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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.177 by root, Sun Dec 28 07:23:52 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
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;
1126/* push_button (altar);*/ 1110/* push_button (altar);*/
1127 } 1111 }
1128 else 1112 else
1129 { 1113 {
1130 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1131 push_button (altar); 1115 push_button (altar, originator);
1132 } 1116 }
1133 1117
1134 return !sacrifice; 1118 return !sacrifice;
1135 } 1119 }
1136 else 1120 else
1162 { 1146 {
1163 has_unpaid = true; 1147 has_unpaid = true;
1164 break; 1148 break;
1165 } 1149 }
1166 1150
1167 if (op->type != PLAYER) 1151 if (!op->is_player ())
1168 { 1152 {
1169 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1170 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1171 * the shop. 1155 * the shop.
1172 */ 1156 */
1176 1160
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 { 1162 {
1179 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);
1180 1164
1165 if (i >= 0)
1181 tmp->remove (); 1166 tmp->move (i);
1182
1183 if (i == -1)
1184 i = 0;
1185
1186 tmp->map = op->map;
1187 tmp->x = op->x + freearr_x[i];
1188 tmp->y = op->y + freearr_y[i];
1189 insert_ob_in_map (tmp, op->map, op, 0);
1190 } 1167 }
1191 } 1168 }
1192 1169
1193 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1194 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1205 if (i != -1) 1182 if (i != -1)
1206 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);
1207 1184
1208 return 0; 1185 return 0;
1209 } 1186 }
1187
1210 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1211 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1212 */ 1190 */
1213 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1214 } 1192 }
1269 * Handles applying a sign. 1247 * Handles applying a sign.
1270 */ 1248 */
1271static void 1249static void
1272apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1273{ 1251{
1252 if (!op->is_player())
1253 return;
1254
1274 if (sign->has_dialogue ()) 1255 if (sign->has_dialogue ())
1275 { 1256 {
1276 op->statusmsg (format ("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));
1277 return; 1258 return;
1278 } 1259 }
1435 } 1416 }
1436 goto leave; 1417 goto leave;
1437 1418
1438 case BUTTON: 1419 case BUTTON:
1439 case PEDESTAL: 1420 case PEDESTAL:
1440 update_button (trap); 1421 update_button (trap, originator);
1441 goto leave; 1422 goto leave;
1442 1423
1443 case ALTAR: 1424 case ALTAR:
1444 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1445 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1538 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1539 { 1520 {
1540 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1541 * players output. 1522 * players output.
1542 */ 1523 */
1543 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1544 victim->statusmsg (trap->msg, NDI_NAVY); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1545 1526
1546 trap->play_sound (trap->sound); 1527 trap->play_sound (trap->sound);
1547 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1548 } 1529 }
2354 2335
2355 return 0; 2336 return 0;
2356} 2337}
2357 2338
2358/** 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/**
2359 * Main apply handler. 2584 * Main apply handler.
2360 * 2585 *
2361 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2362 * 2587 *
2363 * Return value: 2588 * Return value:
2364 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2365 * 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
2366 * 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
2367 * 2592 *
2368 * 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
2369 * being applied. 2594 * being applied.
2370 * 2595 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2373 */ 2598 */
2374int 2599int
2375manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2376{ 2601{
2377 tmp = tmp->head_ (); 2602 op = op->head_ ();
2378 2603
2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2380 { 2605 {
2381 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2382 { 2607 {
2608 examine (who, op);
2383 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
2384 return 1; 2610 return 1;
2385 } 2611 }
2386 else 2612 else
2387 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2388 } 2614 }
2389 2615
2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2391 return RESULT_INT (0); 2617 return RESULT_INT (0);
2392 2618
2393 switch (tmp->type) 2619 switch (op->type)
2394 { 2620 {
2395 case CF_HANDLE: 2621 case CF_HANDLE:
2396 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2397 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2398 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2399 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2400 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2401 push_button (tmp); 2627 push_button (op, who);
2402 return 1; 2628 return 1;
2403 2629
2404 case TRIGGER: 2630 case TRIGGER:
2405 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2406 { 2632 {
2407 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2408 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2409 } 2635 }
2410 else 2636 else
2411 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2412 2638
2413 return 1; 2639 return 1;
2414 2640
2415 case EXIT: 2641 case EXIT:
2416 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2417 return 0; 2643 return 0;
2418 2644
2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2420 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2421 else 2647 else
2422 { 2648 {
2423 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2425 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2426 2652
2427 op->enter_exit (tmp); 2653 who->enter_exit (op);
2428 } 2654 }
2429 2655
2430 return 1; 2656 return 1;
2431 2657
2432 case INSCRIBABLE: 2658 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2434 // 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
2435 return 1; 2661 return 1;
2436 2662
2437 case SIGN: 2663 case SIGN:
2438 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2439 return 1; 2665 return 1;
2440 2666
2441 case BOOK: 2667 case BOOK:
2442 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2443 { 2669 {
2444 apply_book (op, tmp); 2670 apply_book (who, op);
2445 return 1; 2671 return 1;
2446 } 2672 }
2447 else 2673 else
2448 return 0; 2674 return 0;
2449 2675
2450 case SKILLSCROLL: 2676 case SKILLSCROLL:
2451 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2452 { 2678 {
2453 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2454 return 1; 2680 return 1;
2455 } 2681 }
2456 else 2682 else
2457 return 0; 2683 return 0;
2458 2684
2459 case SPELLBOOK: 2685 case SPELLBOOK:
2460 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2461 { 2687 {
2462 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2463 return 1; 2689 return 1;
2464 } 2690 }
2465 else 2691 else
2466 return 0; 2692 return 0;
2467 2693
2468 case SCROLL: 2694 case SCROLL:
2469 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2470 return 1; 2696 return 1;
2471 2697
2472 case POTION: 2698 case POTION:
2473 apply_potion (op, tmp); 2699 apply_potion (who, op);
2474 return 1; 2700 return 1;
2475 2701
2476 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2478 case CLOSE_CON: 2704 case CLOSE_CON:
2479 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2480 return 1; 2706 return 1;
2481 2707
2482 case CONTAINER: 2708 case CONTAINER:
2483 apply_container (op, tmp); 2709 apply_container (who, op);
2484 return 1; 2710 return 1;
2485 2711
2486 case TREASURE: 2712 case TREASURE:
2487 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2488 { 2714 {
2489 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2490 return 1; 2716 return 1;
2491 } 2717 }
2492 else 2718 else
2493 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2494 2725
2495 case WEAPON: 2726 case WEAPON:
2496 case ARMOUR: 2727 case ARMOUR:
2497 case BOOTS: 2728 case BOOTS:
2498 case GLOVES: 2729 case GLOVES:
2506 case WAND: 2737 case WAND:
2507 case ROD: 2738 case ROD:
2508 case HORN: 2739 case HORN:
2509 case SKILL: 2740 case SKILL:
2510 case BOW: 2741 case BOW:
2511 case LAMP:
2512 case BUILDER: 2742 case BUILDER:
2513 case SKILL_TOOL: 2743 case SKILL_TOOL:
2514 if (tmp->env != op) 2744 if (op->env != who)
2515 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2516 2746
2517 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2518 return 1; 2748 return 1;
2519 2749
2520 case DRINK: 2750 case DRINK:
2521 case FOOD: 2751 case FOOD:
2522 case FLESH: 2752 case FLESH:
2523 apply_food (op, tmp); 2753 apply_food (who, op);
2524 return 1; 2754 return 1;
2525 2755
2526 case POISON: 2756 case POISON:
2527 apply_poison (op, tmp); 2757 apply_poison (who, op);
2528 return 1; 2758 return 1;
2529 2759
2530 case SAVEBED: 2760 case SAVEBED:
2531 return 1; 2761 return 1;
2532 2762
2533 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2534 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2535 { 2765 {
2536 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2537 return 1; 2767 return 1;
2538 } 2768 }
2539 else 2769 else
2540 return 0; 2770 return 0;
2541 2771
2542 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2543 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2544 return 1; 2774 return 1;
2545 2775
2546 case CLOCK: 2776 case CLOCK:
2547 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2548 { 2778 {
2549 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2550 timeofday_t tod; 2780 timeofday_t tod;
2551 2781
2552 get_tod (&tod); 2782 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format ( 2784 who->statusmsg (format (
2555 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557 ((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")
2558 )); 2788 ));
2559 return 1; 2789 return 1;
2560 } 2790 }
2561 else 2791 else
2562 return 0; 2792 return 0;
2563 2793
2564 case MENU: 2794 case MENU:
2565 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2566 { 2796 {
2567 shop_listing (tmp, op); 2797 shop_listing (op, who);
2568 return 1; 2798 return 1;
2569 } 2799 }
2570 else 2800 else
2571 return 0; 2801 return 0;
2572 2802
2573 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2574 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2575 return 1; 2805 return 1;
2576 2806
2577 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2578 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2579 { 2809 {
2580 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2581 return 1; 2811 return 1;
2582 } 2812 }
2583 else 2813 else
2584 return 0; 2814 return 0;
2585 2815
2586 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2587 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2588 return 1; 2818 return 1;
2589 2819
2590 default: 2820 default:
2591 return 0; 2821 return 0;
2592 } 2822 }
2743 case BRACERS: 2973 case BRACERS:
2744 case CLOAK: 2974 case CLOAK:
2745 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2746 change_abil (who, op); 2976 change_abil (who, op);
2747 break; 2977 break;
2748
2749 case LAMP:
2750 {
2751 who->statusmsg (format ("You turn off your %s.", &op->name));
2752
2753 object *tmp2 = arch_to_object (op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2761
2762 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2763 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2764
2765 op->destroy ();
2766 who->insert (tmp2);
2767 who->update_stats ();
2768
2769 if (who->contr)
2770 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2771 {
2772 who->failmsg ("Oops, it feels deadly cold!");
2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778 2978
2779 case BOW: 2979 case BOW:
2780 case WAND: 2980 case WAND:
2781 case ROD: 2981 case ROD:
2782 case HORN: 2982 case HORN:
3222 return 1; 3422 return 1;
3223 } 3423 }
3224 3424
3225 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3226 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3227 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3228 { 3428 {
3229 /* 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. */
3230 /* (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) */
3231 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.>");
3232 3432
3266 case AMULET: 3466 case AMULET:
3267 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3268 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3269 change_abil (who, op); 3469 change_abil (who, op);
3270 break; 3470 break;
3271
3272 case LAMP:
3273 if (op->stats.food < 1)
3274 {
3275 who->failmsg (format (
3276 "Your %s is out of fuel! "
3277 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3278 &op->name
3279 ));
3280 return 1;
3281 }
3282
3283 who->statusmsg (format ("You turn on your %s.", &op->name));
3284
3285 tmp2 = arch_to_object (op->other_arch);
3286 tmp2->stats.food = op->stats.food;
3287 SET_FLAG (tmp2, FLAG_APPLIED);
3288
3289 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3290 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3291
3292 who->insert (tmp2);
3293
3294 /* Remove the old lantern */
3295 op->destroy ();
3296
3297 /* insert the portion that was split off */
3298 if (tmp)
3299 who->insert (tmp);
3300
3301 who->update_stats ();
3302
3303 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3304 if (who->type == PLAYER)
3305 {
3306 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3307 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3308 }
3309
3310 return 0;
3311 3471
3312 case SKILL_TOOL: 3472 case SKILL_TOOL:
3313 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3314 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3315 3475
3405 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3406 3566
3407 return 1; 3567 return 1;
3408 } 3568 }
3409 3569
3410 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3411 { 3571 {
3412 who->failmsg ("The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3414 if (tmp) 3574 if (tmp)
3415 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3765 } 3925 }
3766 3926
3767 who->update_stats (); 3927 who->update_stats ();
3768} 3928}
3769 3929
3770/**
3771 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t.
3774 */
3775void
3776apply_lighter (object *who, object *lighter)
3777{
3778 object *item;
3779 int is_player_env = 0;
3780
3781 item = find_marked_object (who);
3782 if (item)
3783 {
3784 if (lighter->last_eat && lighter->stats.food)
3785 { /* lighter gets used up */
3786 object *oneLighter = lighter->split ();
3787 oneLighter->stats.food--;
3788 who->insert (oneLighter);
3789 }
3790 else if (lighter->last_eat)
3791 {
3792 /* no charges left in lighter */
3793 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3794 return;
3795 }
3796
3797 /* Perhaps we should split what we are trying to light on fire?
3798 * I can't see many times when you would want to light multiple
3799 * objects at once.
3800 */
3801
3802 if (who == item->in_player ())
3803 is_player_env = 1;
3804
3805 save_throw_object (item, AT_FIRE, who);
3806
3807 if (item->destroyed ())
3808 {
3809 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3810 /* Need to update the player so that the players glow radius
3811 * gets changed.
3812 */
3813 if (is_player_env)
3814 who->update_stats ();
3815 }
3816 else
3817 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3818 }
3819 else
3820 who->failmsg ("You need to mark a lightable object.");
3821}
3822 3930
3823/** 3931/**
3824 * 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.
3825 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3826 */ 3934 */
3926 } 4034 }
3927 4035
3928 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3929 * the player ref: player.c 4037 * the player ref: player.c
3930 */ 4038 */
3931 if (change->randomitems != NULL) 4039 if (change->randomitems)
3932 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3933 4041
3934 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3935 4043
3936 /* first, look for the force object banning 4044 /* first, look for the force object banning
3937 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3938 */ 4046 */
3939 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3940 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3941 flag_change_face = 0; 4049 flag_change_face = 0;
3942 4050
3943 if (flag_change_face) 4051 if (flag_change_face)
3944 { 4052 {
3945 pl->face = change->face; 4053 pl->face = change->face;
3947 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3948 } 4056 }
3949 4057
3950 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3951 /*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); */
3952 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3953 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3954 4062
3955 break; 4063 break;
3956 } 4064 }
3957 } 4065 }
3994 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)));
3995 return; 4103 return;
3996 } 4104 }
3997 4105
3998 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3999 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
4000 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4001 { 4109 {
4002 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)));
4003 return; 4111 return;
4004 } 4112 }

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