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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 1.200 by root, Sun Oct 11 18:18:04 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
103 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
104 */ 104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 106 return 0;
107 107
108 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
110 */ 110 */
111 if (object *marked = find_marked_object (pl)) 111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money, pl))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
125 125
126 for (object *id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
127 { 127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money, pl))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
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;
904 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
908 */ 861 */
909static int 862int
910convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
911{ 864{
912 sint64 nr, price_in; 865 sint64 nr, price_in;
913 866
914 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
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 /**
1098{ 1060{
1099 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1063 return 0;
1102 1064
1103 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1104 { 1066 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1108 */ 1070 */
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
1144 1106
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1108
1147 bool has_unpaid = false; 1109 bool has_unpaid = false;
1148 1110
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 1112 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
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)
1386 1341
1387 recursion_depth++; 1342 recursion_depth++;
1388 if (trap->head) 1343 if (trap->head)
1389 trap = trap->head; 1344 trap = trap->head;
1390 1345
1391 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1392 goto leave;
1393
1394 switch (trap->type) 1347 switch (trap->type)
1395 { 1348 {
1396 case PLAYERMOVER: 1349 case PLAYERMOVER:
1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 update_button (trap, originator);
1389 break;
1390
1391 case ALTAR:
1392 /* sacrifice victim on trap */
1393 apply_altar (trap, victim, originator);
1394 break;
1395
1396 case THROWN_OBJ:
1397 if (trap->inv == NULL)
1398 break;
1399 /* fallthrough */
1400
1401 case ARROW:
1402 /* bad bug: monster throw a object, make a step forwards, step on object ,
1403 * trigger this here and get hit by own missile - and will be own enemy.
1404 * Victim then is his own enemy and will start to kill herself (this is
1405 * removed) but we have not synced victim and his missile. To avoid senseless
1406 * action, we avoid hits here
1407 */
1408 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1409 hit_with_arrow (trap, victim);
1410 break;
1411
1412 case SPELL_EFFECT:
1413 apply_spell_effect (trap, victim);
1414 break;
1415
1416 case TRAPDOOR:
1398 { 1417 {
1418 int max, sound_was_played;
1419 object *ab, *ab_next;
1420
1399 if (!trap->stats.maxsp) 1421 if (!trap->value)
1400 trap->stats.maxsp = 2; 1422 {
1423 int tot;
1401 1424
1402 /* Is this correct? From the docs, it doesn't look like it 1425 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1403 * should be divided by trap->speed 1426 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1427 tot += ab->head_ ()->total_weight ();
1428
1429 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1430 break;
1431
1432 SET_ANIMATION (trap, trap->value);
1433 update_object (trap, UP_OBJ_FACE);
1434 }
1435
1436 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1437 {
1438 /* need to set this up, since if we do transfer the object,
1439 * ab->above would be bogus
1404 */ 1440 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1441 ab_next = ab->above;
1406 1442
1407 /* Just put in some sanity check. I think there is a bug in the 1443 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1408 * above with some objects have zero speed, and thus the player 1444 {
1409 * getting permanently paralyzed. 1445 if (!sound_was_played)
1446 {
1447 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1448 sound_was_played = 1;
1449 }
1450
1451 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1452 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1453 }
1410 */ 1454 }
1411 if (victim->speed_left < -50.f) 1455 break;
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 } 1456 }
1415 goto leave;
1416 1457
1417 case SPINNER: 1458 case CONVERTER:
1418 if (victim->direction) 1459 if (convert_item (victim, trap) < 0)
1419 {
1420 victim->direction = absdir (victim->direction - trap->stats.sp);
1421 update_turn_face (victim);
1422 }
1423 goto leave;
1424
1425 case DIRECTOR:
1426 if (victim->direction && !should_director_abort (trap, victim))
1427 {
1428 victim->direction = trap->stats.sp;
1429 update_turn_face (victim);
1430 }
1431 goto leave;
1432
1433 case BUTTON:
1434 case PEDESTAL:
1435 update_button (trap);
1436 goto leave;
1437
1438 case ALTAR:
1439 /* sacrifice victim on trap */
1440 apply_altar (trap, victim, originator);
1441 goto leave;
1442
1443 case THROWN_OBJ:
1444 if (trap->inv == NULL)
1445 goto leave;
1446 /* fallthrough */
1447
1448 case ARROW:
1449 /* bad bug: monster throw a object, make a step forwards, step on object ,
1450 * trigger this here and get hit by own missile - and will be own enemy.
1451 * Victim then is his own enemy and will start to kill herself (this is
1452 * removed) but we have not synced victim and his missile. To avoid senseless
1453 * action, we avoid hits here
1454 */
1455 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1456 hit_with_arrow (trap, victim);
1457 goto leave;
1458
1459 case SPELL_EFFECT:
1460 apply_spell_effect (trap, victim);
1461 goto leave;
1462
1463 case TRAPDOOR:
1464 {
1465 int max, sound_was_played;
1466 object *ab, *ab_next;
1467
1468 if (!trap->value)
1469 { 1460 {
1470 int tot; 1461 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 1462 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1474 tot += ab->head_ ()->total_weight ();
1475
1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1477 goto leave;
1478
1479 SET_ANIMATION (trap, trap->value);
1480 update_object (trap, UP_OBJ_FACE);
1481 } 1463 }
1482 1464
1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1465 break;
1466
1467 case TRIGGER_BUTTON:
1468 case TRIGGER_PEDESTAL:
1469 case TRIGGER_ALTAR:
1470 check_trigger (trap, victim, originator);
1471 break;
1472
1473 case DEEP_SWAMP:
1474 walk_on_deep_swamp (trap, victim);
1475 break;
1476
1477 case CHECK_INV:
1478 check_inv (victim, trap);
1479 break;
1480
1481 case HOLE:
1482 move_apply_hole (trap, victim);
1483 break;
1484
1485 case EXIT:
1486 if (victim->type == PLAYER && EXIT_PATH (trap))
1484 { 1487 {
1485 /* need to set this up, since if we do transfer the object, 1488 /* Basically, don't show exits leading to random maps the
1486 * ab->above would be bogus 1489 * players output.
1487 */ 1490 */
1488 ab_next = ab->above; 1491 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1492 victim->statusmsg (trap->msg, NDI_NAVY);
1489 1493
1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1494 trap->play_sound (trap->sound);
1491 { 1495 victim->enter_exit (trap);
1492 if (!sound_was_played)
1493 {
1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1495 sound_was_played = 1;
1496 }
1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1500 }
1501 } 1496 }
1502 goto leave; 1497 break;
1503 }
1504 1498
1505 case CONVERTER:
1506 if (convert_item (victim, trap) < 0)
1507 {
1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 }
1511
1512 goto leave;
1513
1514 case TRIGGER_BUTTON:
1515 case TRIGGER_PEDESTAL:
1516 case TRIGGER_ALTAR:
1517 check_trigger (trap, victim);
1518 goto leave;
1519
1520 case DEEP_SWAMP:
1521 walk_on_deep_swamp (trap, victim);
1522 goto leave;
1523
1524 case CHECK_INV:
1525 check_inv (victim, trap);
1526 goto leave;
1527
1528 case HOLE:
1529 move_apply_hole (trap, victim);
1530 goto leave;
1531
1532 case EXIT:
1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1534 {
1535 /* Basically, don't show exits leading to random maps the
1536 * players output.
1537 */
1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1539 victim->statusmsg (trap->msg, NDI_NAVY);
1540
1541 trap->play_sound (trap->sound);
1542 victim->enter_exit (trap);
1543 }
1544 goto leave;
1545
1546 case ENCOUNTER: 1499 case ENCOUNTER:
1547 /* may be some leftovers on this */ 1500 /* may be some leftovers on this */
1548 goto leave; 1501 break;
1549 1502
1550 case SHOP_MAT: 1503 case SHOP_MAT:
1551 apply_shop_mat (trap, victim); 1504 apply_shop_mat (trap, victim);
1552 goto leave; 1505 break;
1553 1506
1554 /* Drop a certain amount of gold, and have one item identified */ 1507 /* Drop a certain amount of gold, and have one item identified */
1555 case IDENTIFY_ALTAR: 1508 case IDENTIFY_ALTAR:
1556 apply_id_altar (victim, trap, originator); 1509 apply_id_altar (victim, trap, originator);
1557 goto leave; 1510 break;
1558 1511
1559 case SIGN: 1512 case SIGN:
1560 if (victim->type != PLAYER && trap->stats.food > 0) 1513 if (victim->type != PLAYER && trap->stats.food > 0)
1561 goto leave; /* monsters musn't apply magic_mouths with counters */ 1514 break; /* monsters musn't apply magic_mouths with counters */
1562 1515
1563 apply_sign (victim, trap, 1); 1516 apply_sign (victim, trap, 1);
1564 goto leave; 1517 break;
1565 1518
1566 case CONTAINER: 1519 case CONTAINER:
1567 apply_container (victim, trap); 1520 apply_container (victim, trap);
1568 goto leave; 1521 break;
1569 1522
1570 case RUNE: 1523 case RUNE:
1571 case TRAP: 1524 case TRAP:
1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1525 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1573 spring_trap (trap, victim); 1526 spring_trap (trap, victim);
1574 goto leave; 1527 break;
1575 1528
1576 default: 1529 default:
1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1530 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1531 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1579 goto leave; 1532 break;
1580 } 1533 }
1581 1534
1582leave:
1583 recursion_depth--; 1535 recursion_depth--;
1584} 1536}
1585 1537
1586/** 1538/**
1587 * Handles reading a regular (ie not containing a spell) book. 1539 * Handles reading a regular (ie not containing a spell) book.
1626 1578
1627 readable_message_type *msgType = get_readable_message_type (tmp); 1579 readable_message_type *msgType = get_readable_message_type (tmp);
1628 1580
1629 if (player *pl = op->contr) 1581 if (player *pl = op->contr)
1630 if (client *ns = pl->ns) 1582 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)); 1583 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 1584
1639 /* gain xp from reading */ 1585 /* gain xp from reading */
1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1586 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */ 1587 { /* only if not read before */
1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1588 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); 1742 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!"); 1743 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return; 1744 return;
1799 } 1745 }
1800 1746
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1747 int learn_level = sqrtf (spell->level) * 1.5f;
1748 if (skop->level < learn_level)
1802 { 1749 {
1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1750 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1751 &tmp->skill, learn_level));
1804 return; 1752 return;
1805 } 1753 }
1806 1754
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1755 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808 1756
1965 if (op->destroyed () || tmp->destroyed ()) 1913 if (op->destroyed () || tmp->destroyed ())
1966 break; 1914 break;
1967 } 1915 }
1968 1916
1969 if (!tmp->destroyed () && !tmp->inv) 1917 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease (); 1918 tmp->decrease (true);
1971} 1919}
1972 1920
1973/** 1921/**
1974 * op eats food. 1922 * op eats food.
1975 * If player, takes care of messages and dragon special food. 1923 * If player, takes care of messages and dragon special food.
2170 op->statusmsg (buf); 2118 op->statusmsg (buf);
2171 2119
2172 /* now choose a winner if we have any */ 2120 /* now choose a winner if we have any */
2173 i = -1; 2121 i = -1;
2174 if (winners > 0) 2122 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2123 i = atnr_winner [rndm (winners)];
2176 2124
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2126 {
2179 /* resistance increased! */ 2127 /* resistance increased! */
2180 skin->resist[i]++; 2128 skin->resist[i]++;
2355 2303
2356 return 0; 2304 return 0;
2357} 2305}
2358 2306
2359/** 2307/**
2308 * This function will try to apply a lighter and in case no lighter
2309 * is specified it will try to find a lighter in the players inventory,
2310 * and inform him about this requirement.
2311 *
2312 * who - the player
2313 * op - the item we want to light
2314 * lighter - the lighter or 0 if a lighter has yet to be found
2315 */
2316static object *
2317auto_apply_lighter (object *who, object *op, object *lighter)
2318{
2319 if (lighter == 0)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 {
2323 if (tmp->type == LIGHTER)
2324 {
2325 lighter = tmp;
2326 break;
2327 }
2328 }
2329
2330 if (!lighter)
2331 {
2332 who->failmsg (format (
2333 "You can't light up the %s with your bare hands! "
2334 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 &op->name));
2336 return 0;
2337 }
2338 }
2339
2340 // last_eat == 0 means the lighter is not being used up!
2341 if (lighter->last_eat && lighter->stats.food)
2342 {
2343 /* lighter gets used up */
2344 lighter = lighter->split ();
2345 lighter->stats.food--;
2346 who->insert (lighter);
2347 }
2348 else if (lighter->last_eat)
2349 {
2350 /* no charges left in lighter */
2351 who->failmsg (format (
2352 "You attempt to light the %s with a used up %s.",
2353 &op->name, &lighter->name));
2354 return 0;
2355 }
2356
2357 return lighter;
2358}
2359
2360/**
2361 * Designed primarily to light torches/lanterns/etc.
2362 * Also burns up burnable material too. First object in the inventory is
2363 * the selected object to "burn". -b.t.
2364 */
2365void
2366apply_lighter (object *who, object *lighter)
2367{
2368 object *item;
2369 int is_player_env = 0;
2370
2371 item = find_marked_object (who);
2372 if (item)
2373 {
2374 if (!auto_apply_lighter (who, item, lighter))
2375 return;
2376
2377 /* Perhaps we should split what we are trying to light on fire?
