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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.178 by root, Sun Dec 28 15:28:47 2008 UTC vs.
Revision 1.185 by root, Mon Jan 12 19:12:16 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
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.
406 406
407/** 407/**
408 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
409 */ 409 */
410static int 410static int
411check_item (object *op, const char *item) 411check_item (object *op, shstr_cmp item)
412{ 412{
413 int count = 0; 413 int count = 0;
414 414
415 if (!item) 415 if (!item)
416 return 0; 416 return 0;
417 417
418 for (op = op->below; op; op = op->below) 418 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 419 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 421 && /* 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; 422 count += op->number_of ();
429 }
430 }
431 }
432 423
433 return count; 424 return count;
434} 425}
435 426
436/** 427/**
438 * op is typically the player, which is only 429 * op is typically the player, which is only
439 * really used to determine what space to look at. 430 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 431 * Modified to only eat 'nrof' of objects.
441 */ 432 */
442static void 433static void
443eat_item (object *op, const char *item, uint32 nrof) 434eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 435{
445 object *prev; 436 object *prev;
446 437
447 prev = op; 438 prev = op;
448 op = op->below; 439 op = op->below;
449 440
450 while (op) 441 while (op)
451 { 442 {
452 if (strcmp (op->arch->archname, item) == 0) 443 if (op->arch->archname == item)
453 { 444 {
454 if (op->nrof >= nrof) 445 if (op->nrof >= nrof)
455 { 446 {
456 op->decrease (nrof); 447 op->decrease (nrof);
457 return; 448 return;
1126/* push_button (altar);*/ 1117/* push_button (altar);*/
1127 } 1118 }
1128 else 1119 else
1129 { 1120 {
1130 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1131 push_button (altar); 1122 push_button (altar, originator);
1132 } 1123 }
1133 1124
1134 return !sacrifice; 1125 return !sacrifice;
1135 } 1126 }
1136 else 1127 else
1263 * Handles applying a sign. 1254 * Handles applying a sign.
1264 */ 1255 */
1265static void 1256static void
1266apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1267{ 1258{
1259 if (!op->is_player())
1260 return;
1261
1268 if (sign->has_dialogue ()) 1262 if (sign->has_dialogue ())
1269 { 1263 {
1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1264 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1271 return; 1265 return;
1272 } 1266 }
1429 } 1423 }
1430 goto leave; 1424 goto leave;
1431 1425
1432 case BUTTON: 1426 case BUTTON:
1433 case PEDESTAL: 1427 case PEDESTAL:
1434 update_button (trap); 1428 update_button (trap, originator);
1435 goto leave; 1429 goto leave;
1436 1430
1437 case ALTAR: 1431 case ALTAR:
1438 /* sacrifice victim on trap */ 1432 /* sacrifice victim on trap */
1439 apply_altar (trap, victim, originator); 1433 apply_altar (trap, victim, originator);
1532 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1533 { 1527 {
1534 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1535 * players output. 1529 * players output.
1536 */ 1530 */
1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1538 victim->statusmsg (trap->msg, NDI_NAVY); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1539 1533
1540 trap->play_sound (trap->sound); 1534 trap->play_sound (trap->sound);
1541 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1542 } 1536 }
2348 2342
2349 return 0; 2343 return 0;
2350} 2344}
2351 2345
2352/** 2346/**
2347 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement.
2350 *
2351 * who - the player
2352 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found
2354 */
2355object *auto_apply_lighter (object *who, object *op, object *lighter)
2356{
2357 if (lighter == 0)
2358 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 {
2361 if (tmp->type == LIGHTER)
2362 {
2363 lighter = tmp;
2364 break;
2365 }
2366 }
2367
2368 if (!lighter)
2369 {
2370 who->failmsg (format (
2371 "You can't light up the %s with your bare hands! "
2372 "H<You need a lighter in your inventory, for example a flint and steel.>",
2373 &op->name));
2374 return 0;
2375 }
2376 }
2377
2378 // last_eat == 0 means the lighter is not being used up!
2379 if (lighter->last_eat && lighter->stats.food)
2380 {
2381 /* lighter gets used up */
2382 lighter = lighter->split ();
2383 lighter->stats.food--;
2384 who->insert (lighter);
2385 }
2386 else if (lighter->last_eat)
2387 {
2388 /* no charges left in lighter */
2389 who->failmsg (format (
2390 "You attempt to light the %s with a used up %s.",
2391 &op->name, &lighter->name));
2392 return 0;
2393 }
2394
2395 return lighter;
2396}
2397
2398/**
2399 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t.
2402 */
2403void
2404apply_lighter (object *who, object *lighter)
2405{
2406 object *item;
2407 int is_player_env = 0;
2408
2409 item = find_marked_object (who);
2410 if (item)
2411 {
2412 if (!auto_apply_lighter (who, 0, lighter))
2413 return;
2414
2415 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple
2417 * objects at once.
2418 */
2419
2420 save_throw_object (item, AT_FIRE, who);
2421
2422 if (item->destroyed ()
2423 || ((item->type == LAMP || item->type == TORCH)
2424 && item->glow_radius > 0))
2425 who->statusmsg (format (
2426 "You light the %s with the %s.",
2427 &item->name, &lighter->name));
2428 else
2429 who->failmsg (format (
2430 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name));
2432 }
2433 else
2434 who->failmsg ("You need to mark a lightable object.");
2435}
2436
2437/**
2438 * Apply for players and lamps
2439 *
2440 * who - the player
2441 * op - the lamp
2442 */
2443void player_apply_lamp (object *who, object *op)
2444{
2445 bool switch_on = op->glow_radius ? false : true;
2446
2447 if (switch_on)
2448 {
2449 object *lighter = 0;
2450
2451 if (op->flag [FLAG_IS_LIGHTABLE]
2452 && !(lighter = auto_apply_lighter (who, op, 0)))
2453 return;
2454
2455 if (op->stats.food < 1)
2456 {
2457 if (op->type == LAMP)
2458 who->failmsg (format (
2459 "The %s is out of fuel! "
2460 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461 &op->name));
2462 else
2463 who->failmsg (format (
2464 "The %s is burnt out! "
2465 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name));
2467 return;
2468 }
2469
2470 if (lighter)
2471 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else
2474 who->statusmsg (format ("You light up the %s.", &op->name));
2475 }
2476 else
2477 {
2478 if (op->type == TORCH)
2479 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 {
2482 who->statusmsg (format (
2483 "You put out the %s. "
2484 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485 &op->name, &op->name));
2486 }
2487 else
2488 who->statusmsg (format (
2489 "You put out the %s."
2490 "H<Torches wear out if you put them out.>",
2491 &op->name));
2492 }
2493 else
2494 who->statusmsg (format ("You turn off the %s.", &op->name));
2495 }
2496
2497 apply_lamp (op, switch_on);
2498}
2499
2500void lamp_get_animation_from_arch (object *op, arch_ptr a)
2501{
2502 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed;
2506 op->last_anim = 0;
2507 op->state = 0;
2508 op->face = a->face;
2509
2510 if (NUM_ANIMATIONS(op) > 1)
2511 {
2512 SET_ANIMATION(op, 0);
2513 animate_object (op, op->direction);
2514 }
2515 else
2516 update_object (op, UP_OBJ_FACE);
2517}
2518
2519/**
2520 * Apply for LAMPs and TORCHes.
2521 *
2522 * op - the lamp
2523 * switch_on - a flag which says whether the lamp should be switched on or off
2524 */
2525void apply_lamp (object *op, bool switch_on)
2526{
2527 op->set_glow_radius (switch_on ? op->range : 0);
2528 op->set_speed (switch_on ? op->arch->speed : 0);
2529
2530 // torches wear out if you put them out
2531 if (op->type == TORCH && !switch_on)
2532 {
2533 if (op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 op->stats.food -= (double) op->arch->stats.food / 15;
2536 if (op->stats.food < 0)
2537 op->stats.food = 0;
2538 }
2539 else
2540 op->stats.food = 0;
2541 }
2542
2543 // lamps and torched get worthless when used up
2544 if (op->stats.food <= 0)
2545 op->value = 0;
2546
2547 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/
2549 if (op->other_arch)
2550 lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551
2552 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2554}
2555
2556/**
2353 * Main apply handler. 2557 * Main apply handler.
2354 * 2558 *
2355 * Checks for unpaid items before applying. 2559 * Checks for unpaid items before applying.
2356 * 2560 *
2357 * Return value: 2561 * Return value:
2358 * 0: player or monster can't apply objects of that type 2562 * 0: player or monster can't apply objects of that type
2359 * 1: has been applied, or there was an error applying the object 2563 * 1: has been applied, or there was an error applying the object
2360 * 2: objects of that type can't be applied if not in inventory 2564 * 2: objects of that type can't be applied if not in inventory
2361 * 2565 *
2362 * op is the object that is causing object to be applied, tmp is the object 2566 * who is the object that is causing object to be applied, op is the object
2363 * being applied. 2567 * being applied.
2364 * 2568 *
2365 * aflag is special (always apply/unapply) flags. Nothing is done with 2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2366 * them in this function - they are passed to apply_special 2570 * them in this function - they are passed to apply_special
2367 */ 2571 */
2368int 2572int
2369manual_apply (object *op, object *tmp, int aflag) 2573manual_apply (object *who, object *op, int aflag)
2370{ 2574{
2371 tmp = tmp->head_ (); 2575 op = op->head_ ();
2372 2576
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2374 { 2578 {
2375 if (op->type == PLAYER) 2579 if (who->type == PLAYER)
2376 { 2580 {
2581 examine (who, op);
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2582 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2378 return 1; 2583 return 1;
2379 } 2584 }
2380 else 2585 else
2381 return 0; /* monsters just skip unpaid items */ 2586 return 0; /* monsters just skip unpaid items */
2382 } 2587 }
2383 2588
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2589 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2385 return RESULT_INT (0); 2590 return RESULT_INT (0);
2386 2591
2387 switch (tmp->type) 2592 switch (op->type)
2388 { 2593 {
2389 case CF_HANDLE: 2594 case CF_HANDLE:
2390 op->play_sound (sound_find ("turn_handle")); 2595 who->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle."); 2596 who->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1; 2597 op->value = op->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value); 2598 SET_ANIMATION (op, op->value);
2394 update_object (tmp, UP_OBJ_FACE); 2599 update_object (op, UP_OBJ_FACE);
2395 push_button (tmp); 2600 push_button (op, who);
2396 return 1; 2601 return 1;
2397 2602
2398 case TRIGGER: 2603 case TRIGGER:
2399 if (check_trigger (tmp, op)) 2604 if (check_trigger (op, who))
2400 { 2605 {
2401 op->statusmsg ("You turn the handle."); 2606 who->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle")); 2607 who->play_sound (sound_find ("turn_handle"));
2403 } 2608 }
2404 else 2609 else
2405 op->failmsg ("The handle doesn't move."); 2610 who->failmsg ("The handle doesn't move.");
2406 2611
2407 return 1; 2612 return 1;
2408 2613
2409 case EXIT: 2614 case EXIT:
2410 if (op->type != PLAYER) 2615 if (who->type != PLAYER)
2411 return 0; 2616 return 0;
2412 2617
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2618 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2619 who->failmsg (format ("The %s is closed.", query_name (op)));
2415 else 2620 else
2416 { 2621 {
2417 /* Don't display messages for random maps. */ 2622 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2623 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2419 op->statusmsg (tmp->msg, NDI_NAVY); 2624 who->statusmsg (op->msg, NDI_NAVY);
2420 2625
2421 op->enter_exit (tmp); 2626 who->enter_exit (op);
2422 } 2627 }
2423 2628
2424 return 1; 2629 return 1;
2425 2630
2426 case INSCRIBABLE: 2631 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg); 2632 who->statusmsg (op->msg);
2428 // maybe show a spell menu to chose from or something like that 2633 // maybe show a spell menu to chose from or something like that
2429 return 1; 2634 return 1;
2430 2635
2431 case SIGN: 2636 case SIGN:
2432 apply_sign (op, tmp, 0); 2637 apply_sign (who, op, 0);
2433 return 1; 2638 return 1;
2434 2639
2435 case BOOK: 2640 case BOOK:
2436 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2437 { 2642 {
2438 apply_book (op, tmp); 2643 apply_book (who, op);
2439 return 1; 2644 return 1;
2440 } 2645 }
2441 else 2646 else
2442 return 0; 2647 return 0;
2443 2648
2444 case SKILLSCROLL: 2649 case SKILLSCROLL:
2445 if (op->type == PLAYER) 2650 if (who->type == PLAYER)
2446 { 2651 {
2447 apply_skillscroll (op, tmp); 2652 apply_skillscroll (who, op);
2448 return 1; 2653 return 1;
2449 } 2654 }
2450 else 2655 else
2451 return 0; 2656 return 0;
2452 2657
2453 case SPELLBOOK: 2658 case SPELLBOOK:
2454 if (op->type == PLAYER) 2659 if (who->type == PLAYER)
2455 { 2660 {
2456 apply_spellbook (op, tmp); 2661 apply_spellbook (who, op);
2457 return 1; 2662 return 1;
2458 } 2663 }
2459 else 2664 else
2460 return 0; 2665 return 0;
2461 2666
2462 case SCROLL: 2667 case SCROLL:
2463 apply_scroll (op, tmp, 0); 2668 apply_scroll (who, op, 0);
2464 return 1; 2669 return 1;
2465 2670
2466 case POTION: 2671 case POTION:
2467 apply_potion (op, tmp); 2672 apply_potion (who, op);
2468 return 1; 2673 return 1;
2469 2674
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2675 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed? 2676 //TODO: remove, as it is unsed?
2472 case CLOSE_CON: 2677 case CLOSE_CON:
2473 apply_container (op, tmp->env); 2678 apply_container (who, op->env);
2474 return 1; 2679 return 1;
2475 2680
2476 case CONTAINER: 2681 case CONTAINER:
2477 apply_container (op, tmp); 2682 apply_container (who, op);
2478 return 1; 2683 return 1;
2479 2684
2480 case TREASURE: 2685 case TREASURE:
2481 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2482 { 2687 {
2483 apply_treasure (op, tmp); 2688 apply_treasure (who, op);
2484 return 1; 2689 return 1;
2485 } 2690 }
2486 else 2691 else
2487 return 0; 2692 return 0;
2693
2694 case LAMP:
2695 case TORCH:
2696 player_apply_lamp (who, op);
2697 return 1;
2488 2698
2489 case WEAPON: 2699 case WEAPON:
2490 case ARMOUR: 2700 case ARMOUR:
2491 case BOOTS: 2701 case BOOTS:
2492 case GLOVES: 2702 case GLOVES:
2500 case WAND: 2710 case WAND:
2501 case ROD: 2711 case ROD:
2502 case HORN: 2712 case HORN:
2503 case SKILL: 2713 case SKILL:
2504 case BOW: 2714 case BOW:
2505 case LAMP:
2506 case BUILDER: 2715 case BUILDER:
2507 case SKILL_TOOL: 2716 case SKILL_TOOL:
2508 if (tmp->env != op) 2717 if (op->env != who)
2509 return 2; /* not in inventory */ 2718 return 2; /* not in inventory */
2510 2719
2511 apply_special (op, tmp, aflag); 2720 apply_special (who, op, aflag);
2512 return 1; 2721 return 1;
2513 2722
2514 case DRINK: 2723 case DRINK:
2515 case FOOD: 2724 case FOOD:
2516 case FLESH: 2725 case FLESH:
2517 apply_food (op, tmp); 2726 apply_food (who, op);
2518 return 1; 2727 return 1;
2519 2728
2520 case POISON: 2729 case POISON:
2521 apply_poison (op, tmp); 2730 apply_poison (who, op);
2522 return 1; 2731 return 1;
2523 2732
2524 case SAVEBED: 2733 case SAVEBED:
2525 return 1; 2734 return 1;
2526 2735
2527 case ARMOUR_IMPROVER: 2736 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER) 2737 if (who->type == PLAYER)
2529 { 2738 {
2530 apply_armour_improver (op, tmp); 2739 apply_armour_improver (who, op);
2531 return 1; 2740 return 1;
2532 } 2741 }
2533 else 2742 else
2534 return 0; 2743 return 0;
2535 2744
2536 case WEAPON_IMPROVER: 2745 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp); 2746 check_improve_weapon (who, op);
2538 return 1; 2747 return 1;
2539 2748
2540 case CLOCK: 2749 case CLOCK:
2541 if (op->type == PLAYER) 2750 if (who->type == PLAYER)
2542 { 2751 {
2543 char buf[MAX_BUF]; 2752 char buf[MAX_BUF];
2544 timeofday_t tod; 2753 timeofday_t tod;
2545 2754
2546 get_tod (&tod); 2755 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock")); 2756 who->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format ( 2757 who->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s", 2758 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2759 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2760 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 )); 2761 ));
2553 return 1; 2762 return 1;
2554 } 2763 }
2555 else 2764 else
2556 return 0; 2765 return 0;
2557 2766
2558 case MENU: 2767 case MENU:
2559 if (op->type == PLAYER) 2768 if (who->type == PLAYER)
2560 { 2769 {
2561 shop_listing (tmp, op); 2770 shop_listing (op, who);
2562 return 1; 2771 return 1;
2563 } 2772 }
2564 else 2773 else
2565 return 0; 2774 return 0;
2566 2775
2567 case POWER_CRYSTAL: 2776 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */ 2777 apply_power_crystal (who, op); /* see egoitem.c */
2569 return 1; 2778 return 1;
2570 2779
2571 case LIGHTER: /* for lighting torches/lanterns/etc */ 2780 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER) 2781 if (who->type == PLAYER)
2573 { 2782 {
2574 apply_lighter (op, tmp); 2783 apply_lighter (who, op);
2575 return 1; 2784 return 1;
2576 } 2785 }
2577 else 2786 else
2578 return 0; 2787 return 0;
2579 2788
2580 case ITEM_TRANSFORMER: 2789 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp); 2790 apply_item_transformer (who, op);
2582 return 1; 2791 return 1;
2583 2792
2584 default: 2793 default:
2585 return 0; 2794 return 0;
2586 } 2795 }
2737 case BRACERS: 2946 case BRACERS:
2738 case CLOAK: 2947 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 2948 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 2949 change_abil (who, op);
2741 break; 2950 break;
2742
2743 case LAMP:
2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2747 object *tmp2 = arch_to_object (op->other_arch);
2748 tmp2->x = op->x;
2749 tmp2->y = op->y;
2750 tmp2->map = op->map;
2751 tmp2->below = op->below;
2752 tmp2->above = op->above;
2753 tmp2->stats.food = op->stats.food;
2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2755
2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2763 if (who->contr)
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 }
2769 }
2770
2771 return 1; /* otherwise, an attempt to drop causes problems */
2772 2951
2773 case BOW: 2952 case BOW:
2774 case WAND: 2953 case WAND:
2775 case ROD: 2954 case ROD:
2776 case HORN: 2955 case HORN:
3216 return 1; 3395 return 1;
3217 } 3396 }
3218 3397
3219 //TODO: this obviously fails for players using a shorter prefix 3398 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword. 3399 // i.e. "R" can use Ragnarok's sword.
3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3400 if (op->level && !op->name.starts_with (who->name))
3222 { 3401 {
3223 /* if the weapon does not have the name as the character, can't use it. */ 3402 /* if the weapon does not have the name as the character, can't use it. */
3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3403 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3404 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3226 3405
3260 case AMULET: 3439 case AMULET:
3261 SET_FLAG (op, FLAG_APPLIED); 3440 SET_FLAG (op, FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op))); 3441 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op); 3442 change_abil (who, op);
3264 break; 3443 break;
3265
3266 case LAMP:
3267 if (op->stats.food < 1)
3268 {
3269 who->failmsg (format (
3270 "Your %s is out of fuel! "
3271 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3272 &op->name
3273 ));
3274 return 1;
3275 }
3276
3277 who->statusmsg (format ("You turn on your %s.", &op->name));
3278
3279 tmp2 = arch_to_object (op->other_arch);
3280 tmp2->stats.food = op->stats.food;
3281 SET_FLAG (tmp2, FLAG_APPLIED);
3282
3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3285
3286 who->insert (tmp2);
3287
3288 /* Remove the old lantern */
3289 op->destroy ();
3290
3291 /* insert the portion that was split off */
3292 if (tmp)
3293 who->insert (tmp);
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 if (who->type == PLAYER)
3299 {
3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3302 }
3303
3304 return 0;
3305 3444
3306 case SKILL_TOOL: 3445 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill 3446 // applying a skill tool also readies the skill
3308 SET_FLAG (op, FLAG_APPLIED); 3447 SET_FLAG (op, FLAG_APPLIED);
3309 3448
3399 insert_ob_in_ob (tmp, who); 3538 insert_ob_in_ob (tmp, who);
3400 3539
3401 return 1; 3540 return 1;
3402 } 3541 }
3403 3542
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3543 if (op->level && !op->name.starts_with (who->name))
3405 { 3544 {
3406 who->failmsg ("The weapon does not recognize you as its owner. " 3545 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>"); 3546 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp) 3547 if (tmp)
3409 insert_ob_in_ob (tmp, who); 3548 insert_ob_in_ob (tmp, who);
3759 } 3898 }
3760 3899
3761 who->update_stats (); 3900 who->update_stats ();
3762} 3901}
3763 3902
3764/**
3765 * Designed primarily to light torches/lanterns/etc.
3766 * Also burns up burnable material too. First object in the inventory is
3767 * the selected object to "burn". -b.t.
3768 */
3769void
3770apply_lighter (object *who, object *lighter)
3771{
3772 object *item;
3773 int is_player_env = 0;
3774
3775 item = find_marked_object (who);
3776 if (item)
3777 {
3778 if (lighter->last_eat && lighter->stats.food)
3779 { /* lighter gets used up */
3780 object *oneLighter = lighter->split ();
3781 oneLighter->stats.food--;
3782 who->insert (oneLighter);
3783 }
3784 else if (lighter->last_eat)
3785 {
3786 /* no charges left in lighter */
3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3788 return;
3789 }
3790
3791 /* Perhaps we should split what we are trying to light on fire?
3792 * I can't see many times when you would want to light multiple
3793 * objects at once.
3794 */
3795
3796 if (who == item->in_player ())
3797 is_player_env = 1;
3798
3799 save_throw_object (item, AT_FIRE, who);
3800
3801 if (item->destroyed ())
3802 {
3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3804 /* Need to update the player so that the players glow radius
3805 * gets changed.
3806 */
3807 if (is_player_env)
3808 who->update_stats ();
3809 }
3810 else
3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3812 }
3813 else
3814 who->failmsg ("You need to mark a lightable object.");
3815}
3816 3903
3817/** 3904/**
3818 * op made some mistake with a scroll, this takes care of punishment. 3905 * op made some mistake with a scroll, this takes care of punishment.
3819 * scroll_failure()- hacked directly from spell_failure 3906 * scroll_failure()- hacked directly from spell_failure
3820 */ 3907 */
3920 } 4007 }
3921 4008
3922 /* insert the randomitems from the change's treasurelist into 4009 /* insert the randomitems from the change's treasurelist into
3923 * the player ref: player.c 4010 * the player ref: player.c
3924 */ 4011 */
3925 if (change->randomitems != NULL) 4012 if (change->randomitems)
3926 give_initial_items (pl, change->randomitems); 4013 give_initial_items (pl, change->randomitems);
3927 4014
3928 /* set up the face, for some races. */ 4015 /* set up the face, for some races. */
3929 4016
3930 /* first, look for the force object banning 4017 /* first, look for the force object banning
3931 * changing the face. Certain races never change face with class. 4018 * changing the face. Certain races never change face with class.
3932 */ 4019 */
3933 for (walk = pl->inv; walk != NULL; walk = walk->below) 4020 for (walk = pl->inv; walk; walk = walk->below)
3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4021 if (walk->name == shstr_NOCLASSFACECHANGE)
3935 flag_change_face = 0; 4022 flag_change_face = 0;
3936 4023
3937 if (flag_change_face) 4024 if (flag_change_face)
3938 { 4025 {
3939 pl->face = change->face; 4026 pl->face = change->face;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4028 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 } 4029 }
3943 4030
3944 /* check the special case of can't use weapons */ 4031 /* check the special case of can't use weapons */
3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4032 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3946 if (!strcmp (change->name, "monk")) 4033 if (change->name == shstr_monk)
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4034 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 4035
3949 break; 4036 break;
3950 } 4037 }
3951 } 4038 }
3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4075 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3989 return; 4076 return;
3990 } 4077 }
3991 4078
3992 /* check whether they are compatible or not */ 4079 /* check whether they are compatible or not */
3993 find = strstr (marked->slaying, transformer->arch->archname); 4080 find = strstr (&marked->slaying, transformer->arch->archname);
3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4081 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3995 { 4082 {
3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4083 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3997 return; 4084 return;
3998 } 4085 }

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