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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.172 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 168}
168 169
169/** 170/**
170 * Handles applying a potion. 171 * Handles applying a potion.
315 */ 316 */
316 if (tmp->inv) 317 if (tmp->inv)
317 { 318 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 320 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
323 322 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 } 323 }
332 else 324 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 326
335 tmp->decrease (); 327 tmp->decrease ();
378 } 370 }
379 371
380 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 373 if (op->type == PLAYER)
382 { /* only for players */ 374 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 379 else
386 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
387 381
388 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
406 400
407/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
408 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
409 */ 419 */
410static int 420static int
411check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
412{ 422{
413 int count = 0; 423 int count = 0;
414 424
415 if (!item) 425 if (!item)
416 return 0; 426 return 0;
417 427
418 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* 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; 432 count += op->number_of ();
429 }
430 }
431 }
432 433
433 return count; 434 return count;
434} 435}
435 436
436/** 437/**
438 * op is typically the player, which is only 439 * op is typically the player, which is only
439 * really used to determine what space to look at. 440 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
441 */ 442 */
442static void 443static void
443eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 445{
445 object *prev; 446 object *prev;
446 447
447 prev = op; 448 prev = op;
448 op = op->below; 449 op = op->below;
449 450
450 while (op) 451 while (op)
451 { 452 {
452 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
453 { 454 {
454 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
455 { 456 {
456 op->decrease (nrof); 457 op->decrease (nrof);
457 return; 458 return;
466 } 467 }
467 468
468 prev = op; 469 prev = op;
469 op = op->below; 470 op = op->below;
470 } 471 }
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} 472}
523 473
524/** 474/**
525 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
655 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
657 607
658 if (weapon->level == 0) 608 if (weapon->level == 0)
659 { 609 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 613 return 0;
662 } 614 }
663 615
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 618 {
666 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 620 return 0;
668 } 621 }
669 622
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
671 { 625 {
672 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 628 "really want to improve it.");
675 return 0; 629 return 0;
904 * Takes one type of items and makes another. 858 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
908 */ 862 */
909static int 863int
910convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
911{ 865{
912 sint64 nr, price_in; 866 sint64 nr, price_in;
913 867
914 if (item->flag [FLAG_UNPAID]) 868 if (item->flag [FLAG_UNPAID])
995 item->nrof = give; 949 item->nrof = give;
996 950
997 if (nr) 951 if (nr)
998 item->nrof *= nr; 952 item->nrof *= nr;
999 953
1000 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 966 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 /** 969 /**
1098{ 1061{
1099 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1064 return 0;
1102 1065
1103 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1104 { 1067 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1108 */ 1071 */
1117/* push_button (altar);*/ 1080/* push_button (altar);*/
1118 } 1081 }
1119 else 1082 else
1120 { 1083 {
1121 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1122 push_button (altar); 1085 push_button (altar, originator);
1123 } 1086 }
1124 1087
1125 return !sacrifice; 1088 return !sacrifice;
1126 } 1089 }
1127 else 1090 else
1144 1107
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1109
1147 bool has_unpaid = false; 1110 bool has_unpaid = false;
1148 1111
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 1113 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1153 { 1116 {
1154 has_unpaid = true; 1117 has_unpaid = true;
1155 break; 1118 break;
1156 } 1119 }
1157 1120
1158 if (op->type != PLAYER) 1121 if (!op->is_player ())
1159 { 1122 {
1160 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1162 * the shop. 1125 * the shop.
1163 */ 1126 */
1167 1130
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1132 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 1134
1135 if (i >= 0)
1172 tmp->remove (); 1136 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 } 1137 }
1182 } 1138 }
1183 1139
1184 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1152 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198 1154
1199 return 0; 1155 return 0;
1200 } 1156 }
1157
1201 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1203 */ 1160 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1162 }
1260 * Handles applying a sign. 1217 * Handles applying a sign.
