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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.156 by root, Tue May 6 14:56:42 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 if (shstr yield = tmp->kv (shstr_on_use_yield)) 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 167}
168 168
169/** 169/**
170 * Handles applying a potion. 170 * Handles applying a potion.
315 */ 315 */
316 if (tmp->inv) 316 if (tmp->inv)
317 { 317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
323 321 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 322 }
332 else 323 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 325
335 tmp->decrease (); 326 tmp->decrease ();
378 } 369 }
379 370
380 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 372 if (op->type == PLAYER)
382 { /* only for players */ 373 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 378 else
386 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
387 380
388 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
406 399
407/** 400/**
408 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
409 */ 402 */
410static int 403static int
411check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
412{ 405{
413 int count = 0; 406 int count = 0;
414 407
415 if (!item) 408 if (!item)
416 return 0; 409 return 0;
417 410
418 for (op = op->below; op; op = op->below) 411 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 412 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 415 count += op->number_of ();
429 }
430 }
431 }
432 416
433 return count; 417 return count;
434} 418}
435 419
436/** 420/**
438 * op is typically the player, which is only 422 * op is typically the player, which is only
439 * really used to determine what space to look at. 423 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
441 */ 425 */
442static void 426static void
443eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 428{
445 object *prev; 429 object *prev;
446 430
447 prev = op; 431 prev = op;
448 op = op->below; 432 op = op->below;
449 433
450 while (op) 434 while (op)
451 { 435 {
452 if (strcmp (op->arch->archname, item) == 0) 436 if (op->arch->archname == item)
453 { 437 {
454 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
455 { 439 {
456 op->decrease (nrof); 440 op->decrease (nrof);
457 return; 441 return;
608 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
609 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
610 { 594 {
611 op->failmsg ("You cannot prepare magic weapons. " 595 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, " 596 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>"); 597 "speed or ac, or has other protections.>");
614 return 0; 598 return 0;
615 } 599 }
616 600
617 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
618 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
703 weapon->last_eat++; 687 weapon->last_eat++;
704 weapon->item_power++; 688 weapon->item_power++;
705 improver->decrease (); 689 improver->decrease ();
706 return 1; 690 return 1;
707 } 691 }
692
708 if (improver->stats.sp == IMPROVE_ENCHANT) 693 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 694 {
710 weapon->magic++; 695 weapon->magic++;
711 weapon->last_eat++; 696 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
767 op->failmsg ("Something blocks the magic of the scroll!"); 752 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 753 return 0;
769 } 754 }
770 755
771 otmp = find_marked_object (op); 756 otmp = find_marked_object (op);
757
772 if (!otmp) 758 if (!otmp)
773 { 759 {
774 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.>");
775 return 0; 761 return 0;
776 } 762 }
993 item->nrof = give; 979 item->nrof = give;
994 980
995 if (nr) 981 if (nr)
996 item->nrof *= nr; 982 item->nrof *= nr;
997 983
998 if (is_in_shop (converter)) 984 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 996 {
1002 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",
1003 &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);
1004 /** 999 /**
1005 * 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
1006 * hopefully had something in mind when doing this. 1001 * hopefully had something in mind when doing this.
1007 */ 1002 */
1008 } 1003 }
1009 1004
1010 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
1011 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);
1012 return 1; 1011 return 1;
1013} 1012}
1014 1013
1015/** 1014/**
1111/* push_button (altar);*/ 1110/* push_button (altar);*/
1112 } 1111 }
1113 else 1112 else
1114 { 1113 {
1115 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1116 push_button (altar); 1115 push_button (altar, originator);
1117 } 1116 }
1118 1117
1119 return !sacrifice; 1118 return !sacrifice;
1120 } 1119 }
1121 else 1120 else
1147 { 1146 {
1148 has_unpaid = true; 1147 has_unpaid = true;
1149 break; 1148 break;
1150 } 1149 }
1151 1150
1152 if (op->type != PLAYER) 1151 if (!op->is_player ())
1153 { 1152 {
1154 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1155 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1156 * the shop. 1155 * the shop.
