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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.165 by root, Tue Jul 15 00:00:37 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;
995 item->nrof = give; 979 item->nrof = give;
996 980
997 if (nr) 981 if (nr)
998 item->nrof *= nr; 982 item->nrof *= nr;
999 983
1000 if (is_in_shop (converter)) 984 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 996 {
1004 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",
1005 &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);
1006 /** 999 /**
1117/* push_button (altar);*/ 1110/* push_button (altar);*/
1118 } 1111 }
1119 else 1112 else
1120 { 1113 {
1121 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1122 push_button (altar); 1115 push_button (altar, originator);
1123 } 1116 }
1124 1117
1125 return !sacrifice; 1118 return !sacrifice;
1126 } 1119 }
1127 else 1120 else
1153 { 1146 {
1154 has_unpaid = true; 1147 has_unpaid = true;
1155 break; 1148 break;
1156 } 1149 }
1157 1150
1158 if (op->type != PLAYER) 1151 if (!op->is_player ())
1159 { 1152 {
1160 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1162 * the shop. 1155 * the shop.
1163 */ 1156 */
1167 1160
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1162 {
1170 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);
1171 1164
1165 if (i >= 0)
1172 tmp->remove (); 1166 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1167 }
1182 } 1168 }
1183 1169
1184 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1182 if (i != -1)
1197 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);
1198 1184
1199 return 0; 1185 return 0;
1200 } 1186 }
1187
1201 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1203 */ 1190 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1192 }
1260 * Handles applying a sign. 1247 * Handles applying a sign.
1261 */ 1248 */
1262static void 1249static void
1263apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1264{ 1251{
1252 if (!op->is_player())
1253 return;
1254
1265 if (sign->has_dialogue ()) 1255 if (sign->has_dialogue ())
1266 { 1256 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 1258 return;
1269 } 1259 }
1270 1260
1271 if (!sign->msg) 1261 if (!sign->msg)
1272 { 1262 {
1273 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 "));
1274 return; 1267 return;
1275 } 1268 }
1276 1269
1277 if (sign->stats.food) 1270 if (sign->stats.food)
1278 { 1271 {
1279 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1280 { 1273 {
1281 if (!sign->move_on) 1274 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1283 1276
1284 return; 1277 return;
1285 } 1278 }
1286 1279
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1305 if (sign->sound) 1298 if (sign->sound)
1306 ns->play_sound (sign->sound); 1299 ns->play_sound (sign->sound);
1307 else if (autoapply) 1300 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 1301 ns->play_sound (sound_find ("msg_voice"));
1309 1302
1310 if (ns->can_msg)
1311 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));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 } 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);
1319} 1337}
1320 1338
1321/** 1339/**
1322 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1323 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1398 } 1416 }
1399 goto leave; 1417 goto leave;
1400 1418
1401 case BUTTON: 1419 case BUTTON:
1402 case PEDESTAL: 1420 case PEDESTAL:
1403 update_button (trap); 1421 update_button (trap, originator);
1404 goto leave; 1422 goto leave;
1405 1423
1406 case ALTAR: 1424 case ALTAR:
1407 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1408 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1492 case CHECK_INV: 1510 case CHECK_INV:
1493 check_inv (victim, trap); 1511 check_inv (victim, trap);
1494 goto leave; 1512 goto leave;
1495 1513
1496 case HOLE: 1514 case HOLE:
1497 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1498 if (trap->stats.wc > 0)
1499 goto leave;
1500
1501 /* Is this a multipart monster and not the head? If so, return.
1502 * Processing will happen if the head runs into the pit
1503 */
1504 if (victim->head)
1505 goto leave;
1506
1507 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1508 victim->statusmsg ("You fall through the hole!", NDI_RED);
1509 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1510 goto leave; 1516 goto leave;
1511 1517
1512 case EXIT: 1518 case EXIT:
1513 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1514 { 1520 {
1515 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1516 * players output. 1522 * players output.
1517 */ 1523 */
1518 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1519 victim->statusmsg (trap->msg, NDI_NAVY); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1520 1526
1521 trap->play_sound (trap->sound); 1527 trap->play_sound (trap->sound);
1522 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1523 } 1529 }
1606 1612
1607 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1608 1614
1609 if (player *pl = op->contr) 1615 if (player *pl = op->contr)
1610 if (client *ns = pl->ns) 1616 if (client *ns = pl->ns)
1611 if (ns->can_msg)
1612 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));
1613 else
1614 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1615 msgType->message_type, msgType->message_subtype,
1616 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1617 long_desc (tmp, op), &tmp->msg);
1618 1618
1619 /* gain xp from reading */ 1619 /* gain xp from reading */
1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1621 { /* only if not read before */ 1621 { /* only if not read before */
1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1945 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1946 break; 1946 break;
1947 } 1947 }
1948 1948
1949 if (!tmp->destroyed () && !tmp->inv) 1949 if (!tmp->destroyed () && !tmp->inv)
1950 tmp->decrease (); 1950 tmp->decrease (true);
1951} 1951}
1952 1952
1953/** 1953/**
1954 * op eats food. 1954 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2150 op->statusmsg (buf); 2150 op->statusmsg (buf);
2151 2151
2152 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2153 i = -1; 2153 i = -1;
2154 if (winners > 0) 2154 if (winners > 0)
2155 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2156 2156
2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2158 { 2158 {
2159 /* resistance increased! */ 2159 /* resistance increased! */
2160 skin->resist[i]++; 2160 skin->resist[i]++;
2335 2335
2336 return 0; 2336 return 0;
2337} 2337}
2338 2338
2339/** 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/**
2340 * Main apply handler. 2584 * Main apply handler.
2341 * 2585 *
2342 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2343 * 2587 *
2344 * Return value: 2588 * Return value:
2345 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2346 * 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
2347 * 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
2348 * 2592 *
2349 * 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
2350 * being applied. 2594 * being applied.
2351 * 2595 *
2352 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2353 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2354 */ 2598 */
2355int 2599int
2356manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2357{ 2601{
2358 tmp = tmp->head_ (); 2602 op = op->head_ ();
2359 2603
2360 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2361 { 2605 {
2362 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2363 { 2607 {
2608 examine (who, op);
2364 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
2365 return 1; 2610 return 1;
2366 } 2611 }
2367 else 2612 else
2368 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2369 } 2614 }
2370 2615
2371 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2372 return RESULT_INT (0); 2617 return RESULT_INT (0);
2373 2618
2374 switch (tmp->type) 2619 switch (op->type)
2375 { 2620 {
2376 case CF_HANDLE: 2621 case CF_HANDLE:
2377 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2378 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2379 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2380 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2381 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2382 push_button (tmp); 2627 push_button (op, who);
2383 return 1; 2628 return 1;
2384 2629
2385 case TRIGGER: 2630 case TRIGGER:
2386 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2387 { 2632 {
2388 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2389 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2390 } 2635 }
2391 else 2636 else
2392 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2393 2638
2394 return 1; 2639 return 1;
2395 2640
2396 case EXIT: 2641 case EXIT:
2397 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2398 return 0; 2643 return 0;
2399 2644
2400 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2401 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2402 else 2647 else
2403 { 2648 {
2404 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2405 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2406 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2407 2652
2408 op->enter_exit (tmp); 2653 who->enter_exit (op);
2409 } 2654 }
2410 2655
2411 return 1; 2656 return 1;
2412 2657
2413 case INSCRIBABLE: 2658 case INSCRIBABLE:
2414 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2415 // 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
2416 return 1; 2661 return 1;
2417 2662
2418 case SIGN: 2663 case SIGN:
2419 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2420 return 1; 2665 return 1;
2421 2666
2422 case BOOK: 2667 case BOOK:
2423 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2424 { 2669 {
2425 apply_book (op, tmp); 2670 apply_book (who, op);
2426 return 1; 2671 return 1;
2427 } 2672 }
2428 else 2673 else
2429 return 0; 2674 return 0;
2430 2675
2431 case SKILLSCROLL: 2676 case SKILLSCROLL:
2432 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2433 { 2678 {
2434 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2435 return 1; 2680 return 1;
2436 } 2681 }
2437 else 2682 else
2438 return 0; 2683 return 0;
2439 2684
2440 case SPELLBOOK: 2685 case SPELLBOOK:
2441 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2442 { 2687 {
2443 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2444 return 1; 2689 return 1;
2445 } 2690 }
2446 else 2691 else
2447 return 0; 2692 return 0;
2448 2693
2449 case SCROLL: 2694 case SCROLL:
2450 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2451 return 1; 2696 return 1;
2452 2697
2453 case POTION: 2698 case POTION:
2454 apply_potion (op, tmp); 2699 apply_potion (who, op);
2455 return 1; 2700 return 1;
2456 2701
2457 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2458 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2459 case CLOSE_CON: 2704 case CLOSE_CON:
2460 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2461 return 1; 2706 return 1;
2462 2707
2463 case CONTAINER: 2708 case CONTAINER:
2464 apply_container (op, tmp); 2709 apply_container (who, op);
2465 return 1; 2710 return 1;
2466 2711
2467 case TREASURE: 2712 case TREASURE:
2468 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2469 { 2714 {
2470 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2471 return 1; 2716 return 1;
2472 } 2717 }
2473 else 2718 else
2474 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2475 2725
2476 case WEAPON: 2726 case WEAPON:
2477 case ARMOUR: 2727 case ARMOUR:
2478 case BOOTS: 2728 case BOOTS:
2479 case GLOVES: 2729 case GLOVES:
2487 case WAND: 2737 case WAND:
2488 case ROD: 2738 case ROD:
2489 case HORN: 2739 case HORN:
2490 case SKILL: 2740 case SKILL:
2491 case BOW: 2741 case BOW:
2492 case LAMP:
2493 case BUILDER: 2742 case BUILDER:
2494 case SKILL_TOOL: 2743 case SKILL_TOOL:
2495 if (tmp->env != op) 2744 if (op->env != who)
2496 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2497 2746
2498 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2499 return 1; 2748 return 1;
2500 2749
2501 case DRINK: 2750 case DRINK:
2502 case FOOD: 2751 case FOOD:
2503 case FLESH: 2752 case FLESH:
2504 apply_food (op, tmp); 2753 apply_food (who, op);
2505 return 1; 2754 return 1;
2506 2755
2507 case POISON: 2756 case POISON:
2508 apply_poison (op, tmp); 2757 apply_poison (who, op);
2509 return 1; 2758 return 1;
2510 2759
2511 case SAVEBED: 2760 case SAVEBED:
2512 return 1; 2761 return 1;
2513 2762
2514 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2515 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2516 { 2765 {
2517 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2518 return 1; 2767 return 1;
2519 } 2768 }
2520 else 2769 else
2521 return 0; 2770 return 0;
2522 2771
2523 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2524 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2525 return 1; 2774 return 1;
2526 2775
2527 case CLOCK: 2776 case CLOCK:
2528 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2529 { 2778 {
2530 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2531 timeofday_t tod; 2780 timeofday_t tod;
2532 2781
2533 get_tod (&tod); 2782 get_tod (&tod);
2534 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2535 op->statusmsg (format ( 2784 who->statusmsg (format (
2536 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2537 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2538 ((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")
2539 )); 2788 ));
2540 return 1; 2789 return 1;
2541 } 2790 }
2542 else 2791 else
2543 return 0; 2792 return 0;
2544 2793
2545 case MENU: 2794 case MENU:
2546 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2547 { 2796 {
2548 shop_listing (tmp, op); 2797 shop_listing (op, who);
2549 return 1; 2798 return 1;
2550 } 2799 }
2551 else 2800 else
2552 return 0; 2801 return 0;
2553 2802
2554 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2555 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2556 return 1; 2805 return 1;
2557 2806
2558 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2559 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2560 { 2809 {
2561 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2562 return 1; 2811 return 1;
2563 } 2812 }
2564 else 2813 else
2565 return 0; 2814 return 0;
2566 2815
2567 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2568 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2569 return 1; 2818 return 1;
2570 2819
2571 default: 2820 default:
2572 return 0; 2821 return 0;
2573 } 2822 }
2640 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2641 * 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
2642 * the item needs. 2891 * the item needs.
2643 */ 2892 */
2644 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2645 {
2646 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2647 return; 2895 return;
2648 } 2896
2649 if (floors >= 2) 2897 if (floors >= 2)
2650 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2651 } 2899 }
2652} 2900}
2653 2901
2725 case BRACERS: 2973 case BRACERS:
2726 case CLOAK: 2974 case CLOAK:
2727 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2728 change_abil (who, op); 2976 change_abil (who, op);
2729 break; 2977 break;
2730
2731 case LAMP:
2732 {
2733 who->statusmsg (format ("You turn off your %s.", &op->name));
2734
2735 object *tmp2 = arch_to_object (op->other_arch);
2736 tmp2->x = op->x;
2737 tmp2->y = op->y;
2738 tmp2->map = op->map;
2739 tmp2->below = op->below;
2740 tmp2->above = op->above;
2741 tmp2->stats.food = op->stats.food;
2742 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2743
2744 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2745 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2746
2747 op->destroy ();
2748 who->insert (tmp2);
2749 who->update_stats ();
2750
2751 if (who->contr)
2752 {
2753 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2754 {
2755 who->failmsg ("Oops, it feels deadly cold!");
2756 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2757 }
2758 }
2759 }
2760
2761 return 1; /* otherwise, an attempt to drop causes problems */
2762 2978
2763 case BOW: 2979 case BOW:
2764 case WAND: 2980 case WAND:
2765 case ROD: 2981 case ROD:
2766 case HORN: 2982 case HORN:
3206 return 1; 3422 return 1;
3207 } 3423 }
3208 3424
3209 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3210 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3211 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3212 { 3428 {
3213 /* 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. */
3214 /* (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) */
3215 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.>");
3216 3432
3250 case AMULET: 3466 case AMULET:
3251 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3252 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3253 change_abil (who, op); 3469 change_abil (who, op);
3254 break; 3470 break;
3255
3256 case LAMP:
3257 if (op->stats.food < 1)
3258 {
3259 who->failmsg (format (
3260 "Your %s is out of fuel! "
3261 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3262 &op->name
3263 ));
3264 return 1;
3265 }
3266
3267 who->statusmsg (format ("You turn on your %s.", &op->name));
3268
3269 tmp2 = arch_to_object (op->other_arch);
3270 tmp2->stats.food = op->stats.food;
3271 SET_FLAG (tmp2, FLAG_APPLIED);
3272
3273 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3274 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3275
3276 who->insert (tmp2);
3277
3278 /* Remove the old lantern */
3279 op->destroy ();
3280
3281 /* insert the portion that was split off */
3282 if (tmp)
3283 who->insert (tmp);
3284
3285 who->update_stats ();
3286
3287 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3288 if (who->type == PLAYER)
3289 {
3290 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3291 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3292 }
3293
3294 return 0;
3295 3471
3296 case SKILL_TOOL: 3472 case SKILL_TOOL:
3297 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3298 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3299 3475
3389 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3390 3566
3391 return 1; 3567 return 1;
3392 } 3568 }
3393 3569
3394 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3395 { 3571 {
3396 who->failmsg ("The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3397 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3398 if (tmp) 3574 if (tmp)
3399 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3473 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3474 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3475 { 3651 {
3476 who->failmsg ( 3652 who->failmsg (
3477 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3478 "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.>"
3479 ); 3655 );
3480 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3481 } 3657 }
3482 3658
3483 if (object *pl = op->visible_to ()) 3659 if (object *pl = op->visible_to ())
3552 /* 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,
3553 * 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
3554 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3555 * that is put inside other objects. 3731 * that is put inside other objects.
3556 */ 3732 */
3557 for (tmp = op->inv; tmp; tmp = tmp2)
3558 {
3559 tmp2 = tmp->below;
3560 tmp->remove ();
3561
3562 if (op->env) 3733 if (op->env)
3563 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3564 else 3735 op->env->insert (op->inv);
3565 tmp->destroy ();
3566 }
3567 3736
3568 op->destroy (); 3737 op->destroy ();
3569 break; 3738 break;
3570 } 3739 }
3571 3740
3756 } 3925 }
3757 3926
3758 who->update_stats (); 3927 who->update_stats ();
3759} 3928}
3760 3929
3761/**
3762 * Designed primarily to light torches/lanterns/etc.
3763 * Also burns up burnable material too. First object in the inventory is
3764 * the selected object to "burn". -b.t.
3765 */
3766void
3767apply_lighter (object *who, object *lighter)
3768{
3769 object *item;
3770 int is_player_env = 0;
3771
3772 item = find_marked_object (who);
3773 if (item)
3774 {
3775 if (lighter->last_eat && lighter->stats.food)
3776 { /* lighter gets used up */
3777 object *oneLighter = lighter->split ();
3778 oneLighter->stats.food--;
3779 who->insert (oneLighter);
3780 }
3781 else if (lighter->last_eat)
3782 {
3783 /* no charges left in lighter */
3784 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3785 return;
3786 }
3787
3788 /* Perhaps we should split what we are trying to light on fire?
3789 * I can't see many times when you would want to light multiple
3790 * objects at once.
3791 */
3792
3793 if (who == item->in_player ())
3794 is_player_env = 1;
3795
3796 save_throw_object (item, AT_FIRE, who);
3797
3798 if (item->destroyed ())
3799 {
3800 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3801 /* Need to update the player so that the players glow radius
3802 * gets changed.
3803 */
3804 if (is_player_env)
3805 who->update_stats ();
3806 }
3807 else
3808 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3809 }
3810 else
3811 who->failmsg ("You need to mark a lightable object.");
3812}
3813 3930
3814/** 3931/**
3815 * 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.
3816 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3817 */ 3934 */
3917 } 4034 }
3918 4035
3919 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3920 * the player ref: player.c 4037 * the player ref: player.c
3921 */ 4038 */
3922 if (change->randomitems != NULL) 4039 if (change->randomitems)
3923 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3924 4041
3925 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3926 4043
3927 /* first, look for the force object banning 4044 /* first, look for the force object banning
3928 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3929 */ 4046 */
3930 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3931 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3932 flag_change_face = 0; 4049 flag_change_face = 0;
3933 4050
3934 if (flag_change_face) 4051 if (flag_change_face)
3935 { 4052 {
3936 pl->face = change->face; 4053 pl->face = change->face;
3938 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3939 } 4056 }
3940 4057
3941 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3942 /*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); */
3943 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3944 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3945 4062
3946 break; 4063 break;
3947 } 4064 }
3948 } 4065 }
3985 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)));
3986 return; 4103 return;
3987 } 4104 }
3988 4105
3989 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3990 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3991 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3992 { 4109 {
3993 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)));
3994 return; 4111 return;
3995 } 4112 }

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