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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.151 by root, Wed Apr 30 06:40:28 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]++;
2216} 2222}
2217 2223
2218void 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
2221 object *poison = tmp->split (1); 2230 object *poison = tmp->split (1);
2222 2231
2223 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2224 { 2233 {
2225 op->contr->play_sound (sound_find ("drink_poison")); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2232 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); 2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2233 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2234 } 2243 }
2235 2244
2236 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2237 handle_apply_yield (poison);
2238 poison->destroy (); 2246 poison->destroy ();
2239} 2247}
2240 2248
2241/** 2249/**
2242 * 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.
2327 2335
2328 return 0; 2336 return 0;
2329} 2337}
2330 2338
2331/** 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/**
2332 * Main apply handler. 2584 * Main apply handler.
2333 * 2585 *
2334 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2335 * 2587 *
2336 * Return value: 2588 * Return value:
2337 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2338 * 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
2339 * 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
2340 * 2592 *
2341 * 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
2342 * being applied. 2594 * being applied.
2343 * 2595 *
2344 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2345 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2346 */ 2598 */
2347int 2599int
2348manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2349{ 2601{
2350 if (tmp->head) 2602 op = op->head_ ();
2351 tmp = tmp->head;
2352 2603
2353 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2354 { 2605 {
2355 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2356 { 2607 {
2608 examine (who, op);
2357 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
2358 return 1; 2610 return 1;
2359 } 2611 }
2360 else 2612 else
2361 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2362 } 2614 }
2363 2615
2364 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2365 return RESULT_INT (0); 2617 return RESULT_INT (0);
2366 2618
2367 switch (tmp->type) 2619 switch (op->type)
2368 { 2620 {
2369 case CF_HANDLE: 2621 case CF_HANDLE:
2370 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2371 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2372 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2373 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2374 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2375 push_button (tmp); 2627 push_button (op, who);
2376 return 1; 2628 return 1;
2377 2629
2378 case TRIGGER: 2630 case TRIGGER:
2379 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2380 { 2632 {
2381 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2382 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2383 } 2635 }
2384 else 2636 else
2385 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2386 2638
2387 return 1; 2639 return 1;
2388 2640
2389 case EXIT: 2641 case EXIT:
2390 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2391 return 0; 2643 return 0;
2392 2644
2393 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2394 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2395 else 2647 else
2396 { 2648 {
2397 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2398 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2399 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2400 2652
2401 op->enter_exit (tmp); 2653 who->enter_exit (op);
2402 } 2654 }
2403 2655
2404 return 1; 2656 return 1;
2405 2657
2406 case INSCRIBABLE: 2658 case INSCRIBABLE:
2407 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2408 // 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
2409 return 1; 2661 return 1;
2410 2662
2411 case SIGN: 2663 case SIGN:
2412 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2413 return 1; 2665 return 1;
2414 2666
2415 case BOOK: 2667 case BOOK:
2416 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2417 { 2669 {
2418 apply_book (op, tmp); 2670 apply_book (who, op);
2419 return 1; 2671 return 1;
2420 } 2672 }
2421 else 2673 else
2422 return 0; 2674 return 0;
2423 2675
2424 case SKILLSCROLL: 2676 case SKILLSCROLL:
2425 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2426 { 2678 {
2427 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2428 return 1; 2680 return 1;
2429 } 2681 }
2430 else 2682 else
2431 return 0; 2683 return 0;
2432 2684
2433 case SPELLBOOK: 2685 case SPELLBOOK:
2434 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2435 { 2687 {
2436 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2437 return 1; 2689 return 1;
2438 } 2690 }
2439 else 2691 else
2440 return 0; 2692 return 0;
2441 2693
2442 case SCROLL: 2694 case SCROLL:
2443 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2444 return 1; 2696 return 1;
2445 2697
2446 case POTION: 2698 case POTION:
2447 apply_potion (op, tmp); 2699 apply_potion (who, op);
2448 return 1; 2700 return 1;
2449 2701
2450 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2451 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2452 case CLOSE_CON: 2704 case CLOSE_CON:
2453 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2454 return 1; 2706 return 1;
2455 2707
2456 case CONTAINER: 2708 case CONTAINER:
2457 apply_container (op, tmp); 2709 apply_container (who, op);
2458 return 1; 2710 return 1;
2459 2711
2460 case TREASURE: 2712 case TREASURE:
2461 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2462 { 2714 {
2463 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2464 return 1; 2716 return 1;
2465 } 2717 }
2466 else 2718 else
2467 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2468 2725
2469 case WEAPON: 2726 case WEAPON:
2470 case ARMOUR: 2727 case ARMOUR:
2471 case BOOTS: 2728 case BOOTS:
2472 case GLOVES: 2729 case GLOVES:
2480 case WAND: 2737 case WAND:
2481 case ROD: 2738 case ROD:
2482 case HORN: 2739 case HORN:
2483 case SKILL: 2740 case SKILL:
2484 case BOW: 2741 case BOW:
2485 case LAMP:
2486 case BUILDER: 2742 case BUILDER:
2487 case SKILL_TOOL: 2743 case SKILL_TOOL:
2488 if (tmp->env != op) 2744 if (op->env != who)
2489 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2490 2746
2491 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2492 return 1; 2748 return 1;
2493 2749
2494 case DRINK: 2750 case DRINK:
2495 case FOOD: 2751 case FOOD:
2496 case FLESH: 2752 case FLESH:
2497 apply_food (op, tmp); 2753 apply_food (who, op);
2498 return 1; 2754 return 1;
2499 2755
2500 case POISON: 2756 case POISON:
2501 apply_poison (op, tmp); 2757 apply_poison (who, op);
2502 return 1; 2758 return 1;
2503 2759
2504 case SAVEBED: 2760 case SAVEBED:
2505 return 1; 2761 return 1;
2506 2762
2507 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2508 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2509 { 2765 {
2510 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2511 return 1; 2767 return 1;
2512 } 2768 }
2513 else 2769 else
2514 return 0; 2770 return 0;
2515 2771
2516 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2517 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2518 return 1; 2774 return 1;
2519 2775
2520 case CLOCK: 2776 case CLOCK:
2521 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2522 { 2778 {
2523 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2524 timeofday_t tod; 2780 timeofday_t tod;
2525 2781
2526 get_tod (&tod); 2782 get_tod (&tod);
2527 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2528 op->statusmsg (format ( 2784 who->statusmsg (format (
2529 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2530 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2531 ((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")
2532 )); 2788 ));
2533 return 1; 2789 return 1;
2534 } 2790 }
2535 else 2791 else
2536 return 0; 2792 return 0;
2537 2793
2538 case MENU: 2794 case MENU:
2539 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2540 { 2796 {
2541 shop_listing (tmp, op); 2797 shop_listing (op, who);
2542 return 1; 2798 return 1;
2543 } 2799 }
2544 else 2800 else
2545 return 0; 2801 return 0;
2546 2802
2547 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2548 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2549 return 1; 2805 return 1;
2550 2806
2551 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2552 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2553 { 2809 {
2554 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2555 return 1; 2811 return 1;
2556 } 2812 }
2557 else 2813 else
2558 return 0; 2814 return 0;
2559 2815
2560 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2561 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2562 return 1; 2818 return 1;
2563 2819
2564 default: 2820 default:
2565 return 0; 2821 return 0;
2566 } 2822 }
2567} 2823}
2568
2569 2824
2570/* 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"
2571 * 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
2572 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2573 * 2828 *
2574 * Same return value as apply() function. 2829 * Same return value as apply() function.
2575 */ 2830 */
2576int 2831int
2577player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2578{ 2833{
2579 int tmp;
2580
2581 if (op->env && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2582 { 2835 {
2583 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2584 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2585 { 2838 {
2586 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.>");
2587 return 0; 2842 return 0;
2588 } 2843 }
2589 } 2844 }
2590 2845
2591 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2592 2847
2593 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2594 if (!quiet) 2850 if (!quiet)
2595 { 2851 {
2596 if (tmp == 0) 2852 if (tmp == 0)
2597 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)));
2598 else if (tmp == 2) 2854 else if (tmp == 2)
2633 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2634 * 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
2635 * the item needs. 2891 * the item needs.
2636 */ 2892 */
2637 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2638 {
2639 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2640 return; 2895 return;
2641 } 2896
2642 if (floors >= 2) 2897 if (floors >= 2)
2643 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2644 } 2899 }
2645} 2900}
2646 2901
2690 break; 2945 break;
2691 2946
2692 case SKILL: 2947 case SKILL:
2693 if (who->contr) 2948 if (who->contr)
2694 { 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
2695 if (!op->invisible) 2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2696 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2697 else
2698 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2699 } 2959 }
2700 2960
2701 change_abil (who, op); 2961 change_abil (who, op);
2702 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2703 break; 2963 break;
2713 case BRACERS: 2973 case BRACERS:
2714 case CLOAK: 2974 case CLOAK:
2715 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2716 change_abil (who, op); 2976 change_abil (who, op);
2717 break; 2977 break;
2718
2719 case LAMP:
2720 {
2721 who->statusmsg (format ("You turn off your %s.", &op->name));
2722
2723 object *tmp2 = arch_to_object (op->other_arch);
2724 tmp2->x = op->x;
2725 tmp2->y = op->y;
2726 tmp2->map = op->map;
2727 tmp2->below = op->below;
2728 tmp2->above = op->above;
2729 tmp2->stats.food = op->stats.food;
2730 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2731
2732 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2733 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2734
2735 op->destroy ();
2736 who->insert (tmp2);
2737 who->update_stats ();
2738
2739 if (who->contr)
2740 {
2741 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2742 {
2743 who->failmsg ("Oops, it feels deadly cold!");
2744 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2745 }
2746 }
2747 }
2748
2749 return 1; /* otherwise, an attempt to drop causes problems */
2750 2978
2751 case BOW: 2979 case BOW:
2752 case WAND: 2980 case WAND:
2753 case ROD: 2981 case ROD:
2754 case HORN: 2982 case HORN:
3094 return 1; 3322 return 1;
3095 } 3323 }
3096 3324
3097 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3098 } 3326 }
3099
3100 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3101 return 0; 3328 return 0;
3102 3329
3103 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3104 // to resolve conflicts. 3331 // to resolve conflicts.
3105 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3185 switch (op->type) 3412 switch (op->type)
3186 { 3413 {
3187 case WEAPON: 3414 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3189 { 3416 {
3190 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);
3191 3418
3192 if (tmp) 3419 if (tmp)
3193 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3194 3421
3195 return 1; 3422 return 1;
3196 } 3423 }
3197 3424
3198 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3199 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3200 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3201 { 3428 {
3202 /* 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. */
3203 /* (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) */
3204 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.>");
3205 3432
3239 case AMULET: 3466 case AMULET:
3240 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3241 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3242 change_abil (who, op); 3469 change_abil (who, op);
3243 break; 3470 break;
3244
3245 case LAMP:
3246 if (op->stats.food < 1)
3247 {
3248 who->failmsg (format (
3249 "Your %s is out of fuel! "
3250 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3251 &op->name
3252 ));
3253 return 1;
3254 }
3255
3256 who->statusmsg (format ("You turn on your %s.", &op->name));
3257
3258 tmp2 = arch_to_object (op->other_arch);
3259 tmp2->stats.food = op->stats.food;
3260 SET_FLAG (tmp2, FLAG_APPLIED);
3261
3262 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3263 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3264
3265 who->insert (tmp2);
3266
3267 /* Remove the old lantern */
3268 op->destroy ();
3269
3270 /* insert the portion that was split off */
3271 if (tmp)
3272 who->insert (tmp);
3273
3274 who->update_stats ();
3275
3276 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3277 if (who->type == PLAYER)
3278 {
3279 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3280 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3281 }
3282
3283 return 0;
3284 3471
3285 case SKILL_TOOL: 3472 case SKILL_TOOL:
3286 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3287 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3288 3475
3378 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3379 3566
3380 return 1; 3567 return 1;
3381 } 3568 }
3382 3569
3383 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3384 { 3571 {
3385 who->failmsg ("The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3386 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3387 if (tmp) 3574 if (tmp)
3388 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3462 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3463 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3464 { 3651 {
3465 who->failmsg ( 3652 who->failmsg (
3466 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3467 "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.>"
3468 ); 3655 );
3469 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3470 } 3657 }
3471 3658
3472 if (object *pl = op->visible_to ()) 3659 if (object *pl = op->visible_to ())
3492int 3679int
3493auto_apply (object *op) 3680auto_apply (object *op)
3494{ 3681{
3495 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3496 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3497 3686
3498 switch (op->type) 3687 switch (op->type)
3499 { 3688 {
3500 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3501 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3503 3692
3504 do 3693 do
3505 { 3694 {
3506 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3507 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3508 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
3509 if (tmp == NULL) 3702 if (tmp == NULL)
3510 return 0; 3703 return 0;
3704
3511 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3512 { 3706 {
3513 tmp->destroy (); 3707 tmp->destroy ();
3514 tmp = NULL; 3708 tmp = NULL;
3515 } 3709 }
3518 3712
3519 tmp->x = op->x; 3713 tmp->x = op->x;
3520 tmp->y = op->y; 3714 tmp->y = op->y;
3521 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3522 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3523 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3524 identify (tmp); 3717 identify (tmp);
3525 break; 3718 break;
3526 3719
3527 case TREASURE: 3720 case TREASURE:
3528 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3535 /* 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,
3536 * 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
3537 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3538 * that is put inside other objects. 3731 * that is put inside other objects.
3539 */ 3732 */
3540 for (tmp = op->inv; tmp; tmp = tmp2)
3541 {
3542 tmp2 = tmp->below;
3543 tmp->remove ();
3544
3545 if (op->env) 3733 if (op->env)
3546 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3547 else 3735 op->env->insert (op->inv);
3548 tmp->destroy ();
3549 }
3550 3736
3551 op->destroy (); 3737 op->destroy ();
3552 break; 3738 break;
3553 } 3739 }
3554 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3555} 3742}
3556 3743
3557/** 3744/**
3558 * 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
3559 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3573 3760
3574 if (tmp->inv) 3761 if (tmp->inv)
3575 { 3762 {
3576 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3577 3764
3578 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3579 { 3766 {
3580 invnext = invtmp->below; 3767 invnext = invtmp->below;
3581 3768
3582 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3583 auto_apply (invtmp); 3770 auto_apply (invtmp);
3584 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3585 { 3772 {
3586 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3587 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3588 3775
3589 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3590 } 3777 }
3591 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3738 } 3925 }
3739 3926
3740 who->update_stats (); 3927 who->update_stats ();
3741} 3928}
3742 3929
3743/**
3744 * Designed primarily to light torches/lanterns/etc.
3745 * Also burns up burnable material too. First object in the inventory is
3746 * the selected object to "burn". -b.t.
3747 */
3748void
3749apply_lighter (object *who, object *lighter)
3750{
3751 object *item;
3752 int is_player_env = 0;
3753
3754 item = find_marked_object (who);
3755 if (item)
3756 {
3757 if (lighter->last_eat && lighter->stats.food)
3758 { /* lighter gets used up */
3759 object *oneLighter = lighter->split ();
3760 oneLighter->stats.food--;
3761 who->insert (oneLighter);
3762 }
3763 else if (lighter->last_eat)
3764 {
3765 /* no charges left in lighter */
3766 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3767 return;
3768 }
3769
3770 /* Perhaps we should split what we are trying to light on fire?
3771 * I can't see many times when you would want to light multiple
3772 * objects at once.
3773 */
3774
3775 if (who == item->in_player ())
3776 is_player_env = 1;
3777
3778 save_throw_object (item, AT_FIRE, who);
3779
3780 if (item->destroyed ())
3781 {
3782 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3783 /* Need to update the player so that the players glow radius
3784 * gets changed.
3785 */
3786 if (is_player_env)
3787 who->update_stats ();
3788 }
3789 else
3790 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3791 }
3792 else
3793 who->failmsg ("You need to mark a lightable object.");
3794}
3795 3930
3796/** 3931/**
3797 * 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.
3798 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3799 */ 3934 */
3899 } 4034 }
3900 4035
3901 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 4037 * the player ref: player.c
3903 */ 4038 */
3904 if (change->randomitems != NULL) 4039 if (change->randomitems)
3905 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3906 4041
3907 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3908 4043
3909 /* first, look for the force object banning 4044 /* first, look for the force object banning
3910 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3911 */ 4046 */
3912 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3914 flag_change_face = 0; 4049 flag_change_face = 0;
3915 4050
3916 if (flag_change_face) 4051 if (flag_change_face)
3917 { 4052 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 4053 pl->face = change->face;
3920 4054 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 4056 }
3926 4057
3927 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3928 /*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); */
3929 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3931 4062
3932 break; 4063 break;
3933 } 4064 }
3934 } 4065 }
3971 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)));
3972 return; 4103 return;
3973 } 4104 }
3974 4105
3975 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3976 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3977 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3978 { 4109 {
3979 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)));
3980 return; 4111 return;
3981 } 4112 }

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