ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.178 by root, Sun Dec 28 15:28:47 2008 UTC vs.
Revision 1.198 by root, Wed Oct 7 22:18:51 2009 UTC

15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 dynbuf_text buf; 97 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 98
99 if (!pl || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
100 return 0; 100 return 0;
101 101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 167}
168 168
169/** 169/**
170 * Handles applying a potion. 170 * Handles applying a potion.
315 */ 315 */
316 if (tmp->inv) 316 if (tmp->inv)
317 { 317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
323 321 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 322 }
332 else 323 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 325
335 tmp->decrease (); 326 tmp->decrease ();
378 } 369 }
379 370
380 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 372 if (op->type == PLAYER)
382 { /* only for players */ 373 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 378 else
386 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
387 380
388 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
403/**************************************************************************** 396/****************************************************************************
404 * Weapon improvement code follows 397 * Weapon improvement code follows
405 ****************************************************************************/ 398 ****************************************************************************/
406 399
407/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
408 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
409 */ 418 */
410static int 419static int
411check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
412{ 421{
413 int count = 0; 422 int count = 0;
414 423
415 if (!item) 424 if (!item)
416 return 0; 425 return 0;
417 426
418 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 431 count += op->number_of ();
429 }
430 }
431 }
432 432
433 return count; 433 return count;
434} 434}
435 435
436/** 436/**
438 * op is typically the player, which is only 438 * op is typically the player, which is only
439 * really used to determine what space to look at. 439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
441 */ 441 */
442static void 442static void
443eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 444{
445 object *prev; 445 object *prev;
446 446
447 prev = op; 447 prev = op;
448 op = op->below; 448 op = op->below;
449 449
450 while (op) 450 while (op)
451 { 451 {
452 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
453 { 453 {
454 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
455 { 455 {
456 op->decrease (nrof); 456 op->decrease (nrof);
457 return; 457 return;
466 } 466 }
467 467
468 prev = op; 468 prev = op;
469 op = op->below; 469 op = op->below;
470 } 470 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 471}
523 472
524/** 473/**
525 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
655 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
657 606
658 if (weapon->level == 0) 607 if (weapon->level == 0)
659 { 608 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 612 return 0;
662 } 613 }
663 614
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 617 {
666 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 619 return 0;
668 } 620 }
669 621
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
671 { 624 {
672 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 627 "really want to improve it.");
675 return 0; 628 return 0;
904 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
908 */ 861 */
909static int 862int
910convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
911{ 864{
912 sint64 nr, price_in; 865 sint64 nr, price_in;
913 866
914 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
1126/* push_button (altar);*/ 1079/* push_button (altar);*/
1127 } 1080 }
1128 else 1081 else
1129 { 1082 {
1130 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1131 push_button (altar); 1084 push_button (altar, originator);
1132 } 1085 }
1133 1086
1134 return !sacrifice; 1087 return !sacrifice;
1135 } 1088 }
1136 else 1089 else
1153 1106
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 1108
1156 bool has_unpaid = false; 1109 bool has_unpaid = false;
1157 1110
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1159 // a quick and small change :( 1112 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1162 { 1115 {
1163 has_unpaid = true; 1116 has_unpaid = true;
1263 * Handles applying a sign. 1216 * Handles applying a sign.
1264 */ 1217 */
1265static void 1218static void
1266apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1267{ 1220{
1221 if (!op->is_player())
1222 return;
1223
1268 if (sign->has_dialogue ()) 1224 if (sign->has_dialogue ())
1269 { 1225 {
1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1271 return; 1227 return;
1272 } 1228 }
1385 1341
1386 recursion_depth++; 1342 recursion_depth++;
1387 if (trap->head) 1343 if (trap->head)
1388 trap = trap->head; 1344 trap = trap->head;
1389 1345
1390 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1391 goto leave;
1392
1393 switch (trap->type) 1347 switch (trap->type)
1394 { 1348 {
1395 case PLAYERMOVER: 1349 case PLAYERMOVER:
1396 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 update_button (trap, originator);
1389 break;
1390
1391 case ALTAR:
1392 /* sacrifice victim on trap */
1393 apply_altar (trap, victim, originator);
1394 break;
1395
1396 case THROWN_OBJ:
1397 if (trap->inv == NULL)
1398 break;
1399 /* fallthrough */
1400
1401 case ARROW:
1402 /* bad bug: monster throw a object, make a step forwards, step on object ,
1403 * trigger this here and get hit by own missile - and will be own enemy.
1404 * Victim then is his own enemy and will start to kill herself (this is
1405 * removed) but we have not synced victim and his missile. To avoid senseless
1406 * action, we avoid hits here
1407 */
1408 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1409 hit_with_arrow (trap, victim);
1410 break;
1411
1412 case SPELL_EFFECT:
1413 apply_spell_effect (trap, victim);
1414 break;
1415
1416 case TRAPDOOR:
1397 { 1417 {
1418 int max, sound_was_played;
1419 object *ab, *ab_next;
1420
1398 if (!trap->stats.maxsp) 1421 if (!trap->value)
1399 trap->stats.maxsp = 2; 1422 {
1423 int tot;
1400 1424
1401 /* Is this correct? From the docs, it doesn't look like it 1425 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1402 * should be divided by trap->speed 1426 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1427 tot += ab->head_ ()->total_weight ();
1428
1429 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1430 break;
1431
1432 SET_ANIMATION (trap, trap->value);
1433 update_object (trap, UP_OBJ_FACE);
1434 }
1435
1436 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1437 {
1438 /* need to set this up, since if we do transfer the object,
1439 * ab->above would be bogus
1403 */ 1440 */
1404 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1441 ab_next = ab->above;
1405 1442
1406 /* Just put in some sanity check. I think there is a bug in the 1443 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1407 * above with some objects have zero speed, and thus the player 1444 {
1408 * getting permanently paralyzed. 1445 if (!sound_was_played)
1446 {
1447 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1448 sound_was_played = 1;
1449 }
1450
1451 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1452 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1453 }
1409 */ 1454 }
1410 if (victim->speed_left < -50.f) 1455 break;
1411 victim->speed_left = -50.f;
1412 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1413 } 1456 }
1414 goto leave;
1415 1457
1416 case SPINNER: 1458 case CONVERTER:
1417 if (victim->direction) 1459 if (convert_item (victim, trap) < 0)
1418 {
1419 victim->direction = absdir (victim->direction - trap->stats.sp);
1420 update_turn_face (victim);
1421 }
1422 goto leave;
1423
1424 case DIRECTOR:
1425 if (victim->direction && !should_director_abort (trap, victim))
1426 {
1427 victim->direction = trap->stats.sp;
1428 update_turn_face (victim);
1429 }
1430 goto leave;
1431
1432 case BUTTON:
1433 case PEDESTAL:
1434 update_button (trap);
1435 goto leave;
1436
1437 case ALTAR:
1438 /* sacrifice victim on trap */
1439 apply_altar (trap, victim, originator);
1440 goto leave;
1441
1442 case THROWN_OBJ:
1443 if (trap->inv == NULL)
1444 goto leave;
1445 /* fallthrough */
1446
1447 case ARROW:
1448 /* bad bug: monster throw a object, make a step forwards, step on object ,
1449 * trigger this here and get hit by own missile - and will be own enemy.
1450 * Victim then is his own enemy and will start to kill herself (this is
1451 * removed) but we have not synced victim and his missile. To avoid senseless
1452 * action, we avoid hits here
1453 */
1454 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1455 hit_with_arrow (trap, victim);
1456 goto leave;
1457
1458 case SPELL_EFFECT:
1459 apply_spell_effect (trap, victim);
1460 goto leave;
1461
1462 case TRAPDOOR:
1463 {
1464 int max, sound_was_played;
1465 object *ab, *ab_next;
1466
1467 if (!trap->value)
1468 { 1460 {
1469 int tot; 1461 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1470 1462 archetype::get (shstr_burnout)->insert_at (trap, trap);
1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1473 tot += ab->head_ ()->total_weight ();
1474
1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1476 goto leave;
1477
1478 SET_ANIMATION (trap, trap->value);
1479 update_object (trap, UP_OBJ_FACE);
1480 } 1463 }
1481 1464
1482 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1465 break;
1466
1467 case TRIGGER_BUTTON:
1468 case TRIGGER_PEDESTAL:
1469 case TRIGGER_ALTAR:
1470 check_trigger (trap, victim);
1471 break;
1472
1473 case DEEP_SWAMP:
1474 walk_on_deep_swamp (trap, victim);
1475 break;
1476
1477 case CHECK_INV:
1478 check_inv (victim, trap);
1479 break;
1480
1481 case HOLE:
1482 move_apply_hole (trap, victim);
1483 break;
1484
1485 case EXIT:
1486 if (victim->type == PLAYER && EXIT_PATH (trap))
1483 { 1487 {
1484 /* need to set this up, since if we do transfer the object, 1488 /* Basically, don't show exits leading to random maps the
1485 * ab->above would be bogus 1489 * players output.
1486 */ 1490 */
1487 ab_next = ab->above; 1491 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1492 victim->statusmsg (trap->msg, NDI_NAVY);
1488 1493
1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1494 trap->play_sound (trap->sound);
1490 { 1495 victim->enter_exit (trap);
1491 if (!sound_was_played)
1492 {
1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1494 sound_was_played = 1;
1495 }
1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1498 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1499 }
1500 } 1496 }
1501 goto leave; 1497 break;
1502 }
1503 1498
1504 case CONVERTER:
1505 if (convert_item (victim, trap) < 0)
1506 {
1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1509 }
1510
1511 goto leave;
1512
1513 case TRIGGER_BUTTON:
1514 case TRIGGER_PEDESTAL:
1515 case TRIGGER_ALTAR:
1516 check_trigger (trap, victim);
1517 goto leave;
1518
1519 case DEEP_SWAMP:
1520 walk_on_deep_swamp (trap, victim);
1521 goto leave;
1522
1523 case CHECK_INV:
1524 check_inv (victim, trap);
1525 goto leave;
1526
1527 case HOLE:
1528 move_apply_hole (trap, victim);
1529 goto leave;
1530
1531 case EXIT:
1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1533 {
1534 /* Basically, don't show exits leading to random maps the
1535 * players output.
1536 */
1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1538 victim->statusmsg (trap->msg, NDI_NAVY);
1539
1540 trap->play_sound (trap->sound);
1541 victim->enter_exit (trap);
1542 }
1543 goto leave;
1544
1545 case ENCOUNTER: 1499 case ENCOUNTER:
1546 /* may be some leftovers on this */ 1500 /* may be some leftovers on this */
1547 goto leave; 1501 break;
1548 1502
1549 case SHOP_MAT: 1503 case SHOP_MAT:
1550 apply_shop_mat (trap, victim); 1504 apply_shop_mat (trap, victim);
1551 goto leave; 1505 break;
1552 1506
1553 /* Drop a certain amount of gold, and have one item identified */ 1507 /* Drop a certain amount of gold, and have one item identified */
1554 case IDENTIFY_ALTAR: 1508 case IDENTIFY_ALTAR:
1555 apply_id_altar (victim, trap, originator); 1509 apply_id_altar (victim, trap, originator);
1556 goto leave; 1510 break;
1557 1511
1558 case SIGN: 1512 case SIGN:
1559 if (victim->type != PLAYER && trap->stats.food > 0) 1513 if (victim->type != PLAYER && trap->stats.food > 0)
1560 goto leave; /* monsters musn't apply magic_mouths with counters */ 1514 break; /* monsters musn't apply magic_mouths with counters */
1561 1515
1562 apply_sign (victim, trap, 1); 1516 apply_sign (victim, trap, 1);
1563 goto leave; 1517 break;
1564 1518
1565 case CONTAINER: 1519 case CONTAINER:
1566 apply_container (victim, trap); 1520 apply_container (victim, trap);
1567 goto leave; 1521 break;
1568 1522
1569 case RUNE: 1523 case RUNE:
1570 case TRAP: 1524 case TRAP:
1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1525 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1572 spring_trap (trap, victim); 1526 spring_trap (trap, victim);
1573 goto leave; 1527 break;
1574 1528
1575 default: 1529 default:
1576 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1530 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1531 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1578 goto leave; 1532 break;
1579 } 1533 }
1580 1534
1581leave:
1582 recursion_depth--; 1535 recursion_depth--;
1583} 1536}
1584 1537
1585/** 1538/**
1586 * Handles reading a regular (ie not containing a spell) book. 1539 * Handles reading a regular (ie not containing a spell) book.
1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1742 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1743 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1791 return; 1744 return;
1792 } 1745 }
1793 1746
1794 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1747 int learn_level = sqrtf (spell->level) * 1.5f;
1748 if (skop->level < learn_level)
1795 { 1749 {
1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1750 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1751 &tmp->skill, learn_level));
1797 return; 1752 return;
1798 } 1753 }
1799 1754
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1755 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801 1756
2348 2303
2349 return 0; 2304 return 0;
2350} 2305}
2351 2306
2352/** 2307/**
2308 * This function will try to apply a lighter and in case no lighter
2309 * is specified it will try to find a lighter in the players inventory,
2310 * and inform him about this requirement.
2311 *
2312 * who - the player
2313 * op - the item we want to light
2314 * lighter - the lighter or 0 if a lighter has yet to be found
2315 */
2316static object *
2317auto_apply_lighter (object *who, object *op, object *lighter)
2318{
2319 if (lighter == 0)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 {
2323 if (tmp->type == LIGHTER)
2324 {
2325 lighter = tmp;
2326 break;
2327 }
2328 }
2329
2330 if (!lighter)
2331 {
2332 who->failmsg (format (
2333 "You can't light up the %s with your bare hands! "
2334 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 &op->name));
2336 return 0;
2337 }
2338 }
2339
2340 // last_eat == 0 means the lighter is not being used up!
2341 if (lighter->last_eat && lighter->stats.food)
2342 {
2343 /* lighter gets used up */
2344 lighter = lighter->split ();
2345 lighter->stats.food--;
2346 who->insert (lighter);
2347 }
2348 else if (lighter->last_eat)
2349 {
2350 /* no charges left in lighter */
2351 who->failmsg (format (
2352 "You attempt to light the %s with a used up %s.",
2353 &op->name, &lighter->name));
2354 return 0;
2355 }
2356
2357 return lighter;
2358}
2359
2360/**
2361 * Designed primarily to light torches/lanterns/etc.
2362 * Also burns up burnable material too. First object in the inventory is
2363 * the selected object to "burn". -b.t.
2364 */
2365void
2366apply_lighter (object *who, object *lighter)
2367{
2368 object *item;
2369 int is_player_env = 0;
2370
2371 item = find_marked_object (who);
2372 if (item)
2373 {
2374 if (!auto_apply_lighter (who, item, lighter))
2375 return;
2376
2377 /* Perhaps we should split what we are trying to light on fire?
2378 * I can't see many times when you would want to light multiple
2379 * objects at once.
2380 */
2381
2382 save_throw_object (item, AT_FIRE, who);
2383
2384 if (item->destroyed ()
2385 || ((item->type == LAMP || item->type == TORCH)
2386 && item->glow_radius > 0))
2387 who->statusmsg (format (
2388 "You light the %s with the %s.",
2389 &item->name, &lighter->name));
2390 else
2391 who->failmsg (format (
2392 "You attempt to light the %s with the %s and fail.",
2393 &item->name, &lighter->name));
2394 }
2395 else
2396 who->failmsg ("You need to mark a lightable object.");
2397}
2398
2399/**
2400 * This function generates a cursed effect for cursed lamps and torches.
2401 */
2402void player_apply_lamp_cursed_effect (object *who, object *op)
2403{
2404 if (op->level)
2405 {
2406 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!",
2408 &op->name));
2409 create_exploding_ball_at (who, op->level);
2410 }
2411 else
2412 {
2413 who->failmsg (format (
2414 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415 &op->name));
2416 }
2417
2418 op->destroy ();
2419}
2420
2421/**
2422 * Apply for players and lamps
2423 *
2424 * who - the player
2425 * op - the lamp
2426 */
2427void player_apply_lamp (object *who, object *op)
2428{
2429 bool switch_on = op->glow_radius ? false : true;
2430
2431 if (switch_on)
2432 {
2433 object *lighter = 0;
2434
2435 if (op->flag [FLAG_IS_LIGHTABLE]
2436 && !(lighter = auto_apply_lighter (who, op, 0)))
2437 return;
2438
2439 if (op->stats.food < 1)
2440 {
2441 if (op->type == LAMP)
2442 who->failmsg (format (
2443 "The %s is out of fuel! "
2444 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445 &op->name));
2446 else
2447 who->failmsg (format (
2448 "The %s is burnt out! "
2449 "H<Torches and similar items burn out and become worthless.>",
2450 &op->name));
2451 return;
2452 }
2453
2454 if (op->flag [FLAG_CURSED])
2455 {
2456 player_apply_lamp_cursed_effect (who, op);
2457 return;
2458 }
2459
2460 if (lighter)
2461 who->statusmsg (format (
2462 "You light up the %s with the %s.", &op->name, &lighter->name));
2463 else
2464 who->statusmsg (format ("You light up the %s.", &op->name));
2465 }
2466 else
2467 {
2468 if (op->flag [FLAG_CURSED])
2469 {
2470 player_apply_lamp_cursed_effect (who, op);
2471 return;
2472 }
2473
2474 if (op->type == TORCH)
2475 {
2476 if (!op->flag [FLAG_IS_LIGHTABLE])
2477 {
2478 who->statusmsg (format (
2479 "You put out the %s. "
2480 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481 &op->name, &op->name));
2482 }
2483 else
2484 who->statusmsg (format (
2485 "You put out the %s."
2486 "H<Torches wear out if you put them out.>",
2487 &op->name));
2488 }
2489 else
2490 who->statusmsg (format ("You turn off the %s.", &op->name));
2491 }
2492
2493 apply_lamp (op, switch_on);
2494}
2495
2496void get_animation_from_arch (object *op, arch_ptr a)
2497{
2498 op->animation_id = a->animation_id;
2499 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501 op->anim_speed = a->anim_speed;
2502 op->last_anim = 0;
2503 op->state = 0;
2504 op->face = a->face;
2505
2506 if (NUM_ANIMATIONS(op) > 1)
2507 {
2508 SET_ANIMATION(op, 0);
2509 animate_object (op, op->direction);
2510 }
2511 else
2512 update_object (op, UP_OBJ_FACE);
2513}
2514
2515/**
2516 * Apply for LAMPs and TORCHes.
2517 *
2518 * op - the lamp
2519 * switch_on - a flag which says whether the lamp should be switched on or off
2520 */
2521void apply_lamp (object *op, bool switch_on)
2522{
2523 op->set_glow_radius (switch_on ? op->range : 0);
2524 op->set_speed (switch_on ? op->arch->speed : 0);
2525
2526 // torches wear out if you put them out
2527 if (op->type == TORCH && !switch_on)
2528 {
2529 if (op->flag [FLAG_IS_LIGHTABLE])
2530 {
2531 op->stats.food -= (double) op->arch->stats.food / 15;
2532 if (op->stats.food < 0)
2533 op->stats.food = 0;
2534 }
2535 else
2536 op->stats.food = 0;
2537 }
2538
2539 // lamps and torched get worthless when used up
2540 if (op->stats.food <= 0)
2541 op->value = 0;
2542
2543 // FIXME: This is a hack to make the more sane torches and lamps
2544 // still animated ;-/
2545 if (op->other_arch)
2546 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547
2548 if (object *pl = op->visible_to ())
2549 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2550}
2551
2552/**
2353 * Main apply handler. 2553 * Main apply handler.
2354 * 2554 *
2355 * Checks for unpaid items before applying. 2555 * Checks for unpaid items before applying.
2356 * 2556 *
2357 * Return value: 2557 * Return value:
2358 * 0: player or monster can't apply objects of that type 2558 * 0: player or monster can't apply objects of that type
2359 * 1: has been applied, or there was an error applying the object 2559 * 1: has been applied, or there was an error applying the object
2360 * 2: objects of that type can't be applied if not in inventory 2560 * 2: objects of that type can't be applied if not in inventory
2361 * 2561 *
2362 * op is the object that is causing object to be applied, tmp is the object 2562 * who is the object that is causing object to be applied, op is the object
2363 * being applied. 2563 * being applied.
2364 * 2564 *
2365 * aflag is special (always apply/unapply) flags. Nothing is done with 2565 * aflag is special (always apply/unapply) flags. Nothing is done with
2366 * them in this function - they are passed to apply_special 2566 * them in this function - they are passed to apply_special
2367 */ 2567 */
2368int 2568int
2369manual_apply (object *op, object *tmp, int aflag) 2569manual_apply (object *who, object *op, int aflag)
2370{ 2570{
2371 tmp = tmp->head_ (); 2571 op = op->head_ ();
2372 2572
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2374 { 2574 {
2375 if (op->type == PLAYER) 2575 if (who->type == PLAYER)
2376 { 2576 {
2577 examine (who, op);
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2578 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2378 return 1; 2579 return 1;
2379 } 2580 }
2380 else 2581 else
2381 return 0; /* monsters just skip unpaid items */ 2582 return 0; /* monsters just skip unpaid items */
2382 } 2583 }
2383 2584
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2385 return RESULT_INT (0); 2586 return RESULT_INT (0);
2386 2587
2387 switch (tmp->type) 2588 switch (op->type)
2388 { 2589 {
2389 case CF_HANDLE: 2590 case CF_HANDLE:
2390 op->play_sound (sound_find ("turn_handle")); 2591 who->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle."); 2592 who->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1; 2593 op->value = op->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value); 2594 SET_ANIMATION (op, op->value);
2394 update_object (tmp, UP_OBJ_FACE); 2595 update_object (op, UP_OBJ_FACE);
2395 push_button (tmp); 2596 push_button (op, who);
2396 return 1; 2597 return 1;
2397 2598
2398 case TRIGGER: 2599 case TRIGGER:
2399 if (check_trigger (tmp, op)) 2600 if (check_trigger (op, who))
2400 { 2601 {
2401 op->statusmsg ("You turn the handle."); 2602 who->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle")); 2603 who->play_sound (sound_find ("turn_handle"));
2403 } 2604 }
2404 else 2605 else
2405 op->failmsg ("The handle doesn't move."); 2606 who->failmsg ("The handle doesn't move.");
2406 2607
2407 return 1; 2608 return 1;
2408 2609
2409 case EXIT: 2610 case EXIT:
2410 if (op->type != PLAYER) 2611 if (who->type != PLAYER)
2411 return 0; 2612 return 0;
2412 2613
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2615 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2415 else 2616 else
2416 { 2617 {
2417 /* Don't display messages for random maps. */ 2618 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2419 op->statusmsg (tmp->msg, NDI_NAVY); 2620 who->statusmsg (op->msg, NDI_NAVY);
2420 2621
2421 op->enter_exit (tmp); 2622 who->enter_exit (op);
2422 } 2623 }
2423 2624
2424 return 1; 2625 return 1;
2425 2626
2426 case INSCRIBABLE: 2627 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg); 2628 who->statusmsg (op->msg);
2428 // maybe show a spell menu to chose from or something like that 2629 // maybe show a spell menu to chose from or something like that
2429 return 1; 2630 return 1;
2430 2631
2431 case SIGN: 2632 case SIGN:
2432 apply_sign (op, tmp, 0); 2633 apply_sign (who, op, 0);
2433 return 1; 2634 return 1;
2434 2635
2435 case BOOK: 2636 case BOOK:
2436 if (op->type == PLAYER) 2637 if (who->type == PLAYER)
2437 { 2638 {
2438 apply_book (op, tmp); 2639 apply_book (who, op);
2439 return 1; 2640 return 1;
2440 } 2641 }
2441 else 2642 else
2442 return 0; 2643 return 0;
2443 2644
2444 case SKILLSCROLL: 2645 case SKILLSCROLL:
2445 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2446 { 2647 {
2447 apply_skillscroll (op, tmp); 2648 apply_skillscroll (who, op);
2448 return 1; 2649 return 1;
2449 } 2650 }
2450 else 2651 else
2451 return 0; 2652 return 0;
2452 2653
2453 case SPELLBOOK: 2654 case SPELLBOOK:
2454 if (op->type == PLAYER) 2655 if (who->type == PLAYER)
2455 { 2656 {
2456 apply_spellbook (op, tmp); 2657 apply_spellbook (who, op);
2457 return 1; 2658 return 1;
2458 } 2659 }
2459 else 2660 else
2460 return 0; 2661 return 0;
2461 2662
2462 case SCROLL: 2663 case SCROLL:
2463 apply_scroll (op, tmp, 0); 2664 apply_scroll (who, op, 0);
2464 return 1; 2665 return 1;
2465 2666
2466 case POTION: 2667 case POTION:
2467 apply_potion (op, tmp); 2668 apply_potion (who, op);
2468 return 1; 2669 return 1;
2469 2670
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2671 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed? 2672 //TODO: remove, as it is unsed?
2472 case CLOSE_CON: 2673 case CLOSE_CON:
2473 apply_container (op, tmp->env); 2674 apply_container (who, op->env);
2474 return 1; 2675 return 1;
2475 2676
2476 case CONTAINER: 2677 case CONTAINER:
2477 apply_container (op, tmp); 2678 apply_container (who, op);
2478 return 1; 2679 return 1;
2479 2680
2480 case TREASURE: 2681 case TREASURE:
2481 if (op->type == PLAYER) 2682 if (who->type == PLAYER)
2482 { 2683 {
2483 apply_treasure (op, tmp); 2684 apply_treasure (who, op);
2484 return 1; 2685 return 1;
2485 } 2686 }
2486 else 2687 else
2487 return 0; 2688 return 0;
2689
2690 case LAMP:
2691 case TORCH:
2692 player_apply_lamp (who, op);
2693 return 1;
2488 2694
2489 case WEAPON: 2695 case WEAPON:
2490 case ARMOUR: 2696 case ARMOUR:
2491 case BOOTS: 2697 case BOOTS:
2492 case GLOVES: 2698 case GLOVES:
2500 case WAND: 2706 case WAND:
2501 case ROD: 2707 case ROD:
2502 case HORN: 2708 case HORN:
2503 case SKILL: 2709 case SKILL:
2504 case BOW: 2710 case BOW:
2505 case LAMP:
2506 case BUILDER: 2711 case BUILDER:
2507 case SKILL_TOOL: 2712 case SKILL_TOOL:
2508 if (tmp->env != op) 2713 if (op->env != who)
2509 return 2; /* not in inventory */ 2714 return 2; /* not in inventory */
2510 2715
2511 apply_special (op, tmp, aflag); 2716 apply_special (who, op, aflag);
2512 return 1; 2717 return 1;
2513 2718
2514 case DRINK: 2719 case DRINK:
2515 case FOOD: 2720 case FOOD:
2516 case FLESH: 2721 case FLESH:
2517 apply_food (op, tmp); 2722 apply_food (who, op);
2518 return 1; 2723 return 1;
2519 2724
2520 case POISON: 2725 case POISON:
2521 apply_poison (op, tmp); 2726 apply_poison (who, op);
2522 return 1; 2727 return 1;
2523 2728
2524 case SAVEBED: 2729 case SAVEBED:
2525 return 1; 2730 return 1;
2526 2731
2527 case ARMOUR_IMPROVER: 2732 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2529 { 2734 {
2530 apply_armour_improver (op, tmp); 2735 apply_armour_improver (who, op);
2531 return 1; 2736 return 1;
2532 } 2737 }
2533 else 2738 else
2534 return 0; 2739 return 0;
2535 2740
2536 case WEAPON_IMPROVER: 2741 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp); 2742 check_improve_weapon (who, op);
2538 return 1; 2743 return 1;
2539 2744
2540 case CLOCK: 2745 case CLOCK:
2541 if (op->type == PLAYER) 2746 if (who->type == PLAYER)
2542 { 2747 {
2543 char buf[MAX_BUF]; 2748 char buf[MAX_BUF];
2544 timeofday_t tod; 2749 timeofday_t tod;
2545 2750
2546 get_tod (&tod); 2751 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock")); 2752 who->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format ( 2753 who->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s", 2754 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2755 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2756 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 )); 2757 ));
2553 return 1; 2758 return 1;
2554 } 2759 }
2555 else 2760 else
2556 return 0; 2761 return 0;
2557 2762
2558 case MENU: 2763 case MENU:
2559 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2560 { 2765 {
2561 shop_listing (tmp, op); 2766 shop_listing (op, who);
2562 return 1; 2767 return 1;
2563 } 2768 }
2564 else 2769 else
2565 return 0; 2770 return 0;
2566 2771
2567 case POWER_CRYSTAL: 2772 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */ 2773 apply_power_crystal (who, op); /* see egoitem.c */
2569 return 1; 2774 return 1;
2570 2775
2571 case LIGHTER: /* for lighting torches/lanterns/etc */ 2776 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2573 { 2778 {
2574 apply_lighter (op, tmp); 2779 apply_lighter (who, op);
2575 return 1; 2780 return 1;
2576 } 2781 }
2577 else 2782 else
2578 return 0; 2783 return 0;
2579 2784
2580 case ITEM_TRANSFORMER: 2785 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp); 2786 apply_item_transformer (who, op);
2582 return 1; 2787 return 1;
2583 2788
2584 default: 2789 default:
2585 return 0; 2790 return 0;
2586 } 2791 }
2737 case BRACERS: 2942 case BRACERS:
2738 case CLOAK: 2943 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 2944 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 2945 change_abil (who, op);
2741 break; 2946 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 2947
2773 case BOW: 2948 case BOW:
2774 case WAND: 2949 case WAND:
2775 case ROD: 2950 case ROD:
2776 case HORN: 2951 case HORN:
3184 * skill so that the dam and wc get updated 3359 * skill so that the dam and wc get updated
3185 */ 3360 */
3186 who->change_skill (skop); 3361 who->change_skill (skop);
3187 } 3362 }
3188 3363
3189 if (who->type == PLAYER 3364 if (!check_item_power (who, op->item_power))
3190 && op->item_power
3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3192 { 3365 {
3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3366 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3194 return 1; 3367 return 1;
3195 } 3368 }
3196 3369
3204 return RESULT_INT (0); 3377 return RESULT_INT (0);
3205 3378
3206 switch (op->type) 3379 switch (op->type)
3207 { 3380 {
3208 case WEAPON: 3381 case WEAPON:
3209 if (!check_weapon_power (who, op->last_eat))
3210 {
3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3212
3213 if (tmp)
3214 insert_ob_in_ob (tmp, who);
3215
3216 return 1;
3217 }
3218
3219 //TODO: this obviously fails for players using a shorter prefix 3382 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword. 3383 // i.e. "R" can use Ragnarok's sword.
3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3384 if (op->level && !op->name.starts_with (who->name))
3222 { 3385 {
3223 /* if the weapon does not have the name as the character, can't use it. */ 3386 /* if the weapon does not have the name as the character, can't use it. */
3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3387 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3388 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3226 3389
3260 case AMULET: 3423 case AMULET:
3261 SET_FLAG (op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op))); 3425 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op); 3426 change_abil (who, op);
3264 break; 3427 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 3428
3306 case SKILL_TOOL: 3429 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill 3430 // applying a skill tool also readies the skill
3308 SET_FLAG (op, FLAG_APPLIED); 3431 SET_FLAG (op, FLAG_APPLIED);
3309 3432
3389 } 3512 }
3390 3513
3391 break; 3514 break;
3392 3515
3393 case BOW: 3516 case BOW:
3394 if (!check_weapon_power (who, op->last_eat)) 3517 if (op->level && !op->name.starts_with (who->name))
3395 {
3396 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3398 if (tmp)
3399 insert_ob_in_ob (tmp, who);
3400
3401 return 1;
3402 }
3403
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3405 { 3518 {
3406 who->failmsg ("The weapon does not recognize you as its owner. " 3519 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>"); 3520 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp) 3521 if (tmp)
3409 insert_ob_in_ob (tmp, who); 3522 insert_ob_in_ob (tmp, who);
3759 } 3872 }
3760 3873
3761 who->update_stats (); 3874 who->update_stats ();
3762} 3875}
3763 3876
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 3877
3817/** 3878/**
3818 * op made some mistake with a scroll, this takes care of punishment. 3879 * op made some mistake with a scroll, this takes care of punishment.
3819 * scroll_failure()- hacked directly from spell_failure 3880 * scroll_failure()- hacked directly from spell_failure
3820 */ 3881 */
3920 } 3981 }
3921 3982
3922 /* insert the randomitems from the change's treasurelist into 3983 /* insert the randomitems from the change's treasurelist into
3923 * the player ref: player.c 3984 * the player ref: player.c
3924 */ 3985 */
3925 if (change->randomitems != NULL) 3986 if (change->randomitems)
3926 give_initial_items (pl, change->randomitems); 3987 give_initial_items (pl, change->randomitems);
3927 3988
3928 /* set up the face, for some races. */ 3989 /* set up the face, for some races. */
3929 3990
3930 /* first, look for the force object banning 3991 /* first, look for the force object banning
3931 * changing the face. Certain races never change face with class. 3992 * changing the face. Certain races never change face with class.
3932 */ 3993 */
3933 for (walk = pl->inv; walk != NULL; walk = walk->below) 3994 for (walk = pl->inv; walk; walk = walk->below)
3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3995 if (walk->name == shstr_NOCLASSFACECHANGE)
3935 flag_change_face = 0; 3996 flag_change_face = 0;
3936 3997
3937 if (flag_change_face) 3998 if (flag_change_face)
3938 { 3999 {
3939 pl->face = change->face; 4000 pl->face = change->face;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4002 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 } 4003 }
3943 4004
3944 /* check the special case of can't use weapons */ 4005 /* check the special case of can't use weapons */
3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4006 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3946 if (!strcmp (change->name, "monk")) 4007 if (change->name == shstr_monk)
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4008 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 4009
3949 break; 4010 break;
3950 } 4011 }
3951 } 4012 }
3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3989 return; 4050 return;
3990 } 4051 }
3991 4052
3992 /* check whether they are compatible or not */ 4053 /* check whether they are compatible or not */
3993 find = strstr (marked->slaying, transformer->arch->archname); 4054 find = strstr (&marked->slaying, transformer->arch->archname);
3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3995 { 4056 {
3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3997 return; 4058 return;
3998 } 4059 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines