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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.185 by root, Mon Jan 12 19:12:16 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 301 }
319 else 302 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
347 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 331 }
349 else 332 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 334
352 decrease_ob (tmp); 335 tmp->decrease ();
353 336
354 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 339 op->update_stats ();
357 340
388 force->speed_left = -1; 371 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 375 change_abil (op, force);
393 decrease_ob (tmp); 376 tmp->decrease ();
394 return 1; 377 return 1;
395 } 378 }
396 379
397 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 381 if (op->type == PLAYER)
411 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 395 * up all the stats.
413 */ 396 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 398 op->update_stats ();
416 decrease_ob (tmp); 399 tmp->decrease ();
417 return 1; 400 return 1;
418} 401}
419 402
420/**************************************************************************** 403/****************************************************************************
421 * Weapon improvement code follows 404 * Weapon improvement code follows
423 406
424/** 407/**
425 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
426 */ 409 */
427static int 410static int
428check_item (object *op, const char *item) 411check_item (object *op, shstr_cmp item)
429{ 412{
430 int count = 0; 413 int count = 0;
431 414
432 if (!item) 415 if (!item)
433 return 0; 416 return 0;
434 417
435 for (op = op->below; op; op = op->below) 418 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 419 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 421 && /* 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; 422 count += op->number_of ();
446 }
447 }
448 }
449 423
450 return count; 424 return count;
451} 425}
452 426
453/** 427/**
455 * op is typically the player, which is only 429 * op is typically the player, which is only
456 * really used to determine what space to look at. 430 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 431 * Modified to only eat 'nrof' of objects.
458 */ 432 */
459static void 433static void
460eat_item (object *op, const char *item, uint32 nrof) 434eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 435{
462 object *prev; 436 object *prev;
463 437
464 prev = op; 438 prev = op;
465 op = op->below; 439 op = op->below;
466 440
467 while (op) 441 while (op)
468 { 442 {
469 if (strcmp (op->arch->archname, item) == 0) 443 if (op->arch->archname == item)
470 { 444 {
471 if (op->nrof >= nrof) 445 if (op->nrof >= nrof)
472 { 446 {
473 decrease_ob_nr (op, nrof); 447 op->decrease (nrof);
474 return; 448 return;
475 } 449 }
476 else 450 else
477 { 451 {
478 decrease_ob_nr (op, op->nrof); 452 op->decrease (nrof);
479 nrof -= op->nrof; 453 nrof -= op->nrof;
480 } 454 }
481 455
482 op = prev; 456 op = prev;
483 } 457 }
568static int 542static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 543improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 544{
571 stat += sacrifice_count; 545 stat += sacrifice_count;
572 weapon->last_eat++; 546 weapon->last_eat++;
573 decrease_ob (improver); 547 improver->decrease ();
574 548
575 /* So it updates the players stats and the window */ 549 /* So it updates the players stats and the window */
576 op->update_stats (); 550 op->update_stats ();
577 551
578 op->statusmsg (format ( 552 op->statusmsg (format (
625 weapon->stats.exp || /* speed */ 599 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 600 weapon->stats.ac) /* AC - only taifu's I think */
627 { 601 {
628 op->failmsg ("You cannot prepare magic weapons. " 602 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 603 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 604 "speed or ac, or has other protections.>");
631 return 0; 605 return 0;
632 } 606 }
633 607
634 sacrifice_count = check_sacrifice (op, improver); 608 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 609 if (sacrifice_count <= 0)
646 620
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 621 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 622 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 623 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 624 slot at once! */
651 decrease_ob (improver); 625 improver->decrease ();
652 weapon->last_eat = 0; 626 weapon->last_eat = 0;
653 return 1; 627 return 1;
654} 628}
655
656 629
657/** 630/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 631 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 632 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 633 * Returns 0 if it was not able to work for some reason.
704 weapon->weight += 5000; /* 5 KG's */ 677 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 678 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 679 weapon->last_eat++;
707 680
708 weapon->item_power++; 681 weapon->item_power++;
709 decrease_ob (improver); 682 improver->decrease ();
710 return 1; 683 return 1;
711 } 684 }
712 685
713 if (improver->stats.sp == IMPROVE_WEIGHT) 686 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 687 {
718 weapon->weight = 1; 691 weapon->weight = 1;
719 692
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 693 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 694 weapon->last_eat++;
722 weapon->item_power++; 695 weapon->item_power++;
723 decrease_ob (improver); 696 improver->decrease ();
724 return 1; 697 return 1;
725 } 698 }
699
726 if (improver->stats.sp == IMPROVE_ENCHANT) 700 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 701 {
728 weapon->magic++; 702 weapon->magic++;
729 weapon->last_eat++; 703 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 704 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 705 improver->decrease ();
732 weapon->item_power++; 706 weapon->item_power++;
733 return 1; 707 return 1;
734 } 708 }
735 709
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 710 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
785 op->failmsg ("Something blocks the magic of the scroll!"); 759 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 760 return 0;
787 } 761 }
788 762
789 otmp = find_marked_object (op); 763 otmp = find_marked_object (op);
764
790 if (!otmp) 765 if (!otmp)
791 { 766 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 767 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 768 return 0;
794 } 769 }
851 } 826 }
852 827
853 /* Split objects if needed. Can't insert tmp until the 828 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge. 829 * end of this function - otherwise it will just re-merge.
855 */ 830 */
856 if (armour->nrof > 1) 831 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860 832
861 armour->magic++; 833 armour->magic++;
862 834
863 if (!settings.armor_speed_linear) 835 if (!settings.armor_speed_linear)
864 { 836 {
901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 873 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
902 874
903 if (op->type == PLAYER) 875 if (op->type == PLAYER)
904 { 876 {
905 esrv_send_item (op, armour); 877 esrv_send_item (op, armour);
878
906 if (QUERY_FLAG (armour, FLAG_APPLIED)) 879 if (QUERY_FLAG (armour, FLAG_APPLIED))
907 op->update_stats (); 880 op->update_stats ();
908 } 881 }
909 882
910 decrease_ob (improver); 883 improver->decrease ();
911 884
912 if (tmp) 885 if (tmp)
913 { 886 op->insert (tmp);
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917 887
918 return 1; 888 return 1;
919} 889}
920 890
921/* 891/*
955 925
956 converter->play_sound (sound_find ("shop_buy")); 926 converter->play_sound (sound_find ("shop_buy"));
957 927
958 sint64 cost = (nr * need + item->value - 1) / item->value; 928 sint64 cost = (nr * need + item->value - 1) / item->value;
959 929
960 decrease_ob_nr (item, cost); 930 item->decrease (cost);
961 931
962 price_in = cost * item->value; 932 price_in = cost * item->value;
963 } 933 }
964 else 934 else
965 { 935 {
971 converter->play_sound (sound_find ("convert_item")); 941 converter->play_sound (sound_find ("convert_item"));
972 942
973 if (need) 943 if (need)
974 { 944 {
975 nr = sint64 (item->nrof) / need; 945 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * need); 946 item->decrease (nr * need);
977 price_in = nr * need * item->value; 947 price_in = nr * need * item->value;
978 } 948 }
979 else 949 else
980 { 950 {
981 price_in = item->value; 951 price_in = item->value;
993 ob_to_copy = converter->inv; 963 ob_to_copy = converter->inv;
994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 964 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995 if (rndm (0, i) == 0) 965 if (rndm (0, i) == 0)
996 ob_to_copy = ob; 966 ob_to_copy = ob;
997 967
998 item = object_create_clone (ob_to_copy); 968 item = ob_to_copy->deep_clone ();
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 969 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE); 970 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 } 971 }
1002 else 972 else
1003 { 973 {
1016 item->nrof = give; 986 item->nrof = give;
1017 987
1018 if (nr) 988 if (nr)
1019 item->nrof *= nr; 989 item->nrof *= nr;
1020 990
1021 if (is_in_shop (converter)) 991 if (converter->flag [FLAG_PRECIOUS])
1022 SET_FLAG (item, FLAG_UNPAID); 992 SET_FLAG (item, FLAG_UNPAID);
993
994 if (is_in_shop (converter))
995 {
996 // converters on shop floors don't work anymore, bug lets check for it
997 // and report in case someone still does it.
998 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999 converter->debug_desc ());
1000 SET_FLAG (item, FLAG_UNPAID);
1001 }
1023 else if (price_in < sint64 (item->nrof) * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1024 { 1003 {
1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 /** 1006 /**
1028 * elmex: we are going to let the game continue, as the mapcreator 1007 * elmex: we are going to let the game continue, as the mapcreator
1029 * hopefully had something in mind when doing this. 1008 * hopefully had something in mind when doing this.
1030 */ 1009 */
1031 } 1010 }
1032 1011
1033 SET_FLAG (item, FLAG_IDENTIFIED); 1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035 return 1; 1018 return 1;
1036} 1019}
1037 1020
1038/** 1021/**
1134/* push_button (altar);*/ 1117/* push_button (altar);*/
1135 } 1118 }
1136 else 1119 else
1137 { 1120 {
1138 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1139 push_button (altar); 1122 push_button (altar, originator);
1140 } 1123 }
1141 1124
1142 return !sacrifice; 1125 return !sacrifice;
1143 } 1126 }
1144 else 1127 else
1170 { 1153 {
1171 has_unpaid = true; 1154 has_unpaid = true;
1172 break; 1155 break;
1173 } 1156 }
1174 1157
1175 if (op->type != PLAYER) 1158 if (!op->is_player ())
1176 { 1159 {
1177 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1179 * the shop. 1162 * the shop.
1180 */ 1163 */
1184 1167
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 { 1169 {
1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188 1171
1172 if (i >= 0)
1189 tmp->remove (); 1173 tmp->move (i);
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 } 1174 }
1199 } 1175 }
1200 1176
1201 /* Don't teleport things like spell effects */ 1177 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1178 if (QUERY_FLAG (op, FLAG_NO_PICK))
1213 if (i != -1) 1189 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1190 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215 1191
1216 return 0; 1192 return 0;
1217 } 1193 }
1194
1218 /* Removed code that checked for multipart objects - it appears that 1195 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine. 1196 * the teleport function should be able to handle this just fine.
1220 */ 1197 */
1221 rv = teleport (shop_mat, SHOP_MAT, op); 1198 rv = teleport (shop_mat, SHOP_MAT, op);
1222 } 1199 }
1277 * Handles applying a sign. 1254 * Handles applying a sign.