1261 */ 1218 */
1262static void 1219static void
1263apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1264{ 1221{
1222 if (!op->is_player())
1223 return;
1224
1265 if (sign->has_dialogue ()) 1225 if (sign->has_dialogue ())
1266 { 1226 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 1228 return;
1269 } 1229 }
1270 1230
1271 if (!sign->msg) 1231 if (!sign->msg)
1272 { 1232 {
1273 op->statusmsg ("Nothing is written on it."); 1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1274 return; 1237 return;
1275 } 1238 }
1276 1239
1277 if (sign->stats.food) 1240 if (sign->stats.food)
1278 { 1241 {
1279 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1280 { 1243 {
1281 if (!sign->move_on) 1244 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1283 1246
1284 return; 1247 return;
1285 } 1248 }
1286 1249
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1305 if (sign->sound) 1268 if (sign->sound)
1306 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1307 else if (autoapply) 1270 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 1271 ns->play_sound (sound_find ("msg_voice"));
1309 1272
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); 1273 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 } 1274 }
1319} 1275}
1320 1276
1321static void 1277static void
1322move_apply_hole (object *trap, object *victim) 1278move_apply_hole (object *trap, object *victim)
1386 1342
1387 recursion_depth++; 1343 recursion_depth++;
1388 if (trap->head) 1344 if (trap->head)
1389 trap = trap->head; 1345 trap = trap->head;
1390 1346
1391 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1392 goto leave;
1393
1394 switch (trap->type) 1348 switch (trap->type)
1395 { 1349 {
1396 case PLAYERMOVER: 1350 case PLAYERMOVER:
1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1398 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1399 if (!trap->stats.maxsp) 1422 if (!trap->value)
1400 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1401 1425
1402 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1403 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1404 */ 1441 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1406 1443
1407 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1408 * above with some objects have zero speed, and thus the player 1445 {
1409 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1410 */ 1455 }
1411 if (victim->speed_left < -50.f) 1456 break;
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 } 1457 }
1415 goto leave;
1416 1458
1417 case SPINNER: 1459 case CONVERTER:
1418 if (victim->direction) 1460 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 { 1461 {
1470 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 1463 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 } 1464 }
1482 1465
1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1484 { 1488 {
1485 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1486 * ab->above would be bogus 1490 * players output.
1487 */ 1491 */
1488 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1489 1494
1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1491 { 1496 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 } 1497 }
1502 goto leave; 1498 break;
1503 }
1504 1499
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: 1500 case ENCOUNTER:
1547 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1548 goto leave; 1502 break;
1549 1503
1550 case SHOP_MAT: 1504 case SHOP_MAT:
1551 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1552 goto leave; 1506 break;
1553 1507
1554 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1555 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1556 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1557 goto leave; 1511 break;
1558 1512
1559 case SIGN: 1513 case SIGN:
1560 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1561 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1562 1516
1563 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1564 goto leave; 1518 break;
1565 1519
1566 case CONTAINER: 1520 case CONTAINER:
1567 apply_container (victim, trap); 1521 apply_container (victim, trap);
1568 goto leave; 1522 break;
1569 1523
1570 case RUNE: 1524 case RUNE:
1571 case TRAP: 1525 case TRAP:
1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1573 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1574 goto leave; 1528 break;
1575 1529
1576 default: 1530 default:
1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1579 goto leave; 1533 break;
1580 } 1534 }
1581 1535
1582leave:
1583 recursion_depth--; 1536 recursion_depth--;
1584} 1537}
1585 1538
1586/** 1539/**
1587 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1626 1579
1627 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1628 1581
1629 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1630 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1584 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 1585
1639 /* gain xp from reading */ 1586 /* gain xp from reading */
1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */ 1588 { /* only if not read before */
1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 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); 1743 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!"); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return; 1745 return;
1799 } 1746 }
1800 1747
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1802 { 1750 {
1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1804 return; 1753 return;
1805 } 1754 }
1806 1755
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808 1757
2170 op->statusmsg (buf); 2119 op->statusmsg (buf);
2171 2120
2172 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2173 i = -1; 2122 i = -1;
2174 if (winners > 0) 2123 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2176 2125
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2127 {
2179 /* resistance increased! */ 2128 /* resistance increased! */
2180 skin->resist[i]++; 2129 skin->resist[i]++;
2355 2304
2356 return 0; 2305 return 0;
2357} 2306}
2358 2307
2359/** 2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2552
2553/**
2360 * Main apply handler. 2554 * Main apply handler.
