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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.180 by root, Wed Dec 31 17:35:37 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
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
1432 } 1416 }
1433 goto leave; 1417 goto leave;
1434 1418
1435 case BUTTON: 1419 case BUTTON:
1436 case PEDESTAL: 1420 case PEDESTAL:
1437 update_button (trap); 1421 update_button (trap, originator);
1438 goto leave; 1422 goto leave;
1439 1423
1440 case ALTAR: 1424 case ALTAR:
1441 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1442 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
2351 2335
2352 return 0; 2336 return 0;
2353} 2337}
2354 2338
2355/** 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/**
2356 * Main apply handler. 2584 * Main apply handler.
2357 * 2585 *
2358 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2359 * 2587 *
2360 * Return value: 2588 * Return value:
2361 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2362 * 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
2363 * 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
2364 * 2592 *
2365 * 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
2366 * being applied. 2594 * being applied.
2367 * 2595 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2370 */ 2598 */
2371int 2599int
2372manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2373{ 2601{
2374 tmp = tmp->head_ (); 2602 op = op->head_ ();
2375 2603
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2377 { 2605 {
2378 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2379 { 2607 {
2608 examine (who, op);
2380 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
2381 return 1; 2610 return 1;
2382 } 2611 }
2383 else 2612 else
2384 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2385 } 2614 }
2386 2615
2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2388 return RESULT_INT (0); 2617 return RESULT_INT (0);
2389 2618
2390 switch (tmp->type) 2619 switch (op->type)
2391 { 2620 {
2392 case CF_HANDLE: 2621 case CF_HANDLE:
2393 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2394 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2395 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2396 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2397 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2398 push_button (tmp); 2627 push_button (op, who);
2399 return 1; 2628 return 1;
2400 2629
2401 case TRIGGER: 2630 case TRIGGER:
2402 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2403 { 2632 {
2404 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2405 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2406 } 2635 }
2407 else 2636 else
2408 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2409 2638
2410 return 1; 2639 return 1;
2411 2640
2412 case EXIT: 2641 case EXIT:
2413 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2414 return 0; 2643 return 0;
2415 2644
2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2417 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2418 else 2647 else
2419 { 2648 {
2420 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2421 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2422 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2423 2652
2424 op->enter_exit (tmp); 2653 who->enter_exit (op);
2425 } 2654 }
2426 2655
2427 return 1; 2656 return 1;
2428 2657
2429 case INSCRIBABLE: 2658 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2431 // 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
2432 return 1; 2661 return 1;
2433 2662
2434 case SIGN: 2663 case SIGN:
2435 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2436 return 1; 2665 return 1;
2437 2666
2438 case BOOK: 2667 case BOOK:
2439 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2440 { 2669 {
2441 apply_book (op, tmp); 2670 apply_book (who, op);
2442 return 1; 2671 return 1;
2443 } 2672 }
2444 else 2673 else
2445 return 0; 2674 return 0;
2446 2675
2447 case SKILLSCROLL: 2676 case SKILLSCROLL:
2448 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2449 { 2678 {
2450 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2451 return 1; 2680 return 1;
2452 } 2681 }
2453 else 2682 else
2454 return 0; 2683 return 0;
2455 2684
2456 case SPELLBOOK: 2685 case SPELLBOOK:
2457 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2458 { 2687 {
2459 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2460 return 1; 2689 return 1;
2461 } 2690 }
2462 else 2691 else
2463 return 0; 2692 return 0;
2464 2693
2465 case SCROLL: 2694 case SCROLL:
2466 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2467 return 1; 2696 return 1;
2468 2697
2469 case POTION: 2698 case POTION:
2470 apply_potion (op, tmp); 2699 apply_potion (who, op);
2471 return 1; 2700 return 1;
2472 2701
2473 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2475 case CLOSE_CON: 2704 case CLOSE_CON:
2476 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2477 return 1; 2706 return 1;
2478 2707
2479 case CONTAINER: 2708 case CONTAINER:
2480 apply_container (op, tmp); 2709 apply_container (who, op);
2481 return 1; 2710 return 1;
2482 2711
2483 case TREASURE: 2712 case TREASURE:
2484 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2485 { 2714 {
2486 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2487 return 1; 2716 return 1;
2488 } 2717 }
2489 else 2718 else
2490 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2491 2725
2492 case WEAPON: 2726 case WEAPON:
2493 case ARMOUR: 2727 case ARMOUR:
2494 case BOOTS: 2728 case BOOTS:
2495 case GLOVES: 2729 case GLOVES:
2503 case WAND: 2737 case WAND:
2504 case ROD: 2738 case ROD:
2505 case HORN: 2739 case HORN:
2506 case SKILL: 2740 case SKILL:
2507 case BOW: 2741 case BOW:
2508 case LAMP:
2509 case BUILDER: 2742 case BUILDER:
2510 case SKILL_TOOL: 2743 case SKILL_TOOL:
2511 if (tmp->env != op) 2744 if (op->env != who)
2512 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2513 2746
2514 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2515 return 1; 2748 return 1;
2516 2749
2517 case DRINK: 2750 case DRINK:
2518 case FOOD: 2751 case FOOD:
2519 case FLESH: 2752 case FLESH:
2520 apply_food (op, tmp); 2753 apply_food (who, op);
2521 return 1; 2754 return 1;
2522 2755
2523 case POISON: 2756 case POISON:
2524 apply_poison (op, tmp); 2757 apply_poison (who, op);
2525 return 1; 2758 return 1;
2526 2759
2527 case SAVEBED: 2760 case SAVEBED:
2528 return 1; 2761 return 1;
2529 2762
2530 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2531 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2532 { 2765 {
2533 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2534 return 1; 2767 return 1;
2535 } 2768 }
2536 else 2769 else
2537 return 0; 2770 return 0;
2538 2771
2539 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2540 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2541 return 1; 2774 return 1;
2542 2775
2543 case CLOCK: 2776 case CLOCK:
2544 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2545 { 2778 {
2546 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2547 timeofday_t tod; 2780 timeofday_t tod;
2548 2781
2549 get_tod (&tod); 2782 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format ( 2784 who->statusmsg (format (
2552 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554 ((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")
2555 )); 2788 ));
2556 return 1; 2789 return 1;
2557 } 2790 }
2558 else 2791 else
2559 return 0; 2792 return 0;
2560 2793
2561 case MENU: 2794 case MENU:
2562 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2563 { 2796 {
2564 shop_listing (tmp, op); 2797 shop_listing (op, who);
2565 return 1; 2798 return 1;
2566 } 2799 }
2567 else 2800 else
2568 return 0; 2801 return 0;
2569 2802
2570 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2571 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2572 return 1; 2805 return 1;
2573 2806
2574 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2575 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2576 { 2809 {
2577 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2578 return 1; 2811 return 1;
2579 } 2812 }
2580 else 2813 else
2581 return 0; 2814 return 0;
2582 2815
2583 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2584 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2585 return 1; 2818 return 1;
2586 2819
2587 default: 2820 default:
2588 return 0; 2821 return 0;
2589 } 2822 }
2740 case BRACERS: 2973 case BRACERS:
2741 case CLOAK: 2974 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 2976 change_abil (who, op);
2744 break; 2977 break;
2745
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 op->destroy ();
2763 who->insert (tmp2);
2764 who->update_stats ();
2765
2766 if (who->contr)
2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768 {
2769 who->failmsg ("Oops, it feels deadly cold!");
2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771 }
2772 }
2773
2774 return 1; /* otherwise, an attempt to drop causes problems */
2775 2978
2776 case BOW: 2979 case BOW:
2777 case WAND: 2980 case WAND:
2778 case ROD: 2981 case ROD:
2779 case HORN: 2982 case HORN:
3263 case AMULET: 3466 case AMULET:
3264 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3265 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3266 change_abil (who, op); 3469 change_abil (who, op);
3267 break; 3470 break;
3268
3269 case LAMP:
3270 if (op->stats.food < 1)
3271 {
3272 who->failmsg (format (
3273 "Your %s is out of fuel! "
3274 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3275 &op->name
3276 ));
3277 return 1;
3278 }
3279
3280 who->statusmsg (format ("You turn on your %s.", &op->name));
3281
3282 tmp2 = arch_to_object (op->other_arch);
3283 tmp2->stats.food = op->stats.food;
3284 SET_FLAG (tmp2, FLAG_APPLIED);
3285
3286 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3287 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3288
3289 who->insert (tmp2);
3290
3291 /* Remove the old lantern */
3292 op->destroy ();
3293
3294 /* insert the portion that was split off */
3295 if (tmp)
3296 who->insert (tmp);
3297
3298 who->update_stats ();
3299
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER)
3302 {
3303 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3304 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3305 }
3306
3307 return 0;
3308 3471
3309 case SKILL_TOOL: 3472 case SKILL_TOOL:
3310 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3311 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3312 3475
3762 } 3925 }
3763 3926
3764 who->update_stats (); 3927 who->update_stats ();
3765} 3928}
3766 3929
3767/**
3768 * Designed primarily to light torches/lanterns/etc.
3769 * Also burns up burnable material too. First object in the inventory is
3770 * the selected object to "burn". -b.t.
3771 */
3772void
3773apply_lighter (object *who, object *lighter)
3774{
3775 object *item;
3776 int is_player_env = 0;
3777
3778 item = find_marked_object (who);
3779 if (item)
3780 {
3781 if (lighter->last_eat && lighter->stats.food)
3782 { /* lighter gets used up */
3783 object *oneLighter = lighter->split ();
3784 oneLighter->stats.food--;
3785 who->insert (oneLighter);
3786 }
3787 else if (lighter->last_eat)
3788 {
3789 /* no charges left in lighter */
3790 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3791 return;
3792 }
3793
3794 /* Perhaps we should split what we are trying to light on fire?
3795 * I can't see many times when you would want to light multiple
3796 * objects at once.
3797 */
3798
3799 if (who == item->in_player ())
3800 is_player_env = 1;
3801
3802 save_throw_object (item, AT_FIRE, who);
3803
3804 if (item->destroyed ())
3805 {
3806 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3807 /* Need to update the player so that the players glow radius
3808 * gets changed.
3809 */
3810 if (is_player_env)
3811 who->update_stats ();
3812 }
3813 else
3814 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3815 }
3816 else
3817 who->failmsg ("You need to mark a lightable object.");
3818}
3819 3930
3820/** 3931/**
3821 * 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.
3822 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3823 */ 3934 */
3923 } 4034 }
3924 4035
3925 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3926 * the player ref: player.c 4037 * the player ref: player.c
3927 */ 4038 */
3928 if (change->randomitems != NULL) 4039 if (change->randomitems)
3929 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3930 4041
3931 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3932 4043
3933 /* first, look for the force object banning 4044 /* first, look for the force object banning
3934 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3935 */ 4046 */
3936 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3937 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3938 flag_change_face = 0; 4049 flag_change_face = 0;
3939 4050
3940 if (flag_change_face) 4051 if (flag_change_face)
3941 { 4052 {
3942 pl->face = change->face; 4053 pl->face = change->face;
3944 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3945 } 4056 }
3946 4057
3947 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3948 /*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); */
3949 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3950 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3951 4062
3952 break; 4063 break;
3953 } 4064 }
3954 } 4065 }
3991 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)));
3992 return; 4103 return;
3993 } 4104 }
3994 4105
3995 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3996 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3997 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3998 { 4109 {
3999 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)));
4000 return; 4111 return;
4001 } 4112 }

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