1278 */ 1255 */
1279static void 1256static void
1280apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1281{ 1258{
1282 readable_message_type *msgType; 1259 if (!op->is_player())
1260 return;
1261
1262 if (sign->has_dialogue ())
1263 {
1264 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1265 return;
1266 }
1283 1267
1284 if (!sign->msg) 1268 if (!sign->msg)
1285 { 1269 {
1286 op->statusmsg ("Nothing is written on it."); 1270 op->contr->infobox (MSG_CHANNEL ("examine"),
1271 format ("T<%s>\n\n Nothing %sis written on it.",
1272 &sign->name,
1273 sign->name == sign->arch->name ? "" : "else "));
1287 return; 1274 return;
1288 } 1275 }
1289 1276
1290 if (sign->stats.food) 1277 if (sign->stats.food)
1291 { 1278 {
1292 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1293 { 1280 {
1294 if (!sign->move_on) 1281 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore."); 1282 op->failmsg ("You cannot read it anymore.");
1296 1283
1297 return; 1284 return;
1298 } 1285 }
1299 1286
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1318 if (sign->sound) 1305 if (sign->sound)
1319 ns->play_sound (sign->sound); 1306 ns->play_sound (sign->sound);
1320 else if (autoapply) 1307 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice")); 1308 ns->play_sound (sound_find ("msg_voice"));
1322 1309
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1310 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 } 1311 }
1312}
1313
1314static void
1315move_apply_hole (object *trap, object *victim)
1316{
1317 /* Hole not open? */
1318 if (trap->stats.wc > 0)
1319 return;
1320
1321 /* Is this a multipart monster and not the head? If so, return.
1322 * Processing will happen if the head runs into the pit
1323 */
1324 if (victim->head)
1325 return;
1326
1327 // now find all possible locations and randomly pick one
1328 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1329 trap->range >= 3 ? SIZEOFFREE3 + 1
1330 : trap->range >= 2 ? SIZEOFFREE2 + 1
1331 : trap->range >= 1 ? SIZEOFFREE1 + 1
1332 : SIZEOFFREE0 + 1);
1333
1334 if (dir < 0)
1335 return;
1336
1337 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1338 victim->statusmsg ("You fall through the hole!", NDI_RED);
1339
1340 transfer_ob (victim,
1341 EXIT_X (trap) + freearr_x[dir],
1342 EXIT_Y (trap) + freearr_y[dir],
1343 0, victim);
1332} 1344}
1333 1345
1334/** 1346/**
1335 * 'victim' moves onto 'trap' 1347 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap' 1348 * 'victim' leaves 'trap'
1411 } 1423 }
1412 goto leave; 1424 goto leave;
1413 1425
1414 case BUTTON: 1426 case BUTTON:
1415 case PEDESTAL: 1427 case PEDESTAL:
1416 update_button (trap); 1428 update_button (trap, originator);
1417 goto leave; 1429 goto leave;
1418 1430
1419 case ALTAR: 1431 case ALTAR:
1420 /* sacrifice victim on trap */ 1432 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator); 1433 apply_altar (trap, victim, originator);
1448 1460
1449 if (!trap->value) 1461 if (!trap->value)
1450 { 1462 {
1451 int tot; 1463 int tot;
1452 1464
1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1467 tot += ab->head_ ()->total_weight ();
1456 1468
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave; 1470 goto leave;
1459 1471
1460 SET_ANIMATION (trap, trap->value); 1472 SET_ANIMATION (trap, trap->value);
1485 1497
1486 case CONVERTER: 1498 case CONVERTER:
1487 if (convert_item (victim, trap) < 0) 1499 if (convert_item (victim, trap) < 0)
1488 { 1500 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap); 1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1491 } 1503 }
1492 1504
1493 goto leave; 1505 goto leave;
1494 1506
1495 case TRIGGER_BUTTON: 1507 case TRIGGER_BUTTON:
1505 case CHECK_INV: 1517 case CHECK_INV:
1506 check_inv (victim, trap); 1518 check_inv (victim, trap);
1507 goto leave; 1519 goto leave;
1508 1520
1509 case HOLE: 1521 case HOLE:
1510 /* Hole not open? */ 1522 move_apply_hole (trap, victim);
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave; 1523 goto leave;
1524 1524
1525 case EXIT: 1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 { 1527 {
1528 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1529 * players output. 1529 * players output.
1530 */ 1530 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533 1533
1534 trap->play_sound (trap->sound); 1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1536 } 1536 }
1619 1619
1620 readable_message_type *msgType = get_readable_message_type (tmp); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621 1621
1622 if (player *pl = op->contr) 1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1623 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631 1625
1632 /* gain xp from reading */ 1626 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1627 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */ 1628 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1629 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1631 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 { 1632 {
1639 /*exp_gain *= 2; because they just identified it too */ 1633 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED); 1634 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 1635
1642 /* If in a container, update how it looks */ 1636 if (object *pl = tmp->visible_to ())
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 } 1638 }
1648 1639
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1640 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 } 1642 }
1664 op->play_sound (sound_find ("generic_fail")); 1655 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1656 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break; 1657 break;
1667 1658
1668 case 1: 1659 case 1:
1669 decrease_ob (tmp); 1660 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn")); 1661 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1662 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break; 1663 break;
1673 1664
1674 default: 1665 default:
1675 decrease_ob (tmp); 1666 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail")); 1667 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1668 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break; 1669 break;
1679 } 1670 }
1680} 1671}
1801 } 1792 }
1802 1793
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 1795
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp); 1797 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814 1798
1815 /* I removed the check for special_prayer_mark here - it didn't make 1799 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and 1800 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that 1801 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark. 1802 * they would have a special prayer mark.
1871 { 1855 {
1872 op->contr->play_sound (sound_find ("fumble_spell")); 1856 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1857 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 } 1858 }
1875 1859
1876 decrease_ob (tmp); 1860 tmp->decrease ();
1877} 1861}
1878 1862
1879/** 1863/**
1880 * Handles applying a spell scroll. 1864 * Handles applying a spell scroll.
1881 */ 1865 */
1920 identify (tmp); 1904 identify (tmp);
1921 1905
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1906 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 1907
1924 cast_spell (op, tmp, dir, tmp->inv, NULL); 1908 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp); 1909 tmp->decrease ();
1926} 1910}
1927 1911
1928/** 1912/**
1929 * Applies a treasure object - by default, chest. op 1913 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure 1914 * is the person doing the applying, tmp is the treasure
1942 object *treas = tmp->inv; 1926 object *treas = tmp->inv;
1943 1927
1944 if (!treas) 1928 if (!treas)
1945 { 1929 {
1946 op->statusmsg ("The chest was empty."); 1930 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp); 1931 tmp->decrease ();
1948 return; 1932 return;
1949 } 1933 }
1950 1934
1951 while (tmp->inv) 1935 while (tmp->inv)
1952 { 1936 {
1968 if (op->destroyed () || tmp->destroyed ()) 1952 if (op->destroyed () || tmp->destroyed ())
1969 break; 1953 break;
1970 } 1954 }
1971 1955
1972 if (!tmp->destroyed () && !tmp->inv) 1956 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp); 1957 tmp->decrease (true);
1974} 1958}
1975 1959
1976/** 1960/**
1977 * op eats food. 1961 * op eats food.
1978 * If player, takes care of messages and dragon special food. 1962 * If player, takes care of messages and dragon special food.
2044 eat_special_food (op, tmp); 2028 eat_special_food (op, tmp);
2045 } 2029 }
2046 } 2030 }
2047 2031
2048 handle_apply_yield (tmp); 2032 handle_apply_yield (tmp);
2049 decrease_ob (tmp); 2033 tmp->decrease ();
2050} 2034}
2051 2035
2052/** 2036/**
2053 * A dragon is eating some flesh. If the flesh contains resistances, 2037 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved. 2038 * there is a chance for the dragon's skin to get improved.
2173 op->statusmsg (buf); 2157 op->statusmsg (buf);
2174 2158
2175 /* now choose a winner if we have any */ 2159 /* now choose a winner if we have any */
2176 i = -1; 2160 i = -1;
2177 if (winners > 0) 2161 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners]; 2162 i = atnr_winner [rndm (winners)];
2179 2163
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2164 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 { 2165 {
2182 /* resistance increased! */ 2166 /* resistance increased! */
2183 skin->resist[i]++; 2167 skin->resist[i]++;
2242 2226
2243 op->statusmsg ("Applying armour enchantment."); 2227 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor); 2228 improve_armour (op, tmp, armor);
2245} 2229}
2246 2230
2247extern void 2231void
2248apply_poison (object *op, object *tmp) 2232apply_poison (object *op, object *tmp)
2249{ 2233{
2234 // need to do it now when it is still on the map
2235 handle_apply_yield (tmp);
2236
2237 object *poison = tmp->split (1);
2238
2250 if (op->type == PLAYER) 2239 if (op->type == PLAYER)
2251 { 2240 {
2252 op->contr->play_sound (sound_find ("drink_poison")); 2241 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!"); 2242 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze"); 2243 op->contr->killer = poison;
2255 } 2244 }
2256 2245
2257 if (tmp->stats.hp > 0) 2246 if (poison->stats.hp > 0)
2258 { 2247 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2261 } 2250 }
2262 2251
2263 op->stats.food -= op->stats.food / 4; 2252 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp); 2253 poison->destroy ();
2265 decrease_ob (tmp);
2266} 2254}
2267 2255
2268/** 2256/**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means: 2258 * A valid 2 way exit means:
2354 2342
2355 return 0; 2343 return 0;
2356} 2344}
2357 2345
2358/** 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/**
2359 * Main apply handler. 2557 * Main apply handler.
2360 * 2558 *
2361 * Checks for unpaid items before applying. 2559 * Checks for unpaid items before applying.
2362 * 2560 *
2363 * Return value: 2561 * Return value:
2364 * 0: player or monster can't apply objects of that type 2562 * 0: player or monster can't apply objects of that type
2365 * 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
2366 * 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
2367 * 2565 *
2368 * 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
2369 * being applied. 2567 * being applied.
2370 * 2568 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with 2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special 2570 * them in this function - they are passed to apply_special
2373 */ 2571 */
2374int 2572int
2375manual_apply (object *op, object *tmp, int aflag) 2573manual_apply (object *who, object *op, int aflag)
2376{ 2574{
2377 if (tmp->head) 2575 op = op->head_ ();
2378 tmp = tmp->head;
2379 2576
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2578 {
2382 if (op->type == PLAYER) 2579 if (who->type == PLAYER)
2383 { 2580 {
2581 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2582 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2583 return 1;
2386 } 2584 }
2387 else 2585 else
2388 return 0; /* monsters just skip unpaid items */ 2586 return 0; /* monsters just skip unpaid items */
2389 } 2587 }
2390 2588
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2589 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2590 return RESULT_INT (0);
2393 2591
2394 switch (tmp->type) 2592 switch (op->type)
2395 { 2593 {
2396 case CF_HANDLE: 2594 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2595 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2596 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2597 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2598 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2599 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2600 push_button (op, who);
2403 return 1; 2601 return 1;
2404 2602
2405 case TRIGGER: 2603 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2604 if (check_trigger (op, who))
2407 { 2605 {
2408 op->statusmsg ("You turn the handle."); 2606 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2607 who->play_sound (sound_find ("turn_handle"));
2410 } 2608 }
2411 else 2609 else
2412 op->failmsg ("The handle doesn't move."); 2610 who->failmsg ("The handle doesn't move.");
2413 2611
2414 return 1; 2612 return 1;
2415 2613
2416 case EXIT: 2614 case EXIT:
2417 if (op->type != PLAYER) 2615 if (who->type != PLAYER)
2418 return 0; 2616 return 0;
2419 2617
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2618 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2619 who->failmsg (format ("The %s is closed.", query_name (op)));
2422 else 2620 else
2423 { 2621 {
2424 /* Don't display messages for random maps. */ 2622 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2623 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2624 who->statusmsg (op->msg, NDI_NAVY);
2427 2625
2428 op->enter_exit (tmp); 2626 who->enter_exit (op);
2429 } 2627 }
2430 2628
2431 return 1; 2629 return 1;
2432 2630
2433 case INSCRIBABLE: 2631 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2632 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2633 // maybe show a spell menu to chose from or something like that
2436 return 1; 2634 return 1;
2437 2635
2438 case SIGN: 2636 case SIGN:
2439 apply_sign (op, tmp, 0); 2637 apply_sign (who, op, 0);
2440 return 1; 2638 return 1;
2441 2639
2442 case BOOK: 2640 case BOOK:
2443 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2444 { 2642 {
2445 apply_book (op, tmp); 2643 apply_book (who, op);
2446 return 1; 2644 return 1;
2447 } 2645 }
2448 else 2646 else
2449 return 0; 2647 return 0;
2450 2648
2451 case SKILLSCROLL: 2649 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2650 if (who->type == PLAYER)
2453 { 2651 {
2454 apply_skillscroll (op, tmp); 2652 apply_skillscroll (who, op);
2455 return 1; 2653 return 1;
2456 } 2654 }
2457 else 2655 else
2458 return 0; 2656 return 0;
2459 2657
2460 case SPELLBOOK: 2658 case SPELLBOOK:
2461 if (op->type == PLAYER) 2659 if (who->type == PLAYER)
2462 { 2660 {
2463 apply_spellbook (op, tmp); 2661 apply_spellbook (who, op);
2464 return 1; 2662 return 1;
2465 } 2663 }
2466 else 2664 else
2467 return 0; 2665 return 0;
2468 2666
2469 case SCROLL: 2667 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2668 apply_scroll (who, op, 0);
2471 return 1; 2669 return 1;
2472 2670
2473 case POTION: 2671 case POTION:
2474 apply_potion (op, tmp); 2672 apply_potion (who, op);
2475 return 1; 2673 return 1;
2476 2674
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2675 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2676 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2677 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2678 apply_container (who, op->env);
2481 return 1; 2679 return 1;
2482 2680
2483 case CONTAINER: 2681 case CONTAINER:
2484 apply_container (op, tmp); 2682 apply_container (who, op);
2485 return 1; 2683 return 1;
2486 2684
2487 case TREASURE: 2685 case TREASURE:
2488 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2489 { 2687 {
2490 apply_treasure (op, tmp); 2688 apply_treasure (who, op);
2491 return 1; 2689 return 1;
2492 } 2690 }
2493 else 2691 else
2494 return 0; 2692 return 0;
2693
2694 case LAMP:
2695 case TORCH:
2696 player_apply_lamp (who, op);
2697 return 1;
2495 2698
2496 case WEAPON: 2699 case WEAPON:
2497 case ARMOUR: 2700 case ARMOUR:
2498 case BOOTS: 2701 case BOOTS:
2499 case GLOVES: 2702 case GLOVES:
2507 case WAND: 2710 case WAND:
2508 case ROD: 2711 case ROD:
2509 case HORN: 2712 case HORN:
2510 case SKILL: 2713 case SKILL:
2511 case BOW: 2714 case BOW:
2512 case LAMP:
2513 case BUILDER: 2715 case BUILDER:
2514 case SKILL_TOOL: 2716 case SKILL_TOOL:
2515 if (tmp->env != op) 2717 if (op->env != who)
2516 return 2; /* not in inventory */ 2718 return 2; /* not in inventory */
2517 2719
2518 apply_special (op, tmp, aflag); 2720 apply_special (who, op, aflag);
2519 return 1; 2721 return 1;
2520 2722
2521 case DRINK: 2723 case DRINK:
2522 case FOOD: 2724 case FOOD:
2523 case FLESH: 2725 case FLESH:
2524 apply_food (op, tmp); 2726 apply_food (who, op);
2525 return 1; 2727 return 1;
2526 2728
2527 case POISON: 2729 case POISON:
2528 apply_poison (op, tmp); 2730 apply_poison (who, op);
2529 return 1; 2731 return 1;
2530 2732
2531 case SAVEBED: 2733 case SAVEBED:
2532 return 1; 2734 return 1;
2533 2735
2534 case ARMOUR_IMPROVER: 2736 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2737 if (who->type == PLAYER)
2536 { 2738 {
2537 apply_armour_improver (op, tmp); 2739 apply_armour_improver (who, op);
2538 return 1; 2740 return 1;
2539 } 2741 }
2540 else 2742 else
2541 return 0; 2743 return 0;
2542 2744
2543 case WEAPON_IMPROVER: 2745 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2746 check_improve_weapon (who, op);
2545 return 1; 2747 return 1;
2546 2748
2547 case CLOCK: 2749 case CLOCK:
2548 if (op->type == PLAYER) 2750 if (who->type == PLAYER)
2549 { 2751 {
2550 char buf[MAX_BUF]; 2752 char buf[MAX_BUF];
2551 timeofday_t tod; 2753 timeofday_t tod;
2552 2754
2553 get_tod (&tod); 2755 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2756 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2757 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2758 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2759 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2760 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2761 ));
2560 return 1; 2762 return 1;
2561 } 2763 }
2562 else 2764 else
2563 return 0; 2765 return 0;
2564 2766
2565 case MENU: 2767 case MENU:
2566 if (op->type == PLAYER) 2768 if (who->type == PLAYER)
2567 { 2769 {
2568 shop_listing (tmp, op); 2770 shop_listing (op, who);
2569 return 1; 2771 return 1;
2570 } 2772 }
2571 else 2773 else
2572 return 0; 2774 return 0;
2573 2775
2574 case POWER_CRYSTAL: 2776 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2777 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2778 return 1;
2577 2779
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2780 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2781 if (who->type == PLAYER)
2580 { 2782 {
2581 apply_lighter (op, tmp); 2783 apply_lighter (who, op);
2582 return 1; 2784 return 1;
2583 } 2785 }
2584 else 2786 else
2585 return 0; 2787 return 0;
2586 2788
2587 case ITEM_TRANSFORMER: 2789 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2790 apply_item_transformer (who, op);
2589 return 1; 2791 return 1;
2590 2792
2591 default: 2793 default:
2592 return 0; 2794 return 0;
2593 } 2795 }
2594} 2796}
2595
2596 2797
2597/* quiet suppresses the "don't know how to apply" and "you must get it first" 2798/* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be 2799 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages. 2800 * "but you are floating high above the ground" messages.
2600 * 2801 *
2601 * Same return value as apply() function. 2802 * Same return value as apply() function.
2602 */ 2803 */
2603int 2804int
2604player_apply (object *pl, object *op, int aflag, int quiet) 2805player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2806{
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING)) 2807 if (!op->env && (pl->move_type & MOVE_FLYING))
2609 { 2808 {
2610 /* player is flying and applying object not in inventory */ 2809 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2810 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 { 2811 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2812 pl->failmsg ("But you are floating high above the ground! "
2813 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2814 "or waiting till the levitation effect wears off.>");
2614 return 0; 2815 return 0;
2615 } 2816 }
2616 } 2817 }
2617 2818
2618 pl->contr->last_used = op; 2819 pl->contr->last_used = op;
2619 2820
2620 tmp = manual_apply (pl, op, aflag); 2821 int tmp = manual_apply (pl, op, aflag);
2822
2621 if (!quiet) 2823 if (!quiet)
2622 { 2824 {
2623 if (tmp == 0) 2825 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2826 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2) 2827 else if (tmp == 2)
2660 * person moving on it, also activate. Added code to make it 2862 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2863 * so that at least one of players movement types be that which
2662 * the item needs. 2864 * the item needs.
2663 */ 2865 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2866 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2867 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2868 return;
2668 } 2869
2669 if (floors >= 2) 2870 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2871 return; /* process at most two floor objects */
2671 } 2872 }
2672} 2873}
2673 2874
2717 break; 2918 break;
2718 2919
2719 case SKILL: 2920 case SKILL:
2720 if (who->contr) 2921 if (who->contr)
2721 { 2922 {
2923 if (IS_COMBAT_SKILL (op->subtype))
2924 who->change_weapon (who->contr->combat_ob = 0);
2925 else if (IS_RANGED_SKILL (op->subtype))
2926 who->change_weapon (who->contr->ranged_ob = 0);
2927
2722 if (!op->invisible) 2928 if (op->invisible)
2929 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2930 else
2723 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2931 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 } 2932 }
2727 2933
2728 change_abil (who, op); 2934 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL); 2935 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 2936 break;
2741 case CLOAK: 2947 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 2948 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 2949 change_abil (who, op);
2744 break; 2950 break;
2745 2951
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW: 2952 case BOW:
2785 case WAND: 2953 case WAND:
2786 case ROD: 2954 case ROD:
2787 case HORN: 2955 case HORN:
2788 if (player *pl = who->contr) 2956 if (player *pl = who->contr)
2815 default: 2983 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op))); 2984 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break; 2985 break;
2818 } 2986 }
2819 2987
2988 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2989 if (object *pl = op->visible_to ())
2990 esrv_send_item (pl, op);
2991
2820 who->update_stats (); 2992 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837 2993
2838 return 0; 2994 return 0;
2839} 2995}
2840 2996
2841/** 2997/**
3139 return 1; 3295 return 1;
3140 } 3296 }
3141 3297
3142 return unapply_special (who, op, aflags); 3298 return unapply_special (who, op, aflags);
3143 } 3299 }
3144
3145 if (basic_flag == AP_UNAPPLY) 3300 else if (basic_flag == AP_UNAPPLY)
3146 return 0; 3301 return 0;
3147 3302
3148 // if the item is combat/ranged, wield the relevant slot first 3303 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts. 3304 // to resolve conflicts.
3150 if (player *pl = who->contr) 3305 if (player *pl = who->contr)
3220 3375
3221 /* Ok. We are now at the state where we can apply the new object. 3376 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_... 3377 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object. 3378 * below - that is already taken care of by can_apply_object.
3224 */ 3379 */
3225 if (op->nrof > 1) 3380 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3226 tmp = get_split_ob (op, op->nrof - 1);
3227 else
3228 tmp = 0;
3229 3381
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3382 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0); 3383 return RESULT_INT (0);
3232 3384
3233 switch (op->type) 3385 switch (op->type)
3234 { 3386 {
3235 case WEAPON: 3387 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat)) 3388 if (!check_weapon_power (who, op->last_eat))
3237 { 3389 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); 3390 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3239 3391
3240 if (tmp) 3392 if (tmp)
3241 insert_ob_in_ob (tmp, who); 3393 insert_ob_in_ob (tmp, who);
3242 3394
3243 return 1; 3395 return 1;
3244 } 3396 }
3245 3397
3246 //TODO: this obviously fails for players using a shorter prefix 3398 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword. 3399 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3400 if (op->level && !op->name.starts_with (who->name))
3249 { 3401 {
3250 /* if the weapon does not have the name as the character, can't use it. */ 3402 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3403 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3404 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253 3405
3287 case AMULET: 3439 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED); 3440 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op))); 3441 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op); 3442 change_abil (who, op);
3291 break; 3443 break;
3292
3293 case LAMP:
3294 if (op->stats.food < 1)
3295 {
3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3301 return 1;
3302 }
3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342 3444
3343 case SKILL_TOOL: 3445 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill 3446 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED); 3447 SET_FLAG (op, FLAG_APPLIED);
3346 3448
3436 insert_ob_in_ob (tmp, who); 3538 insert_ob_in_ob (tmp, who);
3437 3539
3438 return 1; 3540 return 1;
3439 } 3541 }
3440 3542
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3543 if (op->level && !op->name.starts_with (who->name))
3442 { 3544 {
3443 who->failmsg ("The weapon does not recognize you as its owner. " 3545 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>"); 3546 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp) 3547 if (tmp)
3446 insert_ob_in_ob (tmp, who); 3548 insert_ob_in_ob (tmp, who);
3504 } 3606 }
3505 3607
3506 SET_FLAG (op, FLAG_APPLIED); 3608 SET_FLAG (op, FLAG_APPLIED);
3507 3609
3508 if (tmp) 3610 if (tmp)
3509 tmp = insert_ob_in_ob (tmp, who); 3611 who->insert (tmp);
3510 3612
3511 who->update_stats (); 3613 who->update_stats ();
3512 3614
3513 /* We exclude spell casting objects. The fire code will set the 3615 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point, 3616 * been applied flag when they are used - until that point,
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3622 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 if (who->type == PLAYER) 3623 if (who->type == PLAYER)
3522 { 3624 {
3523 who->failmsg ( 3625 who->failmsg (
3524 "Oops, it feels deadly cold! " 3626 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3627 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3526 ); 3628 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED); 3629 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 } 3630 }
3529 3631
3530 if (who->type == PLAYER) 3632 if (object *pl = op->visible_to ())
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op); 3633 esrv_send_item (pl, op);
3537 }
3538 3634
3539 return 0; 3635 return 0;
3540} 3636}
3541 3637
3542int 3638int
3556int 3652int
3557auto_apply (object *op) 3653auto_apply (object *op)
3558{ 3654{
3559 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3560 int i; 3656 int i;
3657
3658 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3561 3659
3562 switch (op->type) 3660 switch (op->type)
3563 { 3661 {
3564 case SHOP_FLOOR: 3662 case SHOP_FLOOR:
3565 if (!op->has_random_items ()) 3663 if (!op->has_random_items ())
3567 3665
3568 do 3666 do
3569 { 3667 {
3570 i = 10; /* let's give it 10 tries */ 3668 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems, 3669 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3670 op->stats.exp
3671 ? (int) op->stats.exp
3672 : max (op->map->difficulty, 5)))
3673 == NULL && --i);
3674
3573 if (tmp == NULL) 3675 if (tmp == NULL)
3574 return 0; 3676 return 0;
3677
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3678 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 { 3679 {
3577 tmp->destroy (); 3680 tmp->destroy ();
3578 tmp = NULL; 3681 tmp = NULL;
3579 } 3682 }
3582 3685
3583 tmp->x = op->x; 3686 tmp->x = op->x;
3584 tmp->y = op->y; 3687 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID); 3688 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0); 3689 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp); 3690 identify (tmp);
3589 break; 3691 break;
3590 3692
3591 case TREASURE: 3693 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3694 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599 /* If we generated an object and put it in this object inventory, 3701 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about 3702 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff 3703 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects. 3704 * that is put inside other objects.
3603 */ 3705 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env) 3706 if (op->env)
3610 insert_ob_in_ob (tmp, op->env); 3707 while (op->inv)
3611 else 3708 op->env->insert (op->inv);
3612 tmp->destroy ();
3613 }
3614 3709
3615 op->destroy (); 3710 op->destroy ();
3616 break; 3711 break;
3617 } 3712 }
3618 return tmp ? 1 : 0; 3713
3714 return !!tmp;
3619} 3715}
3620 3716
3621/** 3717/**
3622 * fix_auto_apply goes through the entire map every time a map 3718 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for 3719 * is loaded or swapped in and performs special actions for
3637 3733
3638 if (tmp->inv) 3734 if (tmp->inv)
3639 { 3735 {
3640 object *invtmp, *invnext; 3736 object *invtmp, *invnext;
3641 3737
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3738 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3643 { 3739 {
3644 invnext = invtmp->below; 3740 invnext = invtmp->below;
3645 3741
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647 auto_apply (invtmp); 3743 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3744 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 { 3745 {
3650 while ((invtmp->stats.hp--) > 0) 3746 while (invtmp->stats.hp-- > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3747 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 3748
3653 invtmp->randomitems = NULL; 3749 invtmp->randomitems = NULL;
3654 } 3750 }
3655 else if (invtmp && invtmp->arch 3751 else if (invtmp && invtmp->arch
3767 /* check for hp, sp change */ 3863 /* check for hp, sp change */
3768 if (food->stats.hp != 0) 3864 if (food->stats.hp != 0)
3769 { 3865 {
3770 if (QUERY_FLAG (food, FLAG_CURSED)) 3866 if (QUERY_FLAG (food, FLAG_CURSED))
3771 { 3867 {
3772 assign (who->contr->killer, food->name); 3868 who->contr->killer = food;
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3869 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!"); 3870 who->failmsg ("Eck!...that was poisonous!");
3775 } 3871 }
3776 else 3872 else
3777 { 3873 {
3781 who->failmsg ("Eck!...that was poisonous!"); 3877 who->failmsg ("Eck!...that was poisonous!");
3782 3878
3783 who->stats.hp += food->stats.hp; 3879 who->stats.hp += food->stats.hp;
3784 } 3880 }
3785 } 3881 }
3882
3786 if (food->stats.sp != 0) 3883 if (food->stats.sp != 0)
3787 { 3884 {
3788 if (QUERY_FLAG (food, FLAG_CURSED)) 3885 if (QUERY_FLAG (food, FLAG_CURSED))
3789 { 3886 {
3790 who->failmsg ("You are drained of mana!"); 3887 who->failmsg ("You are drained of mana!");
3801 } 3898 }
3802 3899
3803 who->update_stats (); 3900 who->update_stats ();
3804} 3901}
3805 3902
3806/**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811void
3812apply_lighter (object *who, object *lighter)
3813{
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869}
3870 3903
3871/** 3904/**
3872 * op made some mistake with a scroll, this takes care of punishment. 3905 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure 3906 * scroll_failure()- hacked directly from spell_failure
3874 */ 3907 */
3974 } 4007 }
3975 4008
3976 /* insert the randomitems from the change's treasurelist into 4009 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c 4010 * the player ref: player.c
3978 */ 4011 */
3979 if (change->randomitems != NULL) 4012 if (change->randomitems)
3980 give_initial_items (pl, change->randomitems); 4013 give_initial_items (pl, change->randomitems);
3981 4014
3982 /* set up the face, for some races. */ 4015 /* set up the face, for some races. */
3983 4016
3984 /* first, look for the force object banning 4017 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class. 4018 * changing the face. Certain races never change face with class.
3986 */ 4019 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below) 4020 for (walk = pl->inv; walk; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4021 if (walk->name == shstr_NOCLASSFACECHANGE)
3989 flag_change_face = 0; 4022 flag_change_face = 0;
3990 4023
3991 if (flag_change_face) 4024 if (flag_change_face)
3992 { 4025 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face; 4026 pl->face = change->face;
3995 4027 pl->animation_id = change->animation_id;
3996 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4028 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 } 4029 }
4001 4030
4002 /* check the special case of can't use weapons */ 4031 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4032 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk")) 4033 if (change->name == shstr_monk)
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4034 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006 4035
4007 break; 4036 break;
4008 } 4037 }
4009 } 4038 }
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4075 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return; 4076 return;
4048 } 4077 }
4049 4078
4050 /* check whether they are compatible or not */ 4079 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname); 4080 find = strstr (&marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4081 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 { 4082 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4083 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return; 4084 return;
4056 } 4085 }
4098 4127
4099 new_item->nrof = yield; 4128 new_item->nrof = yield;
4100 4129
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4130 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102 4131
4103 insert_ob_in_ob (new_item, pl); 4132 pl->insert (new_item);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */ 4133 /* Eat up one item */
4106 decrease_ob_nr (marked, 1); 4134 marked->decrease ();
4107 4135
4108 /* Eat one transformer if needed */ 4136 /* Eat one transformer if needed */
4109 if (transformer->stats.food) 4137 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0) 4138 if (--transformer->stats.food == 0)
4111 decrease_ob_nr (transformer, 1); 4139 transformer->decrease ();
4112} 4140}
4113 4141

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