1157 */ 1156 */
1161 1160
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 { 1162 {
1164 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);
1165 1164
1165 if (i >= 0)
1166 tmp->remove (); 1166 tmp->move (i);
1167
1168 if (i == -1)
1169 i = 0;
1170
1171 tmp->map = op->map;
1172 tmp->x = op->x + freearr_x[i];
1173 tmp->y = op->y + freearr_y[i];
1174 insert_ob_in_map (tmp, op->map, op, 0);
1175 } 1167 }
1176 } 1168 }
1177 1169
1178 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1179 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1190 if (i != -1) 1182 if (i != -1)
1191 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);
1192 1184
1193 return 0; 1185 return 0;
1194 } 1186 }
1187
1195 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1197 */ 1190 */
1198 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1199 } 1192 }
1254 * Handles applying a sign. 1247 * Handles applying a sign.
1255 */ 1248 */
1256static void 1249static void
1257apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1258{ 1251{
1259 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 }
1260 1260
1261 if (!sign->msg) 1261 if (!sign->msg)
1262 { 1262 {
1263 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 "));
1264 return; 1267 return;
1265 } 1268 }
1266 1269
1267 if (sign->stats.food) 1270 if (sign->stats.food)
1268 { 1271 {
1269 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1270 { 1273 {
1271 if (!sign->move_on) 1274 if (!sign->move_on)
1272 op->statusmsg ("You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1273 1276
1274 return; 1277 return;
1275 } 1278 }
1276 1279
1277 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1295 if (sign->sound) 1298 if (sign->sound)
1296 ns->play_sound (sign->sound); 1299 ns->play_sound (sign->sound);
1297 else if (autoapply) 1300 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice")); 1301 ns->play_sound (sound_find ("msg_voice"));
1299 1302
1300 if (ns->can_msg)
1301 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));
1302 else
1303 {
1304 msgType = get_readable_message_type (sign);
1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 } 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);
1309} 1337}
1310 1338
1311/** 1339/**
1312 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1313 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1388 } 1416 }
1389 goto leave; 1417 goto leave;
1390 1418
1391 case BUTTON: 1419 case BUTTON:
1392 case PEDESTAL: 1420 case PEDESTAL:
1393 update_button (trap); 1421 update_button (trap, originator);
1394 goto leave; 1422 goto leave;
1395 1423
1396 case ALTAR: 1424 case ALTAR:
1397 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1398 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1482 case CHECK_INV: 1510 case CHECK_INV:
1483 check_inv (victim, trap); 1511 check_inv (victim, trap);
1484 goto leave; 1512 goto leave;
1485 1513
1486 case HOLE: 1514 case HOLE:
1487 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1488 if (trap->stats.wc > 0)
1489 goto leave;
1490
1491 /* Is this a multipart monster and not the head? If so, return.
1492 * Processing will happen if the head runs into the pit
1493 */
1494 if (victim->head)
1495 goto leave;
1496
1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500 goto leave; 1516 goto leave;
1501 1517
1502 case EXIT: 1518 case EXIT:
1503 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1504 { 1520 {
1505 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1506 * players output. 1522 * players output.
1507 */ 1523 */
1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1509 victim->statusmsg (trap->msg, NDI_NAVY); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1510 1526
1511 trap->play_sound (trap->sound); 1527 trap->play_sound (trap->sound);
1512 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1513 } 1529 }
1596 1612
1597 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1598 1614
1599 if (player *pl = op->contr) 1615 if (player *pl = op->contr)
1600 if (client *ns = pl->ns) 1616 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 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));
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608 1618
1609 /* gain xp from reading */ 1619 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */ 1621 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1935 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1936 break; 1946 break;
1937 } 1947 }
1938 1948
1939 if (!tmp->destroyed () && !tmp->inv) 1949 if (!tmp->destroyed () && !tmp->inv)
1940 tmp->decrease (); 1950 tmp->decrease (true);
1941} 1951}
1942 1952
1943/** 1953/**
1944 * op eats food. 1954 * op eats food.
1945 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2140 op->statusmsg (buf); 2150 op->statusmsg (buf);
2141 2151
2142 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2143 i = -1; 2153 i = -1;
2144 if (winners > 0) 2154 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2146 2156
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 { 2158 {
2149 /* resistance increased! */ 2159 /* resistance increased! */
2150 skin->resist[i]++; 2160 skin->resist[i]++;
2212} 2222}
2213 2223
2214void 2224void
2215apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2216{ 2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2217 object *poison = tmp->split (1); 2230 object *poison = tmp->split (1);
2218 2231
2219 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2220 { 2233 {
2221 op->contr->play_sound (sound_find ("drink_poison")); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2228 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);
2229 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2230 } 2243 }
2231 2244
2232 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2233 handle_apply_yield (poison);
2234 poison->destroy (); 2246 poison->destroy ();
2235} 2247}
2236 2248
2237/** 2249/**
2238 * 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.
2323 2335
2324 return 0; 2336 return 0;
2325} 2337}
2326 2338
2327/** 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/**
2328 * Main apply handler. 2584 * Main apply handler.
2329 * 2585 *
2330 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2331 * 2587 *
2332 * Return value: 2588 * Return value:
2333 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2334 * 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
2335 * 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
2336 * 2592 *
2337 * 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
2338 * being applied. 2594 * being applied.
2339 * 2595 *
2340 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2341 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2342 */ 2598 */
2343int 2599int
2344manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2345{ 2601{
2346 tmp = tmp->head_ (); 2602 op = op->head_ ();
2347 2603
2348 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2349 { 2605 {
2350 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2351 { 2607 {
2608 examine (who, op);
2352 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
2353 return 1; 2610 return 1;
2354 } 2611 }
2355 else 2612 else
2356 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2357 } 2614 }
2358 2615
2359 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2360 return RESULT_INT (0); 2617 return RESULT_INT (0);
2361 2618
2362 switch (tmp->type) 2619 switch (op->type)
2363 { 2620 {
2364 case CF_HANDLE: 2621 case CF_HANDLE:
2365 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2366 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2367 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2368 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2369 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2370 push_button (tmp); 2627 push_button (op, who);
2371 return 1; 2628 return 1;
2372 2629
2373 case TRIGGER: 2630 case TRIGGER:
2374 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2375 { 2632 {
2376 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2377 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2378 } 2635 }
2379 else 2636 else
2380 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2381 2638
2382 return 1; 2639 return 1;
2383 2640
2384 case EXIT: 2641 case EXIT:
2385 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2386 return 0; 2643 return 0;
2387 2644
2388 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2389 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2390 else 2647 else
2391 { 2648 {
2392 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2393 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2394 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2395 2652
2396 op->enter_exit (tmp); 2653 who->enter_exit (op);
2397 } 2654 }
2398 2655
2399 return 1; 2656 return 1;
2400 2657
2401 case INSCRIBABLE: 2658 case INSCRIBABLE:
2402 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2403 // 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
2404 return 1; 2661 return 1;
2405 2662
2406 case SIGN: 2663 case SIGN:
2407 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2408 return 1; 2665 return 1;
2409 2666
2410 case BOOK: 2667 case BOOK:
2411 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2412 { 2669 {
2413 apply_book (op, tmp); 2670 apply_book (who, op);
2414 return 1; 2671 return 1;
2415 } 2672 }
2416 else 2673 else
2417 return 0; 2674 return 0;
2418 2675
2419 case SKILLSCROLL: 2676 case SKILLSCROLL:
2420 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2421 { 2678 {
2422 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2423 return 1; 2680 return 1;
2424 } 2681 }
2425 else 2682 else
2426 return 0; 2683 return 0;
2427 2684
2428 case SPELLBOOK: 2685 case SPELLBOOK:
2429 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2430 { 2687 {
2431 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2432 return 1; 2689 return 1;
2433 } 2690 }
2434 else 2691 else
2435 return 0; 2692 return 0;
2436 2693
2437 case SCROLL: 2694 case SCROLL:
2438 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2439 return 1; 2696 return 1;
2440 2697
2441 case POTION: 2698 case POTION:
2442 apply_potion (op, tmp); 2699 apply_potion (who, op);
2443 return 1; 2700 return 1;
2444 2701
2445 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2446 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2447 case CLOSE_CON: 2704 case CLOSE_CON:
2448 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2449 return 1; 2706 return 1;
2450 2707
2451 case CONTAINER: 2708 case CONTAINER:
2452 apply_container (op, tmp); 2709 apply_container (who, op);
2453 return 1; 2710 return 1;
2454 2711
2455 case TREASURE: 2712 case TREASURE:
2456 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2457 { 2714 {
2458 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2459 return 1; 2716 return 1;
2460 } 2717 }
2461 else 2718 else
2462 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2463 2725
2464 case WEAPON: 2726 case WEAPON:
2465 case ARMOUR: 2727 case ARMOUR:
2466 case BOOTS: 2728 case BOOTS:
2467 case GLOVES: 2729 case GLOVES:
2475 case WAND: 2737 case WAND:
2476 case ROD: 2738 case ROD:
2477 case HORN: 2739 case HORN:
2478 case SKILL: 2740 case SKILL:
2479 case BOW: 2741 case BOW:
2480 case LAMP:
2481 case BUILDER: 2742 case BUILDER:
2482 case SKILL_TOOL: 2743 case SKILL_TOOL:
2483 if (tmp->env != op) 2744 if (op->env != who)
2484 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2485 2746
2486 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2487 return 1; 2748 return 1;
2488 2749
2489 case DRINK: 2750 case DRINK:
2490 case FOOD: 2751 case FOOD:
2491 case FLESH: 2752 case FLESH:
2492 apply_food (op, tmp); 2753 apply_food (who, op);
2493 return 1; 2754 return 1;
2494 2755
2495 case POISON: 2756 case POISON:
2496 apply_poison (op, tmp); 2757 apply_poison (who, op);
2497 return 1; 2758 return 1;
2498 2759
2499 case SAVEBED: 2760 case SAVEBED:
2500 return 1; 2761 return 1;
2501 2762
2502 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2503 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2504 { 2765 {
2505 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2506 return 1; 2767 return 1;
2507 } 2768 }
2508 else 2769 else
2509 return 0; 2770 return 0;
2510 2771
2511 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2512 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2513 return 1; 2774 return 1;
2514 2775
2515 case CLOCK: 2776 case CLOCK:
2516 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2517 { 2778 {
2518 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2519 timeofday_t tod; 2780 timeofday_t tod;
2520 2781
2521 get_tod (&tod); 2782 get_tod (&tod);
2522 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2523 op->statusmsg (format ( 2784 who->statusmsg (format (
2524 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2525 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2526 ((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")
2527 )); 2788 ));
2528 return 1; 2789 return 1;
2529 } 2790 }
2530 else 2791 else
2531 return 0; 2792 return 0;
2532 2793
2533 case MENU: 2794 case MENU:
2534 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2535 { 2796 {
2536 shop_listing (tmp, op); 2797 shop_listing (op, who);
2537 return 1; 2798 return 1;
2538 } 2799 }
2539 else 2800 else
2540 return 0; 2801 return 0;
2541 2802
2542 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2543 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2544 return 1; 2805 return 1;
2545 2806
2546 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2547 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2548 { 2809 {
2549 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2550 return 1; 2811 return 1;
2551 } 2812 }
2552 else 2813 else
2553 return 0; 2814 return 0;
2554 2815
2555 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2556 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2557 return 1; 2818 return 1;
2558 2819
2559 default: 2820 default:
2560 return 0; 2821 return 0;
2561 } 2822 }
2562} 2823}
2563
2564 2824
2565/* 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"
2566 * 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
2567 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2568 * 2828 *
2569 * Same return value as apply() function. 2829 * Same return value as apply() function.
2570 */ 2830 */
2571int 2831int
2572player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2573{ 2833{
2574 int tmp;
2575
2576 if (op->env && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2577 { 2835 {
2578 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2579 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2580 { 2838 {
2581 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.>");
2582 return 0; 2842 return 0;
2583 } 2843 }
2584 } 2844 }
2585 2845
2586 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2587 2847
2588 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2589 if (!quiet) 2850 if (!quiet)
2590 { 2851 {
2591 if (tmp == 0) 2852 if (tmp == 0)
2592 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)));
2593 else if (tmp == 2) 2854 else if (tmp == 2)
2628 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2629 * 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
2630 * the item needs. 2891 * the item needs.
2631 */ 2892 */
2632 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2633 {
2634 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2635 return; 2895 return;
2636 } 2896
2637 if (floors >= 2) 2897 if (floors >= 2)
2638 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2639 } 2899 }
2640} 2900}
2641 2901
2685 break; 2945 break;
2686 2946
2687 case SKILL: 2947 case SKILL:
2688 if (who->contr) 2948 if (who->contr)
2689 { 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
2690 if (!op->invisible) 2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2691 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2692 else
2693 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2694 } 2959 }
2695 2960
2696 change_abil (who, op); 2961 change_abil (who, op);
2697 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2698 break; 2963 break;
2708 case BRACERS: 2973 case BRACERS:
2709 case CLOAK: 2974 case CLOAK:
2710 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2711 change_abil (who, op); 2976 change_abil (who, op);
2712 break; 2977 break;
2713
2714 case LAMP:
2715 {
2716 who->statusmsg (format ("You turn off your %s.", &op->name));
2717
2718 object *tmp2 = arch_to_object (op->other_arch);
2719 tmp2->x = op->x;
2720 tmp2->y = op->y;
2721 tmp2->map = op->map;
2722 tmp2->below = op->below;
2723 tmp2->above = op->above;
2724 tmp2->stats.food = op->stats.food;
2725 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2726
2727 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2728 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2729
2730 op->destroy ();
2731 who->insert (tmp2);
2732 who->update_stats ();
2733
2734 if (who->contr)
2735 {
2736 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2737 {
2738 who->failmsg ("Oops, it feels deadly cold!");
2739 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2740 }
2741 }
2742 }
2743
2744 return 1; /* otherwise, an attempt to drop causes problems */
2745 2978
2746 case BOW: 2979 case BOW:
2747 case WAND: 2980 case WAND:
2748 case ROD: 2981 case ROD:
2749 case HORN: 2982 case HORN:
3089 return 1; 3322 return 1;
3090 } 3323 }
3091 3324
3092 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3093 } 3326 }
3094
3095 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3096 return 0; 3328 return 0;
3097 3329
3098 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3099 // to resolve conflicts. 3331 // to resolve conflicts.
3100 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3180 switch (op->type) 3412 switch (op->type)
3181 { 3413 {
3182 case WEAPON: 3414 case WEAPON:
3183 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3184 { 3416 {
3185 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);
3186 3418
3187 if (tmp) 3419 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3189 3421
3190 return 1; 3422 return 1;
3191 } 3423 }
3192 3424
3193 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3194 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3196 { 3428 {
3197 /* 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. */
3198 /* (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) */
3199 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.>");
3200 3432
3234 case AMULET: 3466 case AMULET:
3235 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3236 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3237 change_abil (who, op); 3469 change_abil (who, op);
3238 break; 3470 break;
3239
3240 case LAMP:
3241 if (op->stats.food < 1)
3242 {
3243 who->failmsg (format (
3244 "Your %s is out of fuel! "
3245 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3246 &op->name
3247 ));
3248 return 1;
3249 }
3250
3251 who->statusmsg (format ("You turn on your %s.", &op->name));
3252
3253 tmp2 = arch_to_object (op->other_arch);
3254 tmp2->stats.food = op->stats.food;
3255 SET_FLAG (tmp2, FLAG_APPLIED);
3256
3257 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3258 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3259
3260 who->insert (tmp2);
3261
3262 /* Remove the old lantern */
3263 op->destroy ();
3264
3265 /* insert the portion that was split off */
3266 if (tmp)
3267 who->insert (tmp);
3268
3269 who->update_stats ();
3270
3271 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3272 if (who->type == PLAYER)
3273 {
3274 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3275 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3276 }
3277
3278 return 0;
3279 3471
3280 case SKILL_TOOL: 3472 case SKILL_TOOL:
3281 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3282 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3283 3475
3373 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3374 3566
3375 return 1; 3567 return 1;
3376 } 3568 }
3377 3569
3378 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3379 { 3571 {
3380 who->failmsg ("The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3381 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3382 if (tmp) 3574 if (tmp)
3383 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3459 { 3651 {
3460 who->failmsg ( 3652 who->failmsg (
3461 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3462 "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.>"
3463 ); 3655 );
3464 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3465 } 3657 }
3466 3658
3467 if (object *pl = op->visible_to ()) 3659 if (object *pl = op->visible_to ())
3487int 3679int
3488auto_apply (object *op) 3680auto_apply (object *op)
3489{ 3681{
3490 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3491 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3492 3686
3493 switch (op->type) 3687 switch (op->type)
3494 { 3688 {
3495 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3496 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3498 3692
3499 do 3693 do
3500 { 3694 {
3501 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3502 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3503 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
3504 if (tmp == NULL) 3702 if (tmp == NULL)
3505 return 0; 3703 return 0;
3704
3506 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3507 { 3706 {
3508 tmp->destroy (); 3707 tmp->destroy ();
3509 tmp = NULL; 3708 tmp = NULL;
3510 } 3709 }
3513 3712
3514 tmp->x = op->x; 3713 tmp->x = op->x;
3515 tmp->y = op->y; 3714 tmp->y = op->y;
3516 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3517 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3518 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3519 identify (tmp); 3717 identify (tmp);
3520 break; 3718 break;
3521 3719
3522 case TREASURE: 3720 case TREASURE:
3523 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3530 /* 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,
3531 * 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
3532 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3533 * that is put inside other objects. 3731 * that is put inside other objects.
3534 */ 3732 */
3535 for (tmp = op->inv; tmp; tmp = tmp2)
3536 {
3537 tmp2 = tmp->below;
3538 tmp->remove ();
3539
3540 if (op->env) 3733 if (op->env)
3541 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3542 else 3735 op->env->insert (op->inv);
3543 tmp->destroy ();
3544 }
3545 3736
3546 op->destroy (); 3737 op->destroy ();
3547 break; 3738 break;
3548 } 3739 }
3549 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3550} 3742}
3551 3743
3552/** 3744/**
3553 * 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
3554 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3568 3760
3569 if (tmp->inv) 3761 if (tmp->inv)
3570 { 3762 {
3571 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3572 3764
3573 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3574 { 3766 {
3575 invnext = invtmp->below; 3767 invnext = invtmp->below;
3576 3768
3577 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3578 auto_apply (invtmp); 3770 auto_apply (invtmp);
3579 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3580 { 3772 {
3581 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3582 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3583 3775
3584 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3585 } 3777 }
3586 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3733 } 3925 }
3734 3926
3735 who->update_stats (); 3927 who->update_stats ();
3736} 3928}
3737 3929
3738/**
3739 * Designed primarily to light torches/lanterns/etc.
3740 * Also burns up burnable material too. First object in the inventory is
3741 * the selected object to "burn". -b.t.
3742 */
3743void
3744apply_lighter (object *who, object *lighter)
3745{
3746 object *item;
3747 int is_player_env = 0;
3748
3749 item = find_marked_object (who);
3750 if (item)
3751 {
3752 if (lighter->last_eat && lighter->stats.food)
3753 { /* lighter gets used up */
3754 object *oneLighter = lighter->split ();
3755 oneLighter->stats.food--;
3756 who->insert (oneLighter);
3757 }
3758 else if (lighter->last_eat)
3759 {
3760 /* no charges left in lighter */
3761 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3762 return;
3763 }
3764
3765 /* Perhaps we should split what we are trying to light on fire?
3766 * I can't see many times when you would want to light multiple
3767 * objects at once.
3768 */
3769
3770 if (who == item->in_player ())
3771 is_player_env = 1;
3772
3773 save_throw_object (item, AT_FIRE, who);
3774
3775 if (item->destroyed ())
3776 {
3777 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3778 /* Need to update the player so that the players glow radius
3779 * gets changed.
3780 */
3781 if (is_player_env)
3782 who->update_stats ();
3783 }
3784 else
3785 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3786 }
3787 else
3788 who->failmsg ("You need to mark a lightable object.");
3789}
3790 3930
3791/** 3931/**
3792 * 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.
3793 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3794 */ 3934 */
3894 } 4034 }
3895 4035
3896 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3897 * the player ref: player.c 4037 * the player ref: player.c
3898 */ 4038 */
3899 if (change->randomitems != NULL) 4039 if (change->randomitems)
3900 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3901 4041
3902 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3903 4043
3904 /* first, look for the force object banning 4044 /* first, look for the force object banning
3905 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3906 */ 4046 */
3907 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3908 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3909 flag_change_face = 0; 4049 flag_change_face = 0;
3910 4050
3911 if (flag_change_face) 4051 if (flag_change_face)
3912 { 4052 {
3913 pl->animation_id = GET_ANIM_ID (change);
3914 pl->face = change->face; 4053 pl->face = change->face;
3915 4054 pl->animation_id = change->animation_id;
3916 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3917 SET_FLAG (pl, FLAG_ANIMATE);
3918 else
3919 CLEAR_FLAG (pl, FLAG_ANIMATE);
3920 } 4056 }
3921 4057
3922 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3923 /*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); */
3924 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3925 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3926 4062
3927 break; 4063 break;
3928 } 4064 }
3929 } 4065 }
3966 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)));
3967 return; 4103 return;
3968 } 4104 }
3969 4105
3970 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3971 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3972 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3973 { 4109 {
3974 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)));
3975 return; 4111 return;
3976 } 4112 }

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