2361 * 2555 *
2362 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2363 * 2557 *
2364 * Return value: 2558 * Return value:
2365 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2367 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2368 * 2562 *
2369 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2370 * being applied. 2564 * being applied.
2371 * 2565 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2374 */ 2568 */
2375int 2569int
2376manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2377{ 2571{
2378 tmp = tmp->head_ (); 2572 op = op->head_ ();
2379 2573
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2575 {
2382 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2383 { 2577 {
2578 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2580 return 1;
2386 } 2581 }
2387 else 2582 else
2388 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2389 } 2584 }
2390 2585
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2587 return RESULT_INT (0);
2393 2588
2394 switch (tmp->type) 2589 switch (op->type)
2395 { 2590 {
2396 case CF_HANDLE: 2591 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2597 push_button (op, who);
2403 return 1; 2598 return 1;
2404 2599
2405 case TRIGGER: 2600 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2407 { 2602 {
2408 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2410 } 2605 }
2411 else 2606 else
2412 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2413 2608
2414 return 1; 2609 return 1;
2415 2610
2416 case EXIT: 2611 case EXIT:
2417 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2418 return 0; 2613 return 0;
2419 2614
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2422 else 2617 else
2423 { 2618 {
2424 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2427 2622
2428 op->enter_exit (tmp); 2623 who->enter_exit (op);
2429 } 2624 }
2430 2625
2431 return 1; 2626 return 1;
2432 2627
2433 case INSCRIBABLE: 2628 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2630 // maybe show a spell menu to chose from or something like that
2436 return 1; 2631 return 1;
2437 2632
2438 case SIGN: 2633 case SIGN:
2439 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2440 return 1; 2635 return 1;
2441 2636
2442 case BOOK: 2637 case BOOK:
2443 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2444 { 2639 {
2445 apply_book (op, tmp); 2640 apply_book (who, op);
2446 return 1; 2641 return 1;
2447 } 2642 }
2448 else 2643 else
2449 return 0; 2644 return 0;
2450 2645
2451 case SKILLSCROLL: 2646 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2453 { 2648 {
2454 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2455 return 1; 2650 return 1;
2456 } 2651 }
2457 else 2652 else
2458 return 0; 2653 return 0;
2459 2654
2460 case SPELLBOOK: 2655 case SPELLBOOK:
2461 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2462 { 2657 {
2463 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2464 return 1; 2659 return 1;
2465 } 2660 }
2466 else 2661 else
2467 return 0; 2662 return 0;
2468 2663
2469 case SCROLL: 2664 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2471 return 1; 2666 return 1;
2472 2667
2473 case POTION: 2668 case POTION:
2474 apply_potion (op, tmp); 2669 apply_potion (who, op);
2475 return 1; 2670 return 1;
2476 2671
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2674 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2481 return 1; 2676 return 1;
2482 2677
2483 case CONTAINER: 2678 case CONTAINER:
2484 apply_container (op, tmp); 2679 apply_container (who, op);
2485 return 1; 2680 return 1;
2486 2681
2487 case TREASURE: 2682 case TREASURE:
2488 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2489 { 2684 {
2490 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2491 return 1; 2686 return 1;
2492 } 2687 }
2493 else 2688 else
2494 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2495 2695
2496 case WEAPON: 2696 case WEAPON:
2497 case ARMOUR: 2697 case ARMOUR:
2498 case BOOTS: 2698 case BOOTS:
2499 case GLOVES: 2699 case GLOVES:
2507 case WAND: 2707 case WAND:
2508 case ROD: 2708 case ROD:
2509 case HORN: 2709 case HORN:
2510 case SKILL: 2710 case SKILL:
2511 case BOW: 2711 case BOW:
2512 case LAMP:
2513 case BUILDER: 2712 case BUILDER:
2514 case SKILL_TOOL: 2713 case SKILL_TOOL:
2515 if (tmp->env != op) 2714 if (op->env != who)
2516 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2517 2716
2518 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2519 return 1; 2718 return 1;