2378 * I can't see many times when you would want to light multiple
2379 * objects at once.
2380 */
2381
2382 save_throw_object (item, AT_FIRE, who);
2383
2384 if (item->destroyed ()
2385 || ((item->type == LAMP || item->type == TORCH)
2386 && item->glow_radius > 0))
2387 who->statusmsg (format (
2388 "You light the %s with the %s.",
2389 &item->name, &lighter->name));
2390 else
2391 who->failmsg (format (
2392 "You attempt to light the %s with the %s and fail.",
2393 &item->name, &lighter->name));
2394 }
2395 else
2396 who->failmsg ("You need to mark a lightable object.");
2397}
2398
2399/**
2400 * This function generates a cursed effect for cursed lamps and torches.
2401 */
2402void player_apply_lamp_cursed_effect (object *who, object *op)
2403{
2404 if (op->level)
2405 {
2406 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!",
2408 &op->name));
2409 create_exploding_ball_at (who, op->level);
2410 }
2411 else
2412 {
2413 who->failmsg (format (
2414 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415 &op->name));
2416 }
2417
2418 op->destroy ();
2419}
2420
2421/**
2422 * Apply for players and lamps
2423 *
2424 * who - the player
2425 * op - the lamp
2426 */
2427void player_apply_lamp (object *who, object *op)
2428{
2429 bool switch_on = op->glow_radius ? false : true;
2430
2431 if (switch_on)
2432 {
2433 object *lighter = 0;
2434
2435 if (op->flag [FLAG_IS_LIGHTABLE]
2436 && !(lighter = auto_apply_lighter (who, op, 0)))
2437 return;
2438
2439 if (op->stats.food < 1)
2440 {
2441 if (op->type == LAMP)
2442 who->failmsg (format (
2443 "The %s is out of fuel! "
2444 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445 &op->name));
2446 else
2447 who->failmsg (format (
2448 "The %s is burnt out! "
2449 "H<Torches and similar items burn out and become worthless.>",
2450 &op->name));
2451 return;
2452 }
2453
2454 if (op->flag [FLAG_CURSED])
2455 {
2456 player_apply_lamp_cursed_effect (who, op);
2457 return;
2458 }
2459
2460 if (lighter)
2461 who->statusmsg (format (
2462 "You light up the %s with the %s.", &op->name, &lighter->name));
2463 else
2464 who->statusmsg (format ("You light up the %s.", &op->name));
2465 }
2466 else
2467 {
2468 if (op->flag [FLAG_CURSED])
2469 {
2470 player_apply_lamp_cursed_effect (who, op);
2471 return;
2472 }
2473
2474 if (op->type == TORCH)
2475 {
2476 if (!op->flag [FLAG_IS_LIGHTABLE])
2477 {
2478 who->statusmsg (format (
2479 "You put out the %s. "
2480 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481 &op->name, &op->name));
2482 }
2483 else
2484 who->statusmsg (format (
2485 "You put out the %s."
2486 "H<Torches wear out if you put them out.>",
2487 &op->name));
2488 }
2489 else
2490 who->statusmsg (format ("You turn off the %s.", &op->name));
2491 }
2492
2493 apply_lamp (op, switch_on);
2494}
2495
2496void get_animation_from_arch (object *op, arch_ptr a)
2497{
2498 op->animation_id = a->animation_id;
2499 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501 op->anim_speed = a->anim_speed;
2502 op->last_anim = 0;
2503 op->state = 0;
2504 op->face = a->face;
2505
2506 if (NUM_ANIMATIONS(op) > 1)
2507 {
2508 SET_ANIMATION(op, 0);
2509 animate_object (op, op->direction);
2510 }
2511 else
2512 update_object (op, UP_OBJ_FACE);
2513}
2514
2515/**
2516 * Apply for LAMPs and TORCHes.
2517 *
2518 * op - the lamp
2519 * switch_on - a flag which says whether the lamp should be switched on or off
2520 */
2521void apply_lamp (object *op, bool switch_on)
2522{
2523 op->set_glow_radius (switch_on ? op->range : 0);
2524 op->set_speed (switch_on ? op->arch->speed : 0);
2525
2526 // torches wear out if you put them out
2527 if (op->type == TORCH && !switch_on)
2528 {
2529 if (op->flag [FLAG_IS_LIGHTABLE])
2530 {
2531 op->stats.food -= (double) op->arch->stats.food / 15;
2532 if (op->stats.food < 0)
2533 op->stats.food = 0;
2534 }
2535 else
2536 op->stats.food = 0;
2537 }
2538
2539 // lamps and torched get worthless when used up
2540 if (op->stats.food <= 0)
2541 op->value = 0;
2542
2543 // FIXME: This is a hack to make the more sane torches and lamps
2544 // still animated ;-/
2545 if (op->other_arch)
2546 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547
2548 if (object *pl = op->visible_to ())
2549 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2550}
2551
2552/**
2360 * Main apply handler. 2553 * Main apply handler.
2361 * 2554 *
2362 * Checks for unpaid items before applying. 2555 * Checks for unpaid items before applying.
2363 * 2556 *
2364 * Return value: 2557 * Return value:
2365 * 0: player or monster can't apply objects of that type 2558 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object 2559 * 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 2560 * 2: objects of that type can't be applied if not in inventory
2368 * 2561 *
2369 * op is the object that is causing object to be applied, tmp is the object 2562 * who is the object that is causing object to be applied, op is the object
2370 * being applied. 2563 * being applied.
2371 * 2564 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with 2565 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special 2566 * them in this function - they are passed to apply_special
2374 */ 2567 */
2375int 2568int
2376manual_apply (object *op, object *tmp, int aflag) 2569manual_apply (object *who, object *op, int aflag)
2377{ 2570{
2378 tmp = tmp->head_ (); 2571 op = op->head_ ();
2379 2572
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2574 {
2382 if (op->type == PLAYER) 2575 if (who->type == PLAYER)
2383 { 2576 {
2577 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2578 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2579 return 1;
2386 } 2580 }
2387 else 2581 else
2388 return 0; /* monsters just skip unpaid items */ 2582 return 0; /* monsters just skip unpaid items */
2389 } 2583 }
2390 2584
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2586 return RESULT_INT (0);
2393 2587
2394 switch (tmp->type) 2588 switch (op->type)
2395 { 2589 {
2396 case CF_HANDLE: 2590 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2591 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2592 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2593 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2594 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2595 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2596 push_button (op, who);
2403 return 1; 2597 return 1;
2404 2598
2405 case TRIGGER: 2599 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2600 if (check_trigger (op, who, who))
2407 { 2601 {
2408 op->statusmsg ("You turn the handle."); 2602 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2603 who->play_sound (sound_find ("turn_handle"));
2410 } 2604 }
2411 else 2605 else
2412 op->failmsg ("The handle doesn't move."); 2606 who->failmsg ("The handle doesn't move.");
2413 2607
2414 return 1; 2608 return 1;
2415 2609
2416 case EXIT: 2610 case EXIT:
2417 if (op->type != PLAYER) 2611 if (who->type != PLAYER)
2418 return 0; 2612 return 0;
2419 2613
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2615 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2422 else 2616 else
2423 { 2617 {
2424 /* Don't display messages for random maps. */ 2618 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2620 who->statusmsg (op->msg, NDI_NAVY);
2427 2621
2428 op->enter_exit (tmp); 2622 who->enter_exit (op);
2429 } 2623 }
2430 2624
2431 return 1; 2625 return 1;
2432 2626
2433 case INSCRIBABLE: 2627 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2628 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2629 // maybe show a spell menu to chose from or something like that
2436 return 1; 2630 return 1;
2437 2631
2438 case SIGN: 2632 case SIGN:
2439 apply_sign (op, tmp, 0); 2633 apply_sign (who, op, 0);
2440 return 1; 2634 return 1;
2441 2635
2442 case BOOK: 2636 case BOOK:
2443 if (op->type == PLAYER) 2637 if (who->type == PLAYER)
2444 { 2638 {
2445 apply_book (op, tmp); 2639 apply_book (who, op);
2446 return 1; 2640 return 1;
2447 } 2641 }
2448 else 2642 else
2449 return 0; 2643 return 0;
2450 2644
2451 case SKILLSCROLL: 2645 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2453 { 2647 {
2454 apply_skillscroll (op, tmp); 2648 apply_skillscroll (who, op);
2455 return 1; 2649 return 1;
2456 } 2650 }
2457 else 2651 else
2458 return 0; 2652 return 0;
2459 2653
2460 case SPELLBOOK: 2654 case SPELLBOOK:
2461 if (op->type == PLAYER) 2655 if (who->type == PLAYER)
2462 { 2656 {
2463 apply_spellbook (op, tmp); 2657 apply_spellbook (who, op);
2464 return 1; 2658 return 1;
2465 } 2659 }
2466 else 2660 else
2467 return 0; 2661 return 0;
2468 2662
2469 case SCROLL: 2663 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2664 apply_scroll (who, op, 0);
2471 return 1; 2665 return 1;
2472 2666
2473 case POTION: 2667 case POTION:
2474 apply_potion (op, tmp); 2668 apply_potion (who, op);
2475 return 1; 2669 return 1;
2476 2670
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2671 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2672 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2673 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2674 apply_container (who, op->env);
2481 return 1; 2675 return 1;
2482 2676
2483 case CONTAINER: 2677 case CONTAINER:
2484 apply_container (op, tmp); 2678 apply_container (who, op);
2485 return 1; 2679 return 1;
2486 2680
2487 case TREASURE: 2681 case TREASURE:
2488 if (op->type == PLAYER) 2682 if (who->type == PLAYER)
2489 { 2683 {
2490 apply_treasure (op, tmp); 2684 apply_treasure (who, op);
2491 return 1; 2685 return 1;
2492 } 2686 }
2493 else 2687 else
2494 return 0; 2688 return 0;
2689
2690 case LAMP:
2691 case TORCH:
2692 player_apply_lamp (who, op);
2693 return 1;
2495 2694
2496 case WEAPON: 2695 case WEAPON:
2497 case ARMOUR: 2696 case ARMOUR:
2498 case BOOTS: 2697 case BOOTS:
2499 case GLOVES: 2698 case GLOVES:
2507 case WAND: 2706 case WAND:
2508 case ROD: 2707 case ROD:
2509 case HORN: 2708 case HORN:
2510 case SKILL: 2709 case SKILL:
2511 case BOW: 2710 case BOW:
2512 case LAMP:
2513 case BUILDER: 2711 case BUILDER:
2514 case SKILL_TOOL: 2712 case SKILL_TOOL:
2515 if (tmp->env != op) 2713 if (op->env != who)
2516 return 2; /* not in inventory */ 2714 return 2; /* not in inventory */
2517 2715
2518 apply_special (op, tmp, aflag); 2716 apply_special (who, op, aflag);
2519 return 1; 2717 return 1;
2520 2718
2521 case DRINK: 2719 case DRINK:
2522 case FOOD: 2720 case FOOD:
2523 case FLESH: 2721 case FLESH:
2524 apply_food (op, tmp); 2722 apply_food (who, op);
2525 return 1; 2723 return 1;
2526 2724
2527 case POISON: 2725 case POISON:
2528 apply_poison (op, tmp); 2726 apply_poison (who, op);
2529 return 1; 2727 return 1;
2530 2728
2531 case SAVEBED: 2729 case SAVEBED:
2532 return 1; 2730 return 1;
2533 2731
2534 case ARMOUR_IMPROVER: 2732 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2536 { 2734 {
2537 apply_armour_improver (op, tmp); 2735 apply_armour_improver (who, op);
2538 return 1; 2736 return 1;
2539 } 2737 }
2540 else 2738 else
2541 return 0; 2739 return 0;
2542 2740
2543 case WEAPON_IMPROVER: 2741 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2742 check_improve_weapon (who, op);
2545 return 1; 2743 return 1;
2546 2744
2547 case CLOCK: 2745 case CLOCK:
2548 if (op->type == PLAYER) 2746 if (who->type == PLAYER)
2549 { 2747 {
2550 char buf[MAX_BUF]; 2748 char buf[MAX_BUF];
2551 timeofday_t tod; 2749 timeofday_t tod;
2552 2750
2553 get_tod (&tod); 2751 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2752 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2753 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2754 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2755 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2756 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2757 ));
2560 return 1; 2758 return 1;
2561 } 2759 }
2562 else 2760 else
2563 return 0; 2761 return 0;
2564 2762
2565 case MENU: 2763 case MENU:
2566 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2567 { 2765 {
2568 shop_listing (tmp, op); 2766 shop_listing (op, who);
2569 return 1; 2767 return 1;
2570 } 2768 }
2571 else 2769 else
2572 return 0; 2770 return 0;
2573 2771
2574 case POWER_CRYSTAL: 2772 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2773 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2774 return 1;
2577 2775
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2776 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2580 { 2778 {
2581 apply_lighter (op, tmp); 2779 apply_lighter (who, op);
2582 return 1; 2780 return 1;
2583 } 2781 }
2584 else 2782 else
2585 return 0; 2783 return 0;
2586 2784
2587 case ITEM_TRANSFORMER: 2785 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2786 apply_item_transformer (who, op);
2589 return 1; 2787 return 1;
2590 2788
2591 default: 2789 default:
2592 return 0; 2790 return 0;
2593 } 2791 }
2660 * person moving on it, also activate. Added code to make it 2858 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2859 * so that at least one of players movement types be that which
2662 * the item needs. 2860 * the item needs.
2663 */ 2861 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2863 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2864 return;
2668 } 2865
2669 if (floors >= 2) 2866 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2867 return; /* process at most two floor objects */
2671 } 2868 }
2672} 2869}
2673 2870
2745 case BRACERS: 2942 case BRACERS:
2746 case CLOAK: 2943 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 2944 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 2945 change_abil (who, op);
2749 break; 2946 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 2947
2783 case BOW: 2948 case BOW:
2784 case WAND: 2949 case WAND:
2785 case ROD: 2950 case ROD:
2786 case HORN: 2951 case HORN:
3194 * skill so that the dam and wc get updated 3359 * skill so that the dam and wc get updated
3195 */ 3360 */
3196 who->change_skill (skop); 3361 who->change_skill (skop);
3197 } 3362 }
3198 3363
3199 if (who->type == PLAYER 3364 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 { 3365 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3366 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 3367 return 1;
3205 } 3368 }
3206 3369
3214 return RESULT_INT (0); 3377 return RESULT_INT (0);
3215 3378
3216 switch (op->type) 3379 switch (op->type)
3217 { 3380 {
3218 case WEAPON: 3381 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 3382 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword. 3383 // i.e. "R" can use Ragnarok's sword.
3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3384 if (op->level && !op->name.starts_with (who->name))
3232 { 3385 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 3386 /* 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) */ 3387 /* (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.>"); 3388 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3236 3389
3270 case AMULET: 3423 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 3425 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 3426 change_abil (who, op);
3274 break; 3427 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 3428
3316 case SKILL_TOOL: 3429 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill 3430 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED); 3431 SET_FLAG (op, FLAG_APPLIED);
3319 3432
3399 } 3512 }
3400 3513
3401 break; 3514 break;
3402 3515
3403 case BOW: 3516 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 3517 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 { 3518 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 3519 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 3520 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 3521 if (tmp)
3419 insert_ob_in_ob (tmp, who); 3522 insert_ob_in_ob (tmp, who);
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3596 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3494 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3495 { 3598 {
3496 who->failmsg ( 3599 who->failmsg (
3497 "Oops, it feels deadly cold! " 3600 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3601 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 3602 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 3603 SET_FLAG (op, FLAG_KNOWN_CURSED);
3501 } 3604 }
3502 3605
3503 if (object *pl = op->visible_to ()) 3606 if (object *pl = op->visible_to ())
3572 /* If we generated an object and put it in this object inventory, 3675 /* 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 3676 * move it to the parent object as the current object is about
3574 * to disappear. An example of this item is the random_* stuff 3677 * to disappear. An example of this item is the random_* stuff
3575 * that is put inside other objects. 3678 * that is put inside other objects.
3576 */ 3679 */
3577 for (tmp = op->inv; tmp; tmp = tmp2)
3578 {
3579 tmp2 = tmp->below;
3580 tmp->remove ();
3581
3582 if (op->env) 3680 if (op->env)
3583 insert_ob_in_ob (tmp, op->env); 3681 while (op->inv)
3584 else 3682 op->env->insert (op->inv);
3585 tmp->destroy ();
3586 }
3587 3683
3588 op->destroy (); 3684 op->destroy ();
3589 break; 3685 break;
3590 } 3686 }
3591 3687
3690 } 3786 }
3691 3787
3692 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3693 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3789 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3694 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3790 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3695 check_trigger (tmp, tmp->above); 3791 check_trigger (tmp, tmp->above, tmp->above);
3696} 3792}
3697 3793
3698/** 3794/**
3699 * Handles player eating food that temporarily changes status (resistances, stats). 3795 * Handles player eating food that temporarily changes status (resistances, stats).
3700 * This used to call cast_change_attr(), but 3796 * This used to call cast_change_attr(), but
3705eat_special_food (object *who, object *food) 3801eat_special_food (object *who, object *food)
3706{ 3802{
3707 object *force; 3803 object *force;
3708 int i, did_one = 0; 3804 int i, did_one = 0;
3709 3805
3710 force = get_archetype (FORCE_NAME); 3806 char buf[64];
3807 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3808 shstr key (buf);
3711 3809
3712 for (i = 0; i < NUM_STATS; i++)
3713 if (sint8 k = food->stats.stat (i))
3714 {
3715 force->stats.stat (i) = k;
3716 did_one = 1;
3717 }
3718
3719 /* check if we can protect the eater */
3720 for (i = 0; i < NROFATTACKS; i++)
3721 {
3722 if (food->resist[i] > 0)
3723 {
3724 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1;
3726 }
3727 }
3728
3729 if (did_one)
3730 {
3731 force->set_speed (0.1);
3732 /* bigger morsel of food = longer effect time */ 3810 /* bigger morsel of food = longer effect time */
3733 force->duration = food->stats.food / 5; 3811 int duration = TIME2TICK (food->stats.food);
3734 SET_FLAG (force, FLAG_APPLIED); 3812
3735 change_abil (who, force); 3813 if (force = who->force_find (key))
3736 insert_ob_in_ob (force, who); 3814 {
3815 if (duration > abs (force->speed_left / force->speed))
3816 {
3817 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3818 force->force_set_timer (duration);
3819 }
3820 else
3821 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3822
3823 return;
3737 } 3824 }
3738 else 3825 else
3826 {
3827 force = who->force_add (key, duration);
3828 force->name = key;
3829
3830 /* check if the food affects a stat */
3831 for (i = 0; i < NUM_STATS; i++)
3832 if (sint8 k = food->stats.stat (i))
3833 {
3834 force->stats.stat (i) = k;
3835 did_one = 1;
3836 }
3837
3838 /* check if we can protect the eater */
3839 for (i = 0; i < NROFATTACKS; i++)
3840 {
3841 if (food->resist[i] > 0)
3842 {
3843 force->resist[i] = food->resist[i];
3844 did_one = 1;
3845 }
3846 }
3847
3848 if (did_one)
3849 {
3850 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3851
3852 /* make the force take effect and report effects to user */
3853 change_abil (who, force);
3854 }
3855 else
3739 force->destroy (); 3856 force->destroy ();
3857 }
3740 3858
3741 /* check for hp, sp change */ 3859 /* check for hp, sp change */
3742 if (food->stats.hp != 0) 3860 if (food->stats.hp != 0)
3743 { 3861 {
3744 if (QUERY_FLAG (food, FLAG_CURSED)) 3862 if (QUERY_FLAG (food, FLAG_CURSED))
3776 } 3894 }
3777 3895
3778 who->update_stats (); 3896 who->update_stats ();
3779} 3897}
3780 3898
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 3899
3834/** 3900/**
3835 * op made some mistake with a scroll, this takes care of punishment. 3901 * op made some mistake with a scroll, this takes care of punishment.
3836 * scroll_failure()- hacked directly from spell_failure 3902 * scroll_failure()- hacked directly from spell_failure
3837 */ 3903 */
3937 } 4003 }
3938 4004
3939 /* insert the randomitems from the change's treasurelist into 4005 /* insert the randomitems from the change's treasurelist into
3940 * the player ref: player.c 4006 * the player ref: player.c
3941 */ 4007 */
3942 if (change->randomitems != NULL) 4008 if (change->randomitems)
3943 give_initial_items (pl, change->randomitems); 4009 give_initial_items (pl, change->randomitems);
3944 4010
3945 /* set up the face, for some races. */ 4011 /* set up the face, for some races. */
3946 4012
3947 /* first, look for the force object banning 4013 /* first, look for the force object banning
3948 * changing the face. Certain races never change face with class. 4014 * changing the face. Certain races never change face with class.
3949 */ 4015 */
3950 for (walk = pl->inv; walk != NULL; walk = walk->below) 4016 for (walk = pl->inv; walk; walk = walk->below)
3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4017 if (walk->name == shstr_NOCLASSFACECHANGE)
3952 flag_change_face = 0; 4018 flag_change_face = 0;
3953 4019
3954 if (flag_change_face) 4020 if (flag_change_face)
3955 { 4021 {
3956 pl->face = change->face; 4022 pl->face = change->face;
3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4024 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 } 4025 }
3960 4026
3961 /* check the special case of can't use weapons */ 4027 /* check the special case of can't use weapons */
3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4028 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3963 if (!strcmp (change->name, "monk")) 4029 if (change->name == shstr_monk)
3964 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4030 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3965 4031
3966 break; 4032 break;
3967 } 4033 }
3968 } 4034 }
4005 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4071 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4006 return; 4072 return;
4007 } 4073 }
4008 4074
4009 /* check whether they are compatible or not */ 4075 /* check whether they are compatible or not */
4010 find = strstr (marked->slaying, transformer->arch->archname); 4076 find = strstr (&marked->slaying, transformer->arch->archname);
4011 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4077 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4012 { 4078 {
4013 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4079 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4014 return; 4080 return;
4015 } 4081 }

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