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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.169 by root, Sun Sep 7 21:31:23 2008 UTC vs.
Revision 1.191 by root, Mon Apr 27 01:38:48 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
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 dynbuf_text buf; 97 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 98
99 if (!pl || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
100 return 0; 100 return 0;
101 101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 167}
168 168
169/** 169/**
170 * Handles applying a potion. 170 * Handles applying a potion.
315 */ 315 */
316 if (tmp->inv) 316 if (tmp->inv)
317 { 317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
323 321 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 322 }
332 else 323 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 325
335 tmp->decrease (); 326 tmp->decrease ();
378 } 369 }
379 370
380 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 372 if (op->type == PLAYER)
382 { /* only for players */ 373 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 378 else
386 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
387 380
388 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
403/**************************************************************************** 396/****************************************************************************
404 * Weapon improvement code follows 397 * Weapon improvement code follows
405 ****************************************************************************/ 398 ****************************************************************************/
406 399
407/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
408 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
409 */ 418 */
410static int 419static int
411check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
412{ 421{
413 int count = 0; 422 int count = 0;
414 423
415 if (!item) 424 if (!item)
416 return 0; 425 return 0;
417 426
418 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 431 count += op->number_of ();
429 }
430 }
431 }
432 432
433 return count; 433 return count;
434} 434}
435 435
436/** 436/**
438 * op is typically the player, which is only 438 * op is typically the player, which is only
439 * really used to determine what space to look at. 439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
441 */ 441 */
442static void 442static void
443eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 444{
445 object *prev; 445 object *prev;
446 446
447 prev = op; 447 prev = op;
448 op = op->below; 448 op = op->below;
449 449
450 while (op) 450 while (op)
451 { 451 {
452 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
453 { 453 {
454 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
455 { 455 {
456 op->decrease (nrof); 456 op->decrease (nrof);
457 return; 457 return;
466 } 466 }
467 467
468 prev = op; 468 prev = op;
469 op = op->below; 469 op = op->below;
470 } 470 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 471}
523 472
524/** 473/**
525 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
655 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
657 606
658 if (weapon->level == 0) 607 if (weapon->level == 0)
659 { 608 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 612 return 0;
662 } 613 }
663 614
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 617 {
666 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 619 return 0;
668 } 620 }
669 621
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
671 { 624 {
672 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 627 "really want to improve it.");
675 return 0; 628 return 0;
995 item->nrof = give; 948 item->nrof = give;
996 949
997 if (nr) 950 if (nr)
998 item->nrof *= nr; 951 item->nrof *= nr;
999 952
1000 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 965 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 /** 968 /**
1117/* push_button (altar);*/ 1079/* push_button (altar);*/
1118 } 1080 }
1119 else 1081 else
1120 { 1082 {
1121 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1122 push_button (altar); 1084 push_button (altar, originator);
1123 } 1085 }
1124 1086
1125 return !sacrifice; 1087 return !sacrifice;
1126 } 1088 }
1127 else 1089 else
1153 { 1115 {
1154 has_unpaid = true; 1116 has_unpaid = true;
1155 break; 1117 break;
1156 } 1118 }
1157 1119
1158 if (op->type != PLAYER) 1120 if (!op->is_player ())
1159 { 1121 {
1160 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1162 * the shop. 1124 * the shop.
1163 */ 1125 */
1167 1129
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1131 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 1133
1134 if (i >= 0)
1172 tmp->remove (); 1135 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1136 }
1182 } 1137 }
1183 1138
1184 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1151 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198 1153
1199 return 0; 1154 return 0;
1200 } 1155 }
1156
1201 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1203 */ 1159 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1161 }
1260 * Handles applying a sign. 1216 * Handles applying a sign.
1261 */ 1217 */
1262static void 1218static void
1263apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1264{ 1220{
1221 if (!op->is_player())
1222 return;
1223
1265 if (sign->has_dialogue ()) 1224 if (sign->has_dialogue ())
1266 { 1225 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 1227 return;
1269 } 1228 }
1270 1229
1271 if (!sign->msg) 1230 if (!sign->msg)
1272 { 1231 {
1273 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1274 return; 1236 return;
1275 } 1237 }
1276 1238
1277 if (sign->stats.food) 1239 if (sign->stats.food)
1278 { 1240 {
1279 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1280 { 1242 {
1281 if (!sign->move_on) 1243 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1283 1245
1284 return; 1246 return;
1285 } 1247 }
1286 1248
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1305 if (sign->sound) 1267 if (sign->sound)
1306 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1307 else if (autoapply) 1269 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1309 1271
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 } 1273 }
1319} 1274}
1320 1275
1321static void 1276static void
1322move_apply_hole (object *trap, object *victim) 1277move_apply_hole (object *trap, object *victim)
1430 } 1385 }
1431 goto leave; 1386 goto leave;
1432 1387
1433 case BUTTON: 1388 case BUTTON:
1434 case PEDESTAL: 1389 case PEDESTAL:
1435 update_button (trap); 1390 update_button (trap, originator);
1436 goto leave; 1391 goto leave;
1437 1392
1438 case ALTAR: 1393 case ALTAR:
1439 /* sacrifice victim on trap */ 1394 /* sacrifice victim on trap */
1440 apply_altar (trap, victim, originator); 1395 apply_altar (trap, victim, originator);
1533 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1534 { 1489 {
1535 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1536 * players output. 1491 * players output.
1537 */ 1492 */
1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1539 victim->statusmsg (trap->msg, NDI_NAVY); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1540 1495
1541 trap->play_sound (trap->sound); 1496 trap->play_sound (trap->sound);
1542 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1543 } 1498 }
1626 1581
1627 readable_message_type *msgType = get_readable_message_type (tmp); 1582 readable_message_type *msgType = get_readable_message_type (tmp);
1628 1583
1629 if (player *pl = op->contr) 1584 if (player *pl = op->contr)
1630 if (client *ns = pl->ns) 1585 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1586 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1633 else
1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1635 msgType->message_type, msgType->message_subtype,
1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1638 1587
1639 /* gain xp from reading */ 1588 /* gain xp from reading */
1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */ 1590 { /* only if not read before */
1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1745 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return; 1747 return;
1799 } 1748 }
1800 1749
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1750 int learn_level = sqrtf (spell->level) * 1.5f;
1751 if (skop->level < learn_level)
1802 { 1752 {
1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1753 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1754 &tmp->skill, learn_level));
1804 return; 1755 return;
1805 } 1756 }
1806 1757
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1758 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808 1759
1965 if (op->destroyed () || tmp->destroyed ()) 1916 if (op->destroyed () || tmp->destroyed ())
1966 break; 1917 break;
1967 } 1918 }
1968 1919
1969 if (!tmp->destroyed () && !tmp->inv) 1920 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease (); 1921 tmp->decrease (true);
1971} 1922}
1972 1923
1973/** 1924/**
1974 * op eats food. 1925 * op eats food.
1975 * If player, takes care of messages and dragon special food. 1926 * If player, takes care of messages and dragon special food.
2170 op->statusmsg (buf); 2121 op->statusmsg (buf);
2171 2122
2172 /* now choose a winner if we have any */ 2123 /* now choose a winner if we have any */
2173 i = -1; 2124 i = -1;
2174 if (winners > 0) 2125 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2126 i = atnr_winner [rndm (winners)];
2176 2127
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2128 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2129 {
2179 /* resistance increased! */ 2130 /* resistance increased! */
2180 skin->resist[i]++; 2131 skin->resist[i]++;
2355 2306
2356 return 0; 2307 return 0;
2357} 2308}
2358 2309
2359/** 2310/**
2311 * This function will try to apply a lighter and in case no lighter
2312 * is specified it will try to find a lighter in the players inventory,
2313 * and inform him about this requirement.
2314 *
2315 * who - the player
2316 * op - the item we want to light
2317 * ligher - the lighter or 0 if a lighter has yet to be found
2318 */
2319object *auto_apply_lighter (object *who, object *op, object *lighter)
2320{
2321 if (lighter == 0)
2322 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 {
2325 if (tmp->type == LIGHTER)
2326 {
2327 lighter = tmp;
2328 break;
2329 }
2330 }
2331
2332 if (!lighter)
2333 {
2334 who->failmsg (format (
2335 "You can't light up the %s with your bare hands! "
2336 "H<You need a lighter in your inventory, for example a flint and steel.>",
2337 &op->name));
2338 return 0;
2339 }
2340 }
2341
2342 // last_eat == 0 means the lighter is not being used up!
2343 if (lighter->last_eat && lighter->stats.food)
2344 {
2345 /* lighter gets used up */
2346 lighter = lighter->split ();
2347 lighter->stats.food--;
2348 who->insert (lighter);
2349 }
2350 else if (lighter->last_eat)
2351 {
2352 /* no charges left in lighter */
2353 who->failmsg (format (
2354 "You attempt to light the %s with a used up %s.",
2355 &op->name, &lighter->name));
2356 return 0;
2357 }
2358
2359 return lighter;
2360}
2361
2362/**
2363 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t.
2366 */
2367void
2368apply_lighter (object *who, object *lighter)
2369{
2370 object *item;
2371 int is_player_env = 0;
2372
2373 item = find_marked_object (who);
2374 if (item)
2375 {
2376 if (!auto_apply_lighter (who, 0, lighter))
2377 return;
2378
2379 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple
2381 * objects at once.
2382 */
2383
2384 save_throw_object (item, AT_FIRE, who);
2385
2386 if (item->destroyed ()
2387 || ((item->type == LAMP || item->type == TORCH)
2388 && item->glow_radius > 0))
2389 who->statusmsg (format (
2390 "You light the %s with the %s.",
2391 &item->name, &lighter->name));
2392 else
2393 who->failmsg (format (
2394 "You attempt to light the %s with the %s and fail.",
2395 &item->name, &lighter->name));
2396 }
2397 else
2398 who->failmsg ("You need to mark a lightable object.");
2399}
2400
2401/**
2402 * This function generates a cursed effect for cursed lamps and torches.
2403 */
2404void player_apply_lamp_cursed_effect (object *who, object *op)
2405{
2406 if (op->level)
2407 {
2408 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!",
2410 &op->name));
2411 create_exploding_ball_at (who, op->level);
2412 }
2413 else
2414 {
2415 who->failmsg (format (
2416 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2417 &op->name));
2418 }
2419
2420 op->destroy ();
2421}
2422
2423/**
2424 * Apply for players and lamps
2425 *
2426 * who - the player
2427 * op - the lamp
2428 */
2429void player_apply_lamp (object *who, object *op)
2430{
2431 bool switch_on = op->glow_radius ? false : true;
2432
2433 if (switch_on)
2434 {
2435 object *lighter = 0;
2436
2437 if (op->flag [FLAG_IS_LIGHTABLE]
2438 && !(lighter = auto_apply_lighter (who, op, 0)))
2439 return;
2440
2441 if (op->stats.food < 1)
2442 {
2443 if (op->type == LAMP)
2444 who->failmsg (format (
2445 "The %s is out of fuel! "
2446 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2447 &op->name));
2448 else
2449 who->failmsg (format (
2450 "The %s is burnt out! "
2451 "H<Torches and similar items burn out and become worthless.>",
2452 &op->name));
2453 return;
2454 }
2455
2456 if (op->flag [FLAG_CURSED])
2457 {
2458 player_apply_lamp_cursed_effect (who, op);
2459 return;
2460 }
2461
2462 if (lighter)
2463 who->statusmsg (format (
2464 "You light up the %s with the %s.", &op->name, &lighter->name));
2465 else
2466 who->statusmsg (format ("You light up the %s.", &op->name));
2467 }
2468 else
2469 {
2470 if (op->flag [FLAG_CURSED])
2471 {
2472 player_apply_lamp_cursed_effect (who, op);
2473 return;
2474 }
2475
2476 if (op->type == TORCH)
2477 {
2478 if (!op->flag [FLAG_IS_LIGHTABLE])
2479 {
2480 who->statusmsg (format (
2481 "You put out the %s. "
2482 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2483 &op->name, &op->name));
2484 }
2485 else
2486 who->statusmsg (format (
2487 "You put out the %s."
2488 "H<Torches wear out if you put them out.>",
2489 &op->name));
2490 }
2491 else
2492 who->statusmsg (format ("You turn off the %s.", &op->name));
2493 }
2494
2495 apply_lamp (op, switch_on);
2496}
2497
2498void get_animation_from_arch (object *op, arch_ptr a)
2499{
2500 op->animation_id = a->animation_id;
2501 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2502 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2503 op->anim_speed = a->anim_speed;
2504 op->last_anim = 0;
2505 op->state = 0;
2506 op->face = a->face;
2507
2508 if (NUM_ANIMATIONS(op) > 1)
2509 {
2510 SET_ANIMATION(op, 0);
2511 animate_object (op, op->direction);
2512 }
2513 else
2514 update_object (op, UP_OBJ_FACE);
2515}
2516
2517/**
2518 * Apply for LAMPs and TORCHes.
2519 *
2520 * op - the lamp
2521 * switch_on - a flag which says whether the lamp should be switched on or off
2522 */
2523void apply_lamp (object *op, bool switch_on)
2524{
2525 op->set_glow_radius (switch_on ? op->range : 0);
2526 op->set_speed (switch_on ? op->arch->speed : 0);
2527
2528 // torches wear out if you put them out
2529 if (op->type == TORCH && !switch_on)
2530 {
2531 if (op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 op->stats.food -= (double) op->arch->stats.food / 15;
2534 if (op->stats.food < 0)
2535 op->stats.food = 0;
2536 }
2537 else
2538 op->stats.food = 0;
2539 }
2540
2541 // lamps and torched get worthless when used up
2542 if (op->stats.food <= 0)
2543 op->value = 0;
2544
2545 // FIXME: This is a hack to make the more sane torches and lamps
2546 // still animated ;-/
2547 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549
2550 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2552}
2553
2554/**
2360 * Main apply handler. 2555 * Main apply handler.
2361 * 2556 *
2362 * Checks for unpaid items before applying. 2557 * Checks for unpaid items before applying.
2363 * 2558 *
2364 * Return value: 2559 * Return value:
2365 * 0: player or monster can't apply objects of that type 2560 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object 2561 * 1: has been applied, or there was an error applying the object
2367 * 2: objects of that type can't be applied if not in inventory 2562 * 2: objects of that type can't be applied if not in inventory
2368 * 2563 *
2369 * op is the object that is causing object to be applied, tmp is the object 2564 * who is the object that is causing object to be applied, op is the object
2370 * being applied. 2565 * being applied.
2371 * 2566 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with 2567 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special 2568 * them in this function - they are passed to apply_special
2374 */ 2569 */
2375int 2570int
2376manual_apply (object *op, object *tmp, int aflag) 2571manual_apply (object *who, object *op, int aflag)
2377{ 2572{
2378 tmp = tmp->head_ (); 2573 op = op->head_ ();
2379 2574
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2576 {
2382 if (op->type == PLAYER) 2577 if (who->type == PLAYER)
2383 { 2578 {
2579 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2580 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2581 return 1;
2386 } 2582 }
2387 else 2583 else
2388 return 0; /* monsters just skip unpaid items */ 2584 return 0; /* monsters just skip unpaid items */
2389 } 2585 }
2390 2586
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2588 return RESULT_INT (0);
2393 2589
2394 switch (tmp->type) 2590 switch (op->type)
2395 { 2591 {
2396 case CF_HANDLE: 2592 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2593 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2594 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2595 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2596 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2597 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2598 push_button (op, who);
2403 return 1; 2599 return 1;
2404 2600
2405 case TRIGGER: 2601 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2602 if (check_trigger (op, who))
2407 { 2603 {
2408 op->statusmsg ("You turn the handle."); 2604 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2605 who->play_sound (sound_find ("turn_handle"));
2410 } 2606 }
2411 else 2607 else
2412 op->failmsg ("The handle doesn't move."); 2608 who->failmsg ("The handle doesn't move.");
2413 2609
2414 return 1; 2610 return 1;
2415 2611
2416 case EXIT: 2612 case EXIT:
2417 if (op->type != PLAYER) 2613 if (who->type != PLAYER)
2418 return 0; 2614 return 0;
2419 2615
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2617 who->failmsg (format ("The %s is closed.", query_name (op)));
2422 else 2618 else
2423 { 2619 {
2424 /* Don't display messages for random maps. */ 2620 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2622 who->statusmsg (op->msg, NDI_NAVY);
2427 2623
2428 op->enter_exit (tmp); 2624 who->enter_exit (op);
2429 } 2625 }
2430 2626
2431 return 1; 2627 return 1;
2432 2628
2433 case INSCRIBABLE: 2629 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2630 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2631 // maybe show a spell menu to chose from or something like that
2436 return 1; 2632 return 1;
2437 2633
2438 case SIGN: 2634 case SIGN:
2439 apply_sign (op, tmp, 0); 2635 apply_sign (who, op, 0);
2440 return 1; 2636 return 1;
2441 2637
2442 case BOOK: 2638 case BOOK:
2443 if (op->type == PLAYER) 2639 if (who->type == PLAYER)
2444 { 2640 {
2445 apply_book (op, tmp); 2641 apply_book (who, op);
2446 return 1; 2642 return 1;
2447 } 2643 }
2448 else 2644 else
2449 return 0; 2645 return 0;
2450 2646
2451 case SKILLSCROLL: 2647 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2648 if (who->type == PLAYER)
2453 { 2649 {
2454 apply_skillscroll (op, tmp); 2650 apply_skillscroll (who, op);
2455 return 1; 2651 return 1;
2456 } 2652 }
2457 else 2653 else
2458 return 0; 2654 return 0;
2459 2655
2460 case SPELLBOOK: 2656 case SPELLBOOK:
2461 if (op->type == PLAYER) 2657 if (who->type == PLAYER)
2462 { 2658 {
2463 apply_spellbook (op, tmp); 2659 apply_spellbook (who, op);
2464 return 1; 2660 return 1;
2465 } 2661 }
2466 else 2662 else
2467 return 0; 2663 return 0;
2468 2664
2469 case SCROLL: 2665 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2666 apply_scroll (who, op, 0);
2471 return 1; 2667 return 1;
2472 2668
2473 case POTION: 2669 case POTION:
2474 apply_potion (op, tmp); 2670 apply_potion (who, op);
2475 return 1; 2671 return 1;
2476 2672
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2673 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2674 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2675 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2676 apply_container (who, op->env);
2481 return 1; 2677 return 1;
2482 2678
2483 case CONTAINER: 2679 case CONTAINER:
2484 apply_container (op, tmp); 2680 apply_container (who, op);
2485 return 1; 2681 return 1;
2486 2682
2487 case TREASURE: 2683 case TREASURE:
2488 if (op->type == PLAYER) 2684 if (who->type == PLAYER)
2489 { 2685 {
2490 apply_treasure (op, tmp); 2686 apply_treasure (who, op);
2491 return 1; 2687 return 1;
2492 } 2688 }
2493 else 2689 else
2494 return 0; 2690 return 0;
2691
2692 case LAMP:
2693 case TORCH:
2694 player_apply_lamp (who, op);
2695 return 1;
2495 2696
2496 case WEAPON: 2697 case WEAPON:
2497 case ARMOUR: 2698 case ARMOUR:
2498 case BOOTS: 2699 case BOOTS:
2499 case GLOVES: 2700 case GLOVES:
2507 case WAND: 2708 case WAND:
2508 case ROD: 2709 case ROD:
2509 case HORN: 2710 case HORN:
2510 case SKILL: 2711 case SKILL:
2511 case BOW: 2712 case BOW:
2512 case LAMP:
2513 case BUILDER: 2713 case BUILDER:
2514 case SKILL_TOOL: 2714 case SKILL_TOOL:
2515 if (tmp->env != op) 2715 if (op->env != who)
2516 return 2; /* not in inventory */ 2716 return 2; /* not in inventory */
2517 2717
2518 apply_special (op, tmp, aflag); 2718 apply_special (who, op, aflag);
2519 return 1; 2719 return 1;
2520 2720
2521 case DRINK: 2721 case DRINK:
2522 case FOOD: 2722 case FOOD:
2523 case FLESH: 2723 case FLESH:
2524 apply_food (op, tmp); 2724 apply_food (who, op);
2525 return 1; 2725 return 1;
2526 2726
2527 case POISON: 2727 case POISON:
2528 apply_poison (op, tmp); 2728 apply_poison (who, op);
2529 return 1; 2729 return 1;
2530 2730
2531 case SAVEBED: 2731 case SAVEBED:
2532 return 1; 2732 return 1;
2533 2733
2534 case ARMOUR_IMPROVER: 2734 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2735 if (who->type == PLAYER)
2536 { 2736 {
2537 apply_armour_improver (op, tmp); 2737 apply_armour_improver (who, op);
2538 return 1; 2738 return 1;
2539 } 2739 }
2540 else 2740 else
2541 return 0; 2741 return 0;
2542 2742
2543 case WEAPON_IMPROVER: 2743 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2744 check_improve_weapon (who, op);
2545 return 1; 2745 return 1;
2546 2746
2547 case CLOCK: 2747 case CLOCK:
2548 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2549 { 2749 {
2550 char buf[MAX_BUF]; 2750 char buf[MAX_BUF];
2551 timeofday_t tod; 2751 timeofday_t tod;
2552 2752
2553 get_tod (&tod); 2753 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2754 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2755 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2756 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2757 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2758 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2759 ));
2560 return 1; 2760 return 1;
2561 } 2761 }
2562 else 2762 else
2563 return 0; 2763 return 0;
2564 2764
2565 case MENU: 2765 case MENU:
2566 if (op->type == PLAYER) 2766 if (who->type == PLAYER)
2567 { 2767 {
2568 shop_listing (tmp, op); 2768 shop_listing (op, who);
2569 return 1; 2769 return 1;
2570 } 2770 }
2571 else 2771 else
2572 return 0; 2772 return 0;
2573 2773
2574 case POWER_CRYSTAL: 2774 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2775 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2776 return 1;
2577 2777
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2778 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2779 if (who->type == PLAYER)
2580 { 2780 {
2581 apply_lighter (op, tmp); 2781 apply_lighter (who, op);
2582 return 1; 2782 return 1;
2583 } 2783 }
2584 else 2784 else
2585 return 0; 2785 return 0;
2586 2786
2587 case ITEM_TRANSFORMER: 2787 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2788 apply_item_transformer (who, op);
2589 return 1; 2789 return 1;
2590 2790
2591 default: 2791 default:
2592 return 0; 2792 return 0;
2593 } 2793 }
2660 * person moving on it, also activate. Added code to make it 2860 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2861 * so that at least one of players movement types be that which
2662 * the item needs. 2862 * the item needs.
2663 */ 2863 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2864 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2865 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2866 return;
2668 } 2867
2669 if (floors >= 2) 2868 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2869 return; /* process at most two floor objects */
2671 } 2870 }
2672} 2871}
2673 2872
2745 case BRACERS: 2944 case BRACERS:
2746 case CLOAK: 2945 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 2946 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 2947 change_abil (who, op);
2749 break; 2948 break;
2750
2751 case LAMP:
2752 {
2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2754
2755 object *tmp2 = arch_to_object (op->other_arch);
2756 tmp2->x = op->x;
2757 tmp2->y = op->y;
2758 tmp2->map = op->map;
2759 tmp2->below = op->below;
2760 tmp2->above = op->above;
2761 tmp2->stats.food = op->stats.food;
2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763
2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2771 if (who->contr)
2772 {
2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2774 {
2775 who->failmsg ("Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782 2949
2783 case BOW: 2950 case BOW:
2784 case WAND: 2951 case WAND:
2785 case ROD: 2952 case ROD:
2786 case HORN: 2953 case HORN:
3194 * skill so that the dam and wc get updated 3361 * skill so that the dam and wc get updated
3195 */ 3362 */
3196 who->change_skill (skop); 3363 who->change_skill (skop);
3197 } 3364 }
3198 3365
3199 if (who->type == PLAYER 3366 if (!check_item_power (who, op->item_power))
3200 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 { 3367 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3368 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 3369 return 1;
3205 } 3370 }
3206 3371
3214 return RESULT_INT (0); 3379 return RESULT_INT (0);
3215 3380
3216 switch (op->type) 3381 switch (op->type)
3217 { 3382 {
3218 case WEAPON: 3383 case WEAPON:
3219 if (!check_weapon_power (who, op->last_eat))
3220 {
3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3222
3223 if (tmp)
3224 insert_ob_in_ob (tmp, who);
3225
3226 return 1;
3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix 3384 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword. 3385 // i.e. "R" can use Ragnarok's sword.
3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3386 if (op->level && !op->name.starts_with (who->name))
3232 { 3387 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 3388 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3389 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3390 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3236 3391
3270 case AMULET: 3425 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 3427 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 3428 change_abil (who, op);
3274 break; 3429 break;
3275
3276 case LAMP:
3277 if (op->stats.food < 1)
3278 {
3279 who->failmsg (format (
3280 "Your %s is out of fuel! "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282 &op->name
3283 ));
3284 return 1;
3285 }
3286
3287 who->statusmsg (format ("You turn on your %s.", &op->name));
3288
3289 tmp2 = arch_to_object (op->other_arch);
3290 tmp2->stats.food = op->stats.food;
3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3295
3296 who->insert (tmp2);
3297
3298 /* Remove the old lantern */
3299 op->destroy ();
3300
3301 /* insert the portion that was split off */
3302 if (tmp)
3303 who->insert (tmp);
3304
3305 who->update_stats ();
3306
3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 if (who->type == PLAYER)
3309 {
3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3312 }
3313
3314 return 0;
3315 3430
3316 case SKILL_TOOL: 3431 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill 3432 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED); 3433 SET_FLAG (op, FLAG_APPLIED);
3319 3434
3399 } 3514 }
3400 3515
3401 break; 3516 break;
3402 3517
3403 case BOW: 3518 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 3519 if (op->level && !op->name.starts_with (who->name))
3405 {
3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3407
3408 if (tmp)
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1;
3412 }
3413
3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3415 { 3520 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 3521 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 3522 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 3523 if (tmp)
3419 insert_ob_in_ob (tmp, who); 3524 insert_ob_in_ob (tmp, who);
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3598 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3494 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3495 { 3600 {
3496 who->failmsg ( 3601 who->failmsg (
3497 "Oops, it feels deadly cold! " 3602 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3603 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 3604 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 3605 SET_FLAG (op, FLAG_KNOWN_CURSED);
3501 } 3606 }
3502 3607
3503 if (object *pl = op->visible_to ()) 3608 if (object *pl = op->visible_to ())
3572 /* If we generated an object and put it in this object inventory, 3677 /* If we generated an object and put it in this object inventory,
3573 * move it to the parent object as the current object is about 3678 * move it to the parent object as the current object is about
3574 * to disappear. An example of this item is the random_* stuff 3679 * to disappear. An example of this item is the random_* stuff
3575 * that is put inside other objects. 3680 * that is put inside other objects.
3576 */ 3681 */
3577 for (tmp = op->inv; tmp; tmp = tmp2)
3578 {
3579 tmp2 = tmp->below;
3580 tmp->remove ();
3581
3582 if (op->env) 3682 if (op->env)
3583 insert_ob_in_ob (tmp, op->env); 3683 while (op->inv)
3584 else 3684 op->env->insert (op->inv);
3585 tmp->destroy ();
3586 }
3587 3685
3588 op->destroy (); 3686 op->destroy ();
3589 break; 3687 break;
3590 } 3688 }
3591 3689
3776 } 3874 }
3777 3875
3778 who->update_stats (); 3876 who->update_stats ();
3779} 3877}
3780 3878
3781/**
3782 * Designed primarily to light torches/lanterns/etc.
3783 * Also burns up burnable material too. First object in the inventory is
3784 * the selected object to "burn". -b.t.
3785 */
3786void
3787apply_lighter (object *who, object *lighter)
3788{
3789 object *item;
3790 int is_player_env = 0;
3791
3792 item = find_marked_object (who);
3793 if (item)
3794 {
3795 if (lighter->last_eat && lighter->stats.food)
3796 { /* lighter gets used up */
3797 object *oneLighter = lighter->split ();
3798 oneLighter->stats.food--;
3799 who->insert (oneLighter);
3800 }
3801 else if (lighter->last_eat)
3802 {
3803 /* no charges left in lighter */
3804 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3805 return;
3806 }
3807
3808 /* Perhaps we should split what we are trying to light on fire?
3809 * I can't see many times when you would want to light multiple
3810 * objects at once.
3811 */
3812
3813 if (who == item->in_player ())
3814 is_player_env = 1;
3815
3816 save_throw_object (item, AT_FIRE, who);
3817
3818 if (item->destroyed ())
3819 {
3820 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3821 /* Need to update the player so that the players glow radius
3822 * gets changed.
3823 */
3824 if (is_player_env)
3825 who->update_stats ();
3826 }
3827 else
3828 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3829 }
3830 else
3831 who->failmsg ("You need to mark a lightable object.");
3832}
3833 3879
3834/** 3880/**
3835 * op made some mistake with a scroll, this takes care of punishment. 3881 * op made some mistake with a scroll, this takes care of punishment.
3836 * scroll_failure()- hacked directly from spell_failure 3882 * scroll_failure()- hacked directly from spell_failure
3837 */ 3883 */
3937 } 3983 }
3938 3984
3939 /* insert the randomitems from the change's treasurelist into 3985 /* insert the randomitems from the change's treasurelist into
3940 * the player ref: player.c 3986 * the player ref: player.c
3941 */ 3987 */
3942 if (change->randomitems != NULL) 3988 if (change->randomitems)
3943 give_initial_items (pl, change->randomitems); 3989 give_initial_items (pl, change->randomitems);
3944 3990
3945 /* set up the face, for some races. */ 3991 /* set up the face, for some races. */
3946 3992
3947 /* first, look for the force object banning 3993 /* first, look for the force object banning
3948 * changing the face. Certain races never change face with class. 3994 * changing the face. Certain races never change face with class.
3949 */ 3995 */
3950 for (walk = pl->inv; walk != NULL; walk = walk->below) 3996 for (walk = pl->inv; walk; walk = walk->below)
3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3997 if (walk->name == shstr_NOCLASSFACECHANGE)
3952 flag_change_face = 0; 3998 flag_change_face = 0;
3953 3999
3954 if (flag_change_face) 4000 if (flag_change_face)
3955 { 4001 {
3956 pl->face = change->face; 4002 pl->face = change->face;
3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4004 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 } 4005 }
3960 4006
3961 /* check the special case of can't use weapons */ 4007 /* check the special case of can't use weapons */
3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4008 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3963 if (!strcmp (change->name, "monk")) 4009 if (change->name == shstr_monk)
3964 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4010 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3965 4011
3966 break; 4012 break;
3967 } 4013 }
3968 } 4014 }
4005 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4051 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4006 return; 4052 return;
4007 } 4053 }
4008 4054
4009 /* check whether they are compatible or not */ 4055 /* check whether they are compatible or not */
4010 find = strstr (marked->slaying, transformer->arch->archname); 4056 find = strstr (&marked->slaying, transformer->arch->archname);
4011 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4057 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4012 { 4058 {
4013 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4059 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4014 return; 4060 return;
4015 } 4061 }

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