2520 2719
2521 case DRINK: 2720 case DRINK:
2522 case FOOD: 2721 case FOOD:
2523 case FLESH: 2722 case FLESH:
2524 apply_food (op, tmp); 2723 apply_food (who, op);
2525 return 1; 2724 return 1;
2526 2725
2527 case POISON: 2726 case POISON:
2528 apply_poison (op, tmp); 2727 apply_poison (who, op);
2529 return 1; 2728 return 1;
2530 2729
2531 case SAVEBED: 2730 case SAVEBED:
2532 return 1; 2731 return 1;
2533 2732
2534 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2536 { 2735 {
2537 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2538 return 1; 2737 return 1;
2539 } 2738 }
2540 else 2739 else
2541 return 0; 2740 return 0;
2542 2741
2543 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2545 return 1; 2744 return 1;
2546 2745
2547 case CLOCK: 2746 case CLOCK:
2548 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2549 { 2748 {
2550 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2551 timeofday_t tod; 2750 timeofday_t tod;
2552 2751
2553 get_tod (&tod); 2752 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2754 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2758 ));
2560 return 1; 2759 return 1;
2561 } 2760 }
2562 else 2761 else
2563 return 0; 2762 return 0;
2564 2763
2565 case MENU: 2764 case MENU:
2566 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2567 { 2766 {
2568 shop_listing (tmp, op); 2767 shop_listing (op, who);
2569 return 1; 2768 return 1;
2570 } 2769 }
2571 else 2770 else
2572 return 0; 2771 return 0;
2573 2772
2574 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2775 return 1;
2577 2776
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2580 { 2779 {
2581 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2582 return 1; 2781 return 1;
2583 } 2782 }
2584 else 2783 else
2585 return 0; 2784 return 0;
2586 2785
2587 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2589 return 1; 2788 return 1;
2590 2789
2591 default: 2790 default:
2592 return 0; 2791 return 0;
2593 } 2792 }
2660 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2662 * the item needs. 2861 * the item needs.
2663 */ 2862 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2865 return;
2668 } 2866
2669 if (floors >= 2) 2867 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2671 } 2869 }
2672} 2870}
2673 2871
2745 case BRACERS: 2943 case BRACERS:
2746 case CLOAK: 2944 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 2946 change_abil (who, op);
2749 break; 2947 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 2948
2783 case BOW: 2949 case BOW:
2784 case WAND: 2950 case WAND:
2785 case ROD: 2951 case ROD:
2786 case HORN: 2952 case HORN:
3194 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3195 */ 3361 */
3196 who->change_skill (skop); 3362 who->change_skill (skop);
3197 } 3363 }
3198 3364
3199 if (who->type == PLAYER 3365 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 { 3366 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 3368 return 1;
3205 } 3369 }
3206 3370
3214 return RESULT_INT (0); 3378 return RESULT_INT (0);
3215 3379
3216 switch (op->type) 3380 switch (op->type)
3217 { 3381 {
3218 case WEAPON: 3382 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 3383 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3232 { 3386 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3236 3390
3270 case AMULET: 3424 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 3427 change_abil (who, op);
3274 break; 3428 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 3429
3316 case SKILL_TOOL: 3430 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3319 3433
3399 } 3513 }
3400 3514
3401 break; 3515 break;
3402 3516
3403 case BOW: 3517 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 3518 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 { 3519 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 3522 if (tmp)
3419 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3494 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3495 { 3599 {
3496 who->failmsg ( 3600 who->failmsg (
3497 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 3603 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3501 } 3605 }
3502 3606
3503 if (object *pl = op->visible_to ()) 3607 if (object *pl = op->visible_to ())
3683 } 3787 }
3684 3788
3685 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3689} 3793}
3690 3794
3691/** 3795/**
3692 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3693 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3698eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3699{ 3803{
3700 object *force; 3804 object *force;
3701 int i, did_one = 0; 3805 int i, did_one = 0;
3702 3806
3703 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3704 3810
3705 for (i = 0; i < NUM_STATS; i++)
3706 if (sint8 k = food->stats.stat (i))
3707 {
3708 force->stats.stat (i) = k;
3709 did_one = 1;
3710 }
3711
3712 /* check if we can protect the eater */
3713 for (i = 0; i < NROFATTACKS; i++)
3714 {
3715 if (food->resist[i] > 0)
3716 {
3717 force->resist[i] = food->resist[i] / 2;
3718 did_one = 1;
3719 }
3720 }
3721
3722 if (did_one)
3723 {
3724 force->set_speed (0.1);
3725 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3726 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3727 SET_FLAG (force, FLAG_APPLIED); 3813
3728 change_abil (who, force); 3814 if (force = who->force_find (key))
3729 insert_ob_in_ob (force, who); 3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3730 } 3825 }
3731 else 3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3732 force->destroy (); 3857 force->destroy ();
3858 }
3733 3859
3734 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3735 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3736 { 3862 {
3737 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3769 } 3895 }
3770 3896
3771 who->update_stats (); 3897 who->update_stats ();
3772} 3898}
3773 3899
3774/**
3775 * Designed primarily to light torches/lanterns/etc.
3776 * Also burns up burnable material too. First object in the inventory is
3777 * the selected object to "burn". -b.t.
3778 */
3779void
3780apply_lighter (object *who, object *lighter)
3781{
3782 object *item;
3783 int is_player_env = 0;
3784
3785 item = find_marked_object (who);
3786 if (item)
3787 {
3788 if (lighter->last_eat && lighter->stats.food)
3789 { /* lighter gets used up */
3790 object *oneLighter = lighter->split ();
3791 oneLighter->stats.food--;
3792 who->insert (oneLighter);
3793 }
3794 else if (lighter->last_eat)
3795 {
3796 /* no charges left in lighter */
3797 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3798 return;
3799 }
3800
3801 /* Perhaps we should split what we are trying to light on fire?
3802 * I can't see many times when you would want to light multiple
3803 * objects at once.
3804 */
3805
3806 if (who == item->in_player ())
3807 is_player_env = 1;
3808
3809 save_throw_object (item, AT_FIRE, who);
3810
3811 if (item->destroyed ())
3812 {
3813 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3814 /* Need to update the player so that the players glow radius
3815 * gets changed.
3816 */
3817 if (is_player_env)
3818 who->update_stats ();
3819 }
3820 else
3821 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3822 }
3823 else
3824 who->failmsg ("You need to mark a lightable object.");
3825}
3826 3900
3827/** 3901/**
3828 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3830 */ 3904 */
3930 } 4004 }
3931 4005
3932 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3933 * the player ref: player.c 4007 * the player ref: player.c
3934 */ 4008 */
3935 if (change->randomitems != NULL) 4009 if (change->randomitems)
3936 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3937 4011
3938 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3939 4013
3940 /* first, look for the force object banning 4014 /* first, look for the force object banning
3941 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3942 */ 4016 */
3943 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3945 flag_change_face = 0; 4019 flag_change_face = 0;
3946 4020
3947 if (flag_change_face) 4021 if (flag_change_face)
3948 { 4022 {
3949 pl->face = change->face; 4023 pl->face = change->face;
3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3952 } 4026 }
3953 4027
3954 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3955 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3956 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3957 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3958 4032
3959 break; 4033 break;
3960 } 4034 }
3961 } 4035 }
3998 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3999 return; 4073 return;
4000 } 4074 }
4001 4075
4002 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4003 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4005 { 4079 {
4006 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4007 return; 4081 return;
4008 } 4082 }

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