2399 op->failmsg ("The handle doesn't move."); 2609 who->failmsg ("The handle doesn't move.");
2400 2610
2401 return 1; 2611 return 1;
2402 2612
2403 case EXIT: 2613 case EXIT:
2404 if (op->type != PLAYER) 2614 if (who->type != PLAYER)
2405 return 0; 2615 return 0;
2406 2616
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2408 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2618 who->failmsg (format ("The %s is closed.", query_name (op)));
2409 else 2619 else
2410 { 2620 {
2411 /* Don't display messages for random maps. */ 2621 /* Don't display messages for random maps. */
2412 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2413 op->statusmsg (tmp->msg, NDI_NAVY); 2623 who->statusmsg (op->msg, NDI_NAVY);
2414 2624
2415 op->enter_exit (tmp); 2625 who->enter_exit (op);
2416 } 2626 }
2417 2627
2418 return 1; 2628 return 1;
2419 2629
2420 case INSCRIBABLE: 2630 case INSCRIBABLE:
2421 op->statusmsg (tmp->msg); 2631 who->statusmsg (op->msg);
2422 // maybe show a spell menu to chose from or something like that 2632 // maybe show a spell menu to chose from or something like that
2423 return 1; 2633 return 1;
2424 2634
2425 case SIGN: 2635 case SIGN:
2426 apply_sign (op, tmp, 0); 2636 apply_sign (who, op, 0);
2427 return 1; 2637 return 1;
2428 2638
2429 case BOOK: 2639 case BOOK:
2430 if (op->type == PLAYER) 2640 if (who->type == PLAYER)
2431 { 2641 {
2432 apply_book (op, tmp); 2642 apply_book (who, op);
2433 return 1; 2643 return 1;
2434 } 2644 }
2435 else 2645 else
2436 return 0; 2646 return 0;
2437 2647
2438 case SKILLSCROLL: 2648 case SKILLSCROLL:
2439 if (op->type == PLAYER) 2649 if (who->type == PLAYER)
2440 { 2650 {
2441 apply_skillscroll (op, tmp); 2651 apply_skillscroll (who, op);
2442 return 1; 2652 return 1;
2443 } 2653 }
2444 else 2654 else
2445 return 0; 2655 return 0;
2446 2656
2447 case SPELLBOOK: 2657 case SPELLBOOK:
2448 if (op->type == PLAYER) 2658 if (who->type == PLAYER)
2449 { 2659 {
2450 apply_spellbook (op, tmp); 2660 apply_spellbook (who, op);
2451 return 1; 2661 return 1;
2452 } 2662 }
2453 else 2663 else
2454 return 0; 2664 return 0;
2455 2665
2456 case SCROLL: 2666 case SCROLL:
2457 apply_scroll (op, tmp, 0); 2667 apply_scroll (who, op, 0);
2458 return 1; 2668 return 1;
2459 2669
2460 case POTION: 2670 case POTION:
2461 apply_potion (op, tmp); 2671 apply_potion (who, op);
2462 return 1; 2672 return 1;
2463 2673
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2674 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 //TODO: remove, as it is unsed? 2675 //TODO: remove, as it is unsed?
2466 case CLOSE_CON: 2676 case CLOSE_CON:
2467 apply_container (op, tmp->env); 2677 apply_container (who, op->env);
2468 return 1; 2678 return 1;
2469 2679
2470 case CONTAINER: 2680 case CONTAINER:
2471 apply_container (op, tmp); 2681 apply_container (who, op);
2472 return 1; 2682 return 1;
2473 2683
2474 case TREASURE: 2684 case TREASURE:
2475 if (op->type == PLAYER) 2685 if (who->type == PLAYER)
2476 { 2686 {
2477 apply_treasure (op, tmp); 2687 apply_treasure (who, op);
2478 return 1; 2688 return 1;
2479 } 2689 }
2480 else 2690 else
2481 return 0; 2691 return 0;
2692
2693 case LAMP:
2694 case TORCH:
2695 player_apply_lamp (who, op);
2696 return 1;
2482 2697
2483 case WEAPON: 2698 case WEAPON:
2484 case ARMOUR: 2699 case ARMOUR:
2485 case BOOTS: 2700 case BOOTS:
2486 case GLOVES: 2701 case GLOVES:
2494 case WAND: 2709 case WAND:
2495 case ROD: 2710 case ROD:
2496 case HORN: 2711 case HORN:
2497 case SKILL: 2712 case SKILL:
2498 case BOW: 2713 case BOW:
2499 case LAMP:
2500 case BUILDER: 2714 case BUILDER:
2501 case SKILL_TOOL: 2715 case SKILL_TOOL:
2502 if (tmp->env != op) 2716 if (op->env != who)
2503 return 2; /* not in inventory */ 2717 return 2; /* not in inventory */
2504 2718
2505 apply_special (op, tmp, aflag); 2719 apply_special (who, op, aflag);
2506 return 1; 2720 return 1;
2507 2721
2508 case DRINK: 2722 case DRINK:
2509 case FOOD: 2723 case FOOD:
2510 case FLESH: 2724 case FLESH:
2511 apply_food (op, tmp); 2725 apply_food (who, op);
2512 return 1; 2726 return 1;
2513 2727
2514 case POISON: 2728 case POISON:
2515 apply_poison (op, tmp); 2729 apply_poison (who, op);
2516 return 1; 2730 return 1;
2517 2731
2518 case SAVEBED: 2732 case SAVEBED:
2519 return 1; 2733 return 1;
2520 2734
2521 case ARMOUR_IMPROVER: 2735 case ARMOUR_IMPROVER:
2522 if (op->type == PLAYER) 2736 if (who->type == PLAYER)
2523 { 2737 {
2524 apply_armour_improver (op, tmp); 2738 apply_armour_improver (who, op);
2525 return 1; 2739 return 1;
2526 } 2740 }
2527 else 2741 else
2528 return 0; 2742 return 0;
2529 2743
2530 case WEAPON_IMPROVER: 2744 case WEAPON_IMPROVER:
2531 check_improve_weapon (op, tmp); 2745 check_improve_weapon (who, op);
2532 return 1; 2746 return 1;
2533 2747
2534 case CLOCK: 2748 case CLOCK:
2535 if (op->type == PLAYER) 2749 if (who->type == PLAYER)
2536 { 2750 {
2537 char buf[MAX_BUF]; 2751 char buf[MAX_BUF];
2538 timeofday_t tod; 2752 timeofday_t tod;
2539 2753
2540 get_tod (&tod); 2754 get_tod (&tod);
2541 op->play_sound (sound_find ("sound_clock")); 2755 who->play_sound (sound_find ("sound_clock"));
2542 op->statusmsg (format ( 2756 who->statusmsg (format (
2543 "It is %d minute%s past %d o'clock %s", 2757 "It is %d minute%s past %d o'clock %s",
2544 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2758 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2545 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2759 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2546 )); 2760 ));
2547 return 1; 2761 return 1;
2548 } 2762 }
2549 else 2763 else
2550 return 0; 2764 return 0;
2551 2765
2552 case MENU: 2766 case MENU:
2553 if (op->type == PLAYER) 2767 if (who->type == PLAYER)
2554 { 2768 {
2555 shop_listing (tmp, op); 2769 shop_listing (op, who);
2556 return 1; 2770 return 1;
2557 } 2771 }
2558 else 2772 else
2559 return 0; 2773 return 0;
2560 2774
2561 case POWER_CRYSTAL: 2775 case POWER_CRYSTAL:
2562 apply_power_crystal (op, tmp); /* see egoitem.c */ 2776 apply_power_crystal (who, op); /* see egoitem.c */
2563 return 1; 2777 return 1;
2564 2778
2565 case LIGHTER: /* for lighting torches/lanterns/etc */ 2779 case LIGHTER: /* for lighting torches/lanterns/etc */
2566 if (op->type == PLAYER) 2780 if (who->type == PLAYER)
2567 { 2781 {
2568 apply_lighter (op, tmp); 2782 apply_lighter (who, op);
2569 return 1; 2783 return 1;
2570 } 2784 }
2571 else 2785 else
2572 return 0; 2786 return 0;
2573 2787
2574 case ITEM_TRANSFORMER: 2788 case ITEM_TRANSFORMER:
2575 apply_item_transformer (op, tmp); 2789 apply_item_transformer (who, op);
2576 return 1; 2790 return 1;
2577 2791
2578 default: 2792 default:
2579 return 0; 2793 return 0;
2580 } 2794 }
2731 case BRACERS: 2945 case BRACERS:
2732 case CLOAK: 2946 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 2947 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 2948 change_abil (who, op);
2735 break; 2949 break;
2736
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 op->destroy ();
2754 who->insert (tmp2);
2755 who->update_stats ();
2756
2757 if (who->contr)
2758 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2759 {
2760 who->failmsg ("Oops, it feels deadly cold!");
2761 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764
2765 return 1; /* otherwise, an attempt to drop causes problems */
2766 2950
2767 case BOW: 2951 case BOW:
2768 case WAND: 2952 case WAND:
2769 case ROD: 2953 case ROD:
2770 case HORN: 2954 case HORN:
3254 case AMULET: 3438 case AMULET:
3255 SET_FLAG (op, FLAG_APPLIED); 3439 SET_FLAG (op, FLAG_APPLIED);
3256 who->statusmsg (format ("You wear %s.", query_name (op))); 3440 who->statusmsg (format ("You wear %s.", query_name (op)));
3257 change_abil (who, op); 3441 change_abil (who, op);
3258 break; 3442 break;
3259
3260 case LAMP:
3261 if (op->stats.food < 1)
3262 {
3263 who->failmsg (format (
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3266 &op->name
3267 ));
3268 return 1;
3269 }
3270
3271 who->statusmsg (format ("You turn on your %s.", &op->name));
3272
3273 tmp2 = arch_to_object (op->other_arch);
3274 tmp2->stats.food = op->stats.food;
3275 SET_FLAG (tmp2, FLAG_APPLIED);
3276
3277 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3278 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3279
3280 who->insert (tmp2);
3281
3282 /* Remove the old lantern */
3283 op->destroy ();
3284
3285 /* insert the portion that was split off */
3286 if (tmp)
3287 who->insert (tmp);
3288
3289 who->update_stats ();
3290
3291 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3292 if (who->type == PLAYER)
3293 {
3294 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3295 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3296 }
3297
3298 return 0;
3299 3443
3300 case SKILL_TOOL: 3444 case SKILL_TOOL:
3301 // applying a skill tool also readies the skill 3445 // applying a skill tool also readies the skill
3302 SET_FLAG (op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3303 3447
3753 } 3897 }
3754 3898
3755 who->update_stats (); 3899 who->update_stats ();
3756} 3900}
3757 3901
3758/**
3759 * Designed primarily to light torches/lanterns/etc.
3760 * Also burns up burnable material too. First object in the inventory is
3761 * the selected object to "burn". -b.t.
3762 */
3763void
3764apply_lighter (object *who, object *lighter)
3765{
3766 object *item;
3767 int is_player_env = 0;
3768
3769 item = find_marked_object (who);
3770 if (item)
3771 {
3772 if (lighter->last_eat && lighter->stats.food)
3773 { /* lighter gets used up */
3774 object *oneLighter = lighter->split ();
3775 oneLighter->stats.food--;
3776 who->insert (oneLighter);
3777 }
3778 else if (lighter->last_eat)
3779 {
3780 /* no charges left in lighter */
3781 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3782 return;
3783 }
3784
3785 /* Perhaps we should split what we are trying to light on fire?
3786 * I can't see many times when you would want to light multiple
3787 * objects at once.
3788 */
3789
3790 if (who == item->in_player ())
3791 is_player_env = 1;
3792
3793 save_throw_object (item, AT_FIRE, who);
3794
3795 if (item->destroyed ())
3796 {
3797 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3798 /* Need to update the player so that the players glow radius
3799 * gets changed.
3800 */
3801 if (is_player_env)
3802 who->update_stats ();
3803 }
3804 else
3805 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3806 }
3807 else
3808 who->failmsg ("You need to mark a lightable object.");
3809}
3810 3902
3811/** 3903/**
3812 * op made some mistake with a scroll, this takes care of punishment. 3904 * op made some mistake with a scroll, this takes care of punishment.
3813 * scroll_failure()- hacked directly from spell_failure 3905 * scroll_failure()- hacked directly from spell_failure
3814 */ 3906 */

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines