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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.150 by root, Tue Apr 22 23:50:24 2008 UTC vs.
Revision 1.187 by elmex, Tue Jan 13 13:29:57 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
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168
169 if (yield)
170 get_archetype (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171} 167}
172 168
173/** 169/**
174 * Handles applying a potion. 170 * Handles applying a potion.
175 */ 171 */
319 */ 315 */
320 if (tmp->inv) 316 if (tmp->inv)
321 { 317 {
322 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
323 { 319 {
324 object *fball;
325
326 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
327 321 create_exploding_ball_at (op, op->level);
328 /* Explodes a fireball centered at player */
329 fball = get_archetype (EXPLODING_FIREBALL);
330 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
331 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
332 fball->x = op->x;
333 fball->y = op->y;
334 insert_ob_in_map (fball, op->map, NULL, 0);
335 } 322 }
336 else 323 else
337 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
338 325
339 tmp->decrease (); 326 tmp->decrease ();
382 } 369 }
383 370
384 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
385 if (op->type == PLAYER) 372 if (op->type == PLAYER)
386 { /* only for players */ 373 { /* only for players */
387 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)
388 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
389 else 378 else
390 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
391 380
392 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
410 399
411/** 400/**
412 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
413 */ 402 */
414static int 403static int
415check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
416{ 405{
417 int count = 0; 406 int count = 0;
418 407
419 if (!item) 408 if (!item)
420 return 0; 409 return 0;
421 410
422 for (op = op->below; op; op = op->below) 411 for (op = op->below; op; op = op->below)
423 {
424 if (strcmp (op->arch->archname, item) == 0) 412 if (op->arch->archname == item)
425 {
426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
427 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
428 {
429 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
430 count++;
431 else
432 count += op->nrof; 415 count += op->number_of ();
433 }
434 }
435 }
436 416
437 return count; 417 return count;
438} 418}
439 419
440/** 420/**
442 * op is typically the player, which is only 422 * op is typically the player, which is only
443 * really used to determine what space to look at. 423 * really used to determine what space to look at.
444 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
445 */ 425 */
446static void 426static void
447eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
448{ 428{
449 object *prev; 429 object *prev;
450 430
451 prev = op; 431 prev = op;
452 op = op->below; 432 op = op->below;
453 433
454 while (op) 434 while (op)
455 { 435 {
456 if (strcmp (op->arch->archname, item) == 0) 436 if (op->arch->archname == item)
457 { 437 {
458 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
459 { 439 {
460 op->decrease (nrof); 440 op->decrease (nrof);
461 return; 441 return;
612 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
613 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
614 { 594 {
615 op->failmsg ("You cannot prepare magic weapons. " 595 op->failmsg ("You cannot prepare magic weapons. "
616 "H<A weapon is considered magical if it changes regeneration, " 596 "H<A weapon is considered magical if it changes regeneration, "
617 "speed or ac.>"); 597 "speed or ac, or has other protections.>");
618 return 0; 598 return 0;
619 } 599 }
620 600
621 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
622 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
707 weapon->last_eat++; 687 weapon->last_eat++;
708 weapon->item_power++; 688 weapon->item_power++;
709 improver->decrease (); 689 improver->decrease ();
710 return 1; 690 return 1;
711 } 691 }
692
712 if (improver->stats.sp == IMPROVE_ENCHANT) 693 if (improver->stats.sp == IMPROVE_ENCHANT)
713 { 694 {
714 weapon->magic++; 695 weapon->magic++;
715 weapon->last_eat++; 696 weapon->last_eat++;
716 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
771 op->failmsg ("Something blocks the magic of the scroll!"); 752 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 753 return 0;
773 } 754 }
774 755
775 otmp = find_marked_object (op); 756 otmp = find_marked_object (op);
757
776 if (!otmp) 758 if (!otmp)
777 { 759 {
778 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 760 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 761 return 0;
780 } 762 }
974 ob_to_copy = converter->inv; 956 ob_to_copy = converter->inv;
975 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
976 if (rndm (0, i) == 0) 958 if (rndm (0, i) == 0)
977 ob_to_copy = ob; 959 ob_to_copy = ob;
978 960
979 item = object_create_clone (ob_to_copy); 961 item = ob_to_copy->deep_clone ();
980 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
981 unflag_inv (item, FLAG_IS_A_TEMPLATE); 963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
982 } 964 }
983 else 965 else
984 { 966 {
997 item->nrof = give; 979 item->nrof = give;
998 980
999 if (nr) 981 if (nr)
1000 item->nrof *= nr; 982 item->nrof *= nr;
1001 983
1002 if (is_in_shop (converter)) 984 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
1004 else if (price_in < sint64 (item->nrof) * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 996 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 997 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 /** 999 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1000 * elmex: we are going to let the game continue, as the mapcreator
1010 * hopefully had something in mind when doing this. 1001 * hopefully had something in mind when doing this.
1011 */ 1002 */
1012 } 1003 }
1013 1004
1014 SET_FLAG (item, FLAG_IDENTIFIED); 1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016 return 1; 1011 return 1;
1017} 1012}
1018 1013
1019/** 1014/**
1115/* push_button (altar);*/ 1110/* push_button (altar);*/
1116 } 1111 }
1117 else 1112 else
1118 { 1113 {
1119 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1120 push_button (altar); 1115 push_button (altar, originator);
1121 } 1116 }
1122 1117
1123 return !sacrifice; 1118 return !sacrifice;
1124 } 1119 }
1125 else 1120 else
1151 { 1146 {
1152 has_unpaid = true; 1147 has_unpaid = true;
1153 break; 1148 break;
1154 } 1149 }
1155 1150
1156 if (op->type != PLAYER) 1151 if (!op->is_player ())
1157 { 1152 {
1158 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1159 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1160 * the shop. 1155 * the shop.
1161 */ 1156 */
1165 1160
1166 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1167 { 1162 {
1168 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1169 1164
1165 if (i >= 0)
1170 tmp->remove (); 1166 tmp->move (i);
1171
1172 if (i == -1)
1173 i = 0;
1174
1175 tmp->map = op->map;
1176 tmp->x = op->x + freearr_x[i];
1177 tmp->y = op->y + freearr_y[i];
1178 insert_ob_in_map (tmp, op->map, op, 0);
1179 } 1167 }
1180 } 1168 }
1181 1169
1182 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1183 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1194 if (i != -1) 1182 if (i != -1)
1195 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1196 1184
1197 return 0; 1185 return 0;
1198 } 1186 }
1187
1199 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1200 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1201 */ 1190 */
1202 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1203 } 1192 }
1258 * Handles applying a sign. 1247 * Handles applying a sign.
1259 */ 1248 */
1260static void 1249static void
1261apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1262{ 1251{
1263 readable_message_type *msgType; 1252 if (!op->is_player())
1253 return;
1254
1255 if (sign->has_dialogue ())
1256 {
1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1258 return;
1259 }
1264 1260
1265 if (!sign->msg) 1261 if (!sign->msg)
1266 { 1262 {
1267 op->statusmsg ("Nothing is written on it."); 1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1268 return; 1267 return;
1269 } 1268 }
1270 1269
1271 if (sign->stats.food) 1270 if (sign->stats.food)
1272 { 1271 {
1273 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1274 { 1273 {
1275 if (!sign->move_on) 1274 if (!sign->move_on)
1276 op->statusmsg ("You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1277 1276
1278 return; 1277 return;
1279 } 1278 }
1280 1279
1281 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1299 if (sign->sound) 1298 if (sign->sound)
1300 ns->play_sound (sign->sound); 1299 ns->play_sound (sign->sound);
1301 else if (autoapply) 1300 else if (autoapply)
1302 ns->play_sound (sound_find ("msg_voice")); 1301 ns->play_sound (sound_find ("msg_voice"));
1303 1302
1304 if (ns->can_msg)
1305 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1306 else
1307 {
1308 msgType = get_readable_message_type (sign);
1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 }
1312 } 1304 }
1305}
1306
1307static void
1308move_apply_hole (object *trap, object *victim)
1309{
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1313} 1337}
1314 1338
1315/** 1339/**
1316 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1317 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1392 } 1416 }
1393 goto leave; 1417 goto leave;
1394 1418
1395 case BUTTON: 1419 case BUTTON:
1396 case PEDESTAL: 1420 case PEDESTAL:
1397 update_button (trap); 1421 update_button (trap, originator);
1398 goto leave; 1422 goto leave;
1399 1423
1400 case ALTAR: 1424 case ALTAR:
1401 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1402 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1466 1490
1467 case CONVERTER: 1491 case CONVERTER:
1468 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1469 { 1493 {
1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 get_archetype ("burnout")->insert_at (trap, trap); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 } 1496 }
1473 1497
1474 goto leave; 1498 goto leave;
1475 1499
1476 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1486 case CHECK_INV: 1510 case CHECK_INV:
1487 check_inv (victim, trap); 1511 check_inv (victim, trap);
1488 goto leave; 1512 goto leave;
1489 1513
1490 case HOLE: 1514 case HOLE:
1491 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1492 if (trap->stats.wc > 0)
1493 goto leave;
1494
1495 /* Is this a multipart monster and not the head? If so, return.
1496 * Processing will happen if the head runs into the pit
1497 */
1498 if (victim->head)
1499 goto leave;
1500
1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1502 victim->statusmsg ("You fall through the hole!", NDI_RED);
1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1504 goto leave; 1516 goto leave;
1505 1517
1506 case EXIT: 1518 case EXIT:
1507 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1508 { 1520 {
1509 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1510 * players output. 1522 * players output.
1511 */ 1523 */
1512 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1513 victim->statusmsg (trap->msg, NDI_NAVY); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1514 1526
1515 trap->play_sound (trap->sound); 1527 trap->play_sound (trap->sound);
1516 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1517 } 1529 }
1600 1612
1601 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1602 1614
1603 if (player *pl = op->contr) 1615 if (player *pl = op->contr)
1604 if (client *ns = pl->ns) 1616 if (client *ns = pl->ns)
1605 if (ns->can_msg)
1606 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1607 else
1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1609 msgType->message_type, msgType->message_subtype,
1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1612 1618
1613 /* gain xp from reading */ 1619 /* gain xp from reading */
1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */ 1621 { /* only if not read before */
1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1939 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1940 break; 1946 break;
1941 } 1947 }
1942 1948
1943 if (!tmp->destroyed () && !tmp->inv) 1949 if (!tmp->destroyed () && !tmp->inv)
1944 tmp->decrease (); 1950 tmp->decrease (true);
1945} 1951}
1946 1952
1947/** 1953/**
1948 * op eats food. 1954 * op eats food.
1949 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2144 op->statusmsg (buf); 2150 op->statusmsg (buf);
2145 2151
2146 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2147 i = -1; 2153 i = -1;
2148 if (winners > 0) 2154 if (winners > 0)
2149 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2150 2156
2151 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2152 { 2158 {
2153 /* resistance increased! */ 2159 /* resistance increased! */
2154 skin->resist[i]++; 2160 skin->resist[i]++;
2213 2219
2214 op->statusmsg ("Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2215 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2216} 2222}
2217 2223
2218extern void 2224void
2219apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2220{ 2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2221 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2222 { 2233 {
2223 op->contr->play_sound (sound_find ("drink_poison")); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2224 op->failmsg ("Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2225 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2226 } 2237 }
2227 2238
2228 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2229 { 2240 {
2230 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2232 } 2243 }
2233 2244
2234 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2235 handle_apply_yield (tmp); 2246 poison->destroy ();
2236 tmp->decrease ();
2237} 2247}
2238 2248
2239/** 2249/**
2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2241 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2325 2335
2326 return 0; 2336 return 0;
2327} 2337}
2328 2338
2329/** 2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581}
2582
2583/**
2330 * Main apply handler. 2584 * Main apply handler.
2331 * 2585 *
2332 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2333 * 2587 *
2334 * Return value: 2588 * Return value:
2335 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2336 * 1: has been applied, or there was an error applying the object 2590 * 1: has been applied, or there was an error applying the object
2337 * 2: objects of that type can't be applied if not in inventory 2591 * 2: objects of that type can't be applied if not in inventory
2338 * 2592 *
2339 * op is the object that is causing object to be applied, tmp is the object 2593 * who is the object that is causing object to be applied, op is the object
2340 * being applied. 2594 * being applied.
2341 * 2595 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2344 */ 2598 */
2345int 2599int
2346manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2347{ 2601{
2348 if (tmp->head) 2602 op = op->head_ ();
2349 tmp = tmp->head;
2350 2603
2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2352 { 2605 {
2353 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2354 { 2607 {
2608 examine (who, op);
2355 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2356 return 1; 2610 return 1;
2357 } 2611 }
2358 else 2612 else
2359 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2360 } 2614 }
2361 2615
2362 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2363 return RESULT_INT (0); 2617 return RESULT_INT (0);
2364 2618
2365 switch (tmp->type) 2619 switch (op->type)
2366 { 2620 {
2367 case CF_HANDLE: 2621 case CF_HANDLE:
2368 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2369 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2370 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2371 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2372 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2373 push_button (tmp); 2627 push_button (op, who);
2374 return 1; 2628 return 1;
2375 2629
2376 case TRIGGER: 2630 case TRIGGER:
2377 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2378 { 2632 {
2379 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2380 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2381 } 2635 }
2382 else 2636 else
2383 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2384 2638
2385 return 1; 2639 return 1;
2386 2640
2387 case EXIT: 2641 case EXIT:
2388 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2389 return 0; 2643 return 0;
2390 2644
2391 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2392 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2393 else 2647 else
2394 { 2648 {
2395 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2397 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2398 2652
2399 op->enter_exit (tmp); 2653 who->enter_exit (op);
2400 } 2654 }
2401 2655
2402 return 1; 2656 return 1;
2403 2657
2404 case INSCRIBABLE: 2658 case INSCRIBABLE:
2405 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2406 // maybe show a spell menu to chose from or something like that 2660 // maybe show a spell menu to chose from or something like that
2407 return 1; 2661 return 1;
2408 2662
2409 case SIGN: 2663 case SIGN:
2410 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2411 return 1; 2665 return 1;
2412 2666
2413 case BOOK: 2667 case BOOK:
2414 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2415 { 2669 {
2416 apply_book (op, tmp); 2670 apply_book (who, op);
2417 return 1; 2671 return 1;
2418 } 2672 }
2419 else 2673 else
2420 return 0; 2674 return 0;
2421 2675
2422 case SKILLSCROLL: 2676 case SKILLSCROLL:
2423 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2424 { 2678 {
2425 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2426 return 1; 2680 return 1;
2427 } 2681 }
2428 else 2682 else
2429 return 0; 2683 return 0;
2430 2684
2431 case SPELLBOOK: 2685 case SPELLBOOK:
2432 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2433 { 2687 {
2434 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2435 return 1; 2689 return 1;
2436 } 2690 }
2437 else 2691 else
2438 return 0; 2692 return 0;
2439 2693
2440 case SCROLL: 2694 case SCROLL:
2441 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2442 return 1; 2696 return 1;
2443 2697
2444 case POTION: 2698 case POTION:
2445 apply_potion (op, tmp); 2699 apply_potion (who, op);
2446 return 1; 2700 return 1;
2447 2701
2448 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2449 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2450 case CLOSE_CON: 2704 case CLOSE_CON:
2451 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2452 return 1; 2706 return 1;
2453 2707
2454 case CONTAINER: 2708 case CONTAINER:
2455 apply_container (op, tmp); 2709 apply_container (who, op);
2456 return 1; 2710 return 1;
2457 2711
2458 case TREASURE: 2712 case TREASURE:
2459 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2460 { 2714 {
2461 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2462 return 1; 2716 return 1;
2463 } 2717 }
2464 else 2718 else
2465 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2466 2725
2467 case WEAPON: 2726 case WEAPON:
2468 case ARMOUR: 2727 case ARMOUR:
2469 case BOOTS: 2728 case BOOTS:
2470 case GLOVES: 2729 case GLOVES:
2478 case WAND: 2737 case WAND:
2479 case ROD: 2738 case ROD:
2480 case HORN: 2739 case HORN:
2481 case SKILL: 2740 case SKILL:
2482 case BOW: 2741 case BOW:
2483 case LAMP:
2484 case BUILDER: 2742 case BUILDER:
2485 case SKILL_TOOL: 2743 case SKILL_TOOL:
2486 if (tmp->env != op) 2744 if (op->env != who)
2487 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2488 2746
2489 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2490 return 1; 2748 return 1;
2491 2749
2492 case DRINK: 2750 case DRINK:
2493 case FOOD: 2751 case FOOD:
2494 case FLESH: 2752 case FLESH:
2495 apply_food (op, tmp); 2753 apply_food (who, op);
2496 return 1; 2754 return 1;
2497 2755
2498 case POISON: 2756 case POISON:
2499 apply_poison (op, tmp); 2757 apply_poison (who, op);
2500 return 1; 2758 return 1;
2501 2759
2502 case SAVEBED: 2760 case SAVEBED:
2503 return 1; 2761 return 1;
2504 2762
2505 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2506 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2507 { 2765 {
2508 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2509 return 1; 2767 return 1;
2510 } 2768 }
2511 else 2769 else
2512 return 0; 2770 return 0;
2513 2771
2514 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2515 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2516 return 1; 2774 return 1;
2517 2775
2518 case CLOCK: 2776 case CLOCK:
2519 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2520 { 2778 {
2521 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2522 timeofday_t tod; 2780 timeofday_t tod;
2523 2781
2524 get_tod (&tod); 2782 get_tod (&tod);
2525 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2526 op->statusmsg (format ( 2784 who->statusmsg (format (
2527 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2528 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2529 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2530 )); 2788 ));
2531 return 1; 2789 return 1;
2532 } 2790 }
2533 else 2791 else
2534 return 0; 2792 return 0;
2535 2793
2536 case MENU: 2794 case MENU:
2537 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2538 { 2796 {
2539 shop_listing (tmp, op); 2797 shop_listing (op, who);
2540 return 1; 2798 return 1;
2541 } 2799 }
2542 else 2800 else
2543 return 0; 2801 return 0;
2544 2802
2545 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2546 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2547 return 1; 2805 return 1;
2548 2806
2549 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2550 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2551 { 2809 {
2552 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2553 return 1; 2811 return 1;
2554 } 2812 }
2555 else 2813 else
2556 return 0; 2814 return 0;
2557 2815
2558 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2559 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2560 return 1; 2818 return 1;
2561 2819
2562 default: 2820 default:
2563 return 0; 2821 return 0;
2564 } 2822 }
2565} 2823}
2566
2567 2824
2568/* quiet suppresses the "don't know how to apply" and "you must get it first" 2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2569 * messages as needed by player_apply_below(). But there can still be 2826 * messages as needed by player_apply_below(). But there can still be
2570 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2571 * 2828 *
2572 * Same return value as apply() function. 2829 * Same return value as apply() function.
2573 */ 2830 */
2574int 2831int
2575player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2576{ 2833{
2577 int tmp;
2578
2579 if (op->env && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2580 { 2835 {
2581 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2582 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2583 { 2838 {
2584 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2585 return 0; 2842 return 0;
2586 } 2843 }
2587 } 2844 }
2588 2845
2589 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2590 2847
2591 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2592 if (!quiet) 2850 if (!quiet)
2593 { 2851 {
2594 if (tmp == 0) 2852 if (tmp == 0)
2595 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2596 else if (tmp == 2) 2854 else if (tmp == 2)
2631 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2632 * so that at least one of players movement types be that which 2890 * so that at least one of players movement types be that which
2633 * the item needs. 2891 * the item needs.
2634 */ 2892 */
2635 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2636 {
2637 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2638 return; 2895 return;
2639 } 2896
2640 if (floors >= 2) 2897 if (floors >= 2)
2641 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2642 } 2899 }
2643} 2900}
2644 2901
2688 break; 2945 break;
2689 2946
2690 case SKILL: 2947 case SKILL:
2691 if (who->contr) 2948 if (who->contr)
2692 { 2949 {
2950 if (IS_COMBAT_SKILL (op->subtype))
2951 who->change_weapon (who->contr->combat_ob = 0);
2952 else if (IS_RANGED_SKILL (op->subtype))
2953 who->change_weapon (who->contr->ranged_ob = 0);
2954
2693 if (!op->invisible) 2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2694 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2695 else
2696 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2697 } 2959 }
2698 2960
2699 change_abil (who, op); 2961 change_abil (who, op);
2700 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2701 break; 2963 break;
2711 case BRACERS: 2973 case BRACERS:
2712 case CLOAK: 2974 case CLOAK:
2713 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2714 change_abil (who, op); 2976 change_abil (who, op);
2715 break; 2977 break;
2716
2717 case LAMP:
2718 {
2719 who->statusmsg (format ("You turn off your %s.", &op->name));
2720
2721 object *tmp2 = arch_to_object (op->other_arch);
2722 tmp2->x = op->x;
2723 tmp2->y = op->y;
2724 tmp2->map = op->map;
2725 tmp2->below = op->below;
2726 tmp2->above = op->above;
2727 tmp2->stats.food = op->stats.food;
2728 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2729
2730 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2731 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2732
2733 op->destroy ();
2734 who->insert (tmp2);
2735 who->update_stats ();
2736
2737 if (who->contr)
2738 {
2739 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2740 {
2741 who->failmsg ("Oops, it feels deadly cold!");
2742 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2743 }
2744 }
2745 }
2746
2747 return 1; /* otherwise, an attempt to drop causes problems */
2748 2978
2749 case BOW: 2979 case BOW:
2750 case WAND: 2980 case WAND:
2751 case ROD: 2981 case ROD:
2752 case HORN: 2982 case HORN:
3092 return 1; 3322 return 1;
3093 } 3323 }
3094 3324
3095 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3096 } 3326 }
3097
3098 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3099 return 0; 3328 return 0;
3100 3329
3101 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3102 // to resolve conflicts. 3331 // to resolve conflicts.
3103 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3183 switch (op->type) 3412 switch (op->type)
3184 { 3413 {
3185 case WEAPON: 3414 case WEAPON:
3186 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3187 { 3416 {
3188 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); 3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3189 3418
3190 if (tmp) 3419 if (tmp)
3191 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3192 3421
3193 return 1; 3422 return 1;
3194 } 3423 }
3195 3424
3196 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3197 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3198 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3199 { 3428 {
3200 /* if the weapon does not have the name as the character, can't use it. */ 3429 /* if the weapon does not have the name as the character, can't use it. */
3201 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3202 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3203 3432
3237 case AMULET: 3466 case AMULET:
3238 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3239 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3240 change_abil (who, op); 3469 change_abil (who, op);
3241 break; 3470 break;
3242
3243 case LAMP:
3244 if (op->stats.food < 1)
3245 {
3246 who->failmsg (format (
3247 "Your %s is out of fuel! "
3248 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3249 &op->name
3250 ));
3251 return 1;
3252 }
3253
3254 who->statusmsg (format ("You turn on your %s.", &op->name));
3255
3256 tmp2 = arch_to_object (op->other_arch);
3257 tmp2->stats.food = op->stats.food;
3258 SET_FLAG (tmp2, FLAG_APPLIED);
3259
3260 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3261 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3262
3263 who->insert (tmp2);
3264
3265 /* Remove the old lantern */
3266 op->destroy ();
3267
3268 /* insert the portion that was split off */
3269 if (tmp)
3270 who->insert (tmp);
3271
3272 who->update_stats ();
3273
3274 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3275 if (who->type == PLAYER)
3276 {
3277 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3278 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3279 }
3280
3281 return 0;
3282 3471
3283 case SKILL_TOOL: 3472 case SKILL_TOOL:
3284 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3285 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3286 3475
3376 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3377 3566
3378 return 1; 3567 return 1;
3379 } 3568 }
3380 3569
3381 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3382 { 3571 {
3383 who->failmsg ("The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3384 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3385 if (tmp) 3574 if (tmp)
3386 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3462 { 3651 {
3463 who->failmsg ( 3652 who->failmsg (
3464 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3465 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3466 ); 3655 );
3467 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3468 } 3657 }
3469 3658
3470 if (object *pl = op->visible_to ()) 3659 if (object *pl = op->visible_to ())
3490int 3679int
3491auto_apply (object *op) 3680auto_apply (object *op)
3492{ 3681{
3493 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3494 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3495 3686
3496 switch (op->type) 3687 switch (op->type)
3497 { 3688 {
3498 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3499 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3501 3692
3502 do 3693 do
3503 { 3694 {
3504 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3505 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3506 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3507 if (tmp == NULL) 3702 if (tmp == NULL)
3508 return 0; 3703 return 0;
3704
3509 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3510 { 3706 {
3511 tmp->destroy (); 3707 tmp->destroy ();
3512 tmp = NULL; 3708 tmp = NULL;
3513 } 3709 }
3516 3712
3517 tmp->x = op->x; 3713 tmp->x = op->x;
3518 tmp->y = op->y; 3714 tmp->y = op->y;
3519 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3520 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3521 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3522 identify (tmp); 3717 identify (tmp);
3523 break; 3718 break;
3524 3719
3525 case TREASURE: 3720 case TREASURE:
3526 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3533 /* If we generated an object and put it in this object inventory, 3728 /* If we generated an object and put it in this object inventory,
3534 * move it to the parent object as the current object is about 3729 * move it to the parent object as the current object is about
3535 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3536 * that is put inside other objects. 3731 * that is put inside other objects.
3537 */ 3732 */
3538 for (tmp = op->inv; tmp; tmp = tmp2)
3539 {
3540 tmp2 = tmp->below;
3541 tmp->remove ();
3542
3543 if (op->env) 3733 if (op->env)
3544 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3545 else 3735 op->env->insert (op->inv);
3546 tmp->destroy ();
3547 }
3548 3736
3549 op->destroy (); 3737 op->destroy ();
3550 break; 3738 break;
3551 } 3739 }
3552 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3553} 3742}
3554 3743
3555/** 3744/**
3556 * fix_auto_apply goes through the entire map every time a map 3745 * fix_auto_apply goes through the entire map every time a map
3557 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3571 3760
3572 if (tmp->inv) 3761 if (tmp->inv)
3573 { 3762 {
3574 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3575 3764
3576 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3577 { 3766 {
3578 invnext = invtmp->below; 3767 invnext = invtmp->below;
3579 3768
3580 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3581 auto_apply (invtmp); 3770 auto_apply (invtmp);
3582 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3583 { 3772 {
3584 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3586 3775
3587 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3588 } 3777 }
3589 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3701 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3702 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3703 { 3892 {
3704 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3705 { 3894 {
3706 assign (who->contr->killer, food->name); 3895 who->contr->killer = food;
3707 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3708 who->failmsg ("Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3709 } 3898 }
3710 else 3899 else
3711 { 3900 {
3715 who->failmsg ("Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3716 3905
3717 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3718 } 3907 }
3719 } 3908 }
3909
3720 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3721 { 3911 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3723 { 3913 {
3724 who->failmsg ("You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3735 } 3925 }
3736 3926
3737 who->update_stats (); 3927 who->update_stats ();
3738} 3928}
3739 3929
3740/**
3741 * Designed primarily to light torches/lanterns/etc.
3742 * Also burns up burnable material too. First object in the inventory is
3743 * the selected object to "burn". -b.t.
3744 */
3745void
3746apply_lighter (object *who, object *lighter)
3747{
3748 object *item;
3749 int is_player_env = 0;
3750
3751 item = find_marked_object (who);
3752 if (item)
3753 {
3754 if (lighter->last_eat && lighter->stats.food)
3755 { /* lighter gets used up */
3756 object *oneLighter = lighter->split ();
3757 oneLighter->stats.food--;
3758 who->insert (oneLighter);
3759 }
3760 else if (lighter->last_eat)
3761 {
3762 /* no charges left in lighter */
3763 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3764 return;
3765 }
3766
3767 /* Perhaps we should split what we are trying to light on fire?
3768 * I can't see many times when you would want to light multiple
3769 * objects at once.
3770 */
3771
3772 if (who == item->in_player ())
3773 is_player_env = 1;
3774
3775 save_throw_object (item, AT_FIRE, who);
3776
3777 if (item->destroyed ())
3778 {
3779 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3780 /* Need to update the player so that the players glow radius
3781 * gets changed.
3782 */
3783 if (is_player_env)
3784 who->update_stats ();
3785 }
3786 else
3787 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3788 }
3789 else
3790 who->failmsg ("You need to mark a lightable object.");
3791}
3792 3930
3793/** 3931/**
3794 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3795 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3796 */ 3934 */
3896 } 4034 }
3897 4035
3898 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3899 * the player ref: player.c 4037 * the player ref: player.c
3900 */ 4038 */
3901 if (change->randomitems != NULL) 4039 if (change->randomitems)
3902 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3903 4041
3904 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3905 4043
3906 /* first, look for the force object banning 4044 /* first, look for the force object banning
3907 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3908 */ 4046 */
3909 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3910 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3911 flag_change_face = 0; 4049 flag_change_face = 0;
3912 4050
3913 if (flag_change_face) 4051 if (flag_change_face)
3914 { 4052 {
3915 pl->animation_id = GET_ANIM_ID (change);
3916 pl->face = change->face; 4053 pl->face = change->face;
3917 4054 pl->animation_id = change->animation_id;
3918 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3919 SET_FLAG (pl, FLAG_ANIMATE);
3920 else
3921 CLEAR_FLAG (pl, FLAG_ANIMATE);
3922 } 4056 }
3923 4057
3924 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3925 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3926 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3927 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3928 4062
3929 break; 4063 break;
3930 } 4064 }
3931 } 4065 }
3968 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return; 4103 return;
3970 } 4104 }
3971 4105
3972 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3973 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3974 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3975 { 4109 {
3976 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3977 return; 4111 return;
3978 } 4112 }

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