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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.183 by root, Thu Jan 8 04:35:04 2009 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
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))
2342 2335
2343 return 0; 2336 return 0;
2344} 2337}
2345 2338
2346/** 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/**
2347 * Main apply handler. 2584 * Main apply handler.
2348 * 2585 *
2349 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2350 * 2587 *
2351 * Return value: 2588 * Return value:
2352 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2353 * 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
2354 * 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
2355 * 2592 *
2356 * 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
2357 * being applied. 2594 * being applied.
2358 * 2595 *
2359 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2360 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2361 */ 2598 */
2362int 2599int
2363manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2364{ 2601{
2365 tmp = tmp->head_ (); 2602 op = op->head_ ();
2366 2603
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2368 { 2605 {
2369 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2370 { 2607 {
2608 examine (who, op);
2371 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
2372 return 1; 2610 return 1;
2373 } 2611 }
2374 else 2612 else
2375 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2376 } 2614 }
2377 2615
2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2379 return RESULT_INT (0); 2617 return RESULT_INT (0);
2380 2618
2381 switch (tmp->type) 2619 switch (op->type)
2382 { 2620 {
2383 case CF_HANDLE: 2621 case CF_HANDLE:
2384 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2385 op->statusmsg ("You turn the handle."); 2623 who->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2388 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2389 push_button (tmp, op); 2627 push_button (op, who);
2390 return 1; 2628 return 1;
2391 2629
2392 case TRIGGER: 2630 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2394 { 2632 {
2395 op->statusmsg ("You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2397 } 2635 }
2398 else 2636 else
2399 op->failmsg ("The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2400 2638
2401 return 1; 2639 return 1;
2402 2640
2403 case EXIT: 2641 case EXIT:
2404 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2405 return 0; 2643 return 0;
2406 2644
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2408 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2409 else 2647 else
2410 { 2648 {
2411 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2412 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2413 op->statusmsg (tmp->msg, NDI_NAVY); 2651 who->statusmsg (op->msg, NDI_NAVY);
2414 2652
2415 op->enter_exit (tmp); 2653 who->enter_exit (op);
2416 } 2654 }
2417 2655
2418 return 1; 2656 return 1;
2419 2657
2420 case INSCRIBABLE: 2658 case INSCRIBABLE:
2421 op->statusmsg (tmp->msg); 2659 who->statusmsg (op->msg);
2422 // 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
2423 return 1; 2661 return 1;
2424 2662
2425 case SIGN: 2663 case SIGN:
2426 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2427 return 1; 2665 return 1;
2428 2666
2429 case BOOK: 2667 case BOOK:
2430 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2431 { 2669 {
2432 apply_book (op, tmp); 2670 apply_book (who, op);
2433 return 1; 2671 return 1;
2434 } 2672 }
2435 else 2673 else
2436 return 0; 2674 return 0;
2437 2675
2438 case SKILLSCROLL: 2676 case SKILLSCROLL:
2439 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2440 { 2678 {
2441 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2442 return 1; 2680 return 1;
2443 } 2681 }
2444 else 2682 else
2445 return 0; 2683 return 0;
2446 2684
2447 case SPELLBOOK: 2685 case SPELLBOOK:
2448 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2449 { 2687 {
2450 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2451 return 1; 2689 return 1;
2452 } 2690 }
2453 else 2691 else
2454 return 0; 2692 return 0;
2455 2693
2456 case SCROLL: 2694 case SCROLL:
2457 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2458 return 1; 2696 return 1;
2459 2697
2460 case POTION: 2698 case POTION:
2461 apply_potion (op, tmp); 2699 apply_potion (who, op);
2462 return 1; 2700 return 1;
2463 2701
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2466 case CLOSE_CON: 2704 case CLOSE_CON:
2467 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2468 return 1; 2706 return 1;
2469 2707
2470 case CONTAINER: 2708 case CONTAINER:
2471 apply_container (op, tmp); 2709 apply_container (who, op);
2472 return 1; 2710 return 1;
2473 2711
2474 case TREASURE: 2712 case TREASURE:
2475 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2476 { 2714 {
2477 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2478 return 1; 2716 return 1;
2479 } 2717 }
2480 else 2718 else
2481 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2482 2725
2483 case WEAPON: 2726 case WEAPON:
2484 case ARMOUR: 2727 case ARMOUR:
2485 case BOOTS: 2728 case BOOTS:
2486 case GLOVES: 2729 case GLOVES:
2494 case WAND: 2737 case WAND:
2495 case ROD: 2738 case ROD:
2496 case HORN: 2739 case HORN:
2497 case SKILL: 2740 case SKILL:
2498 case BOW: 2741 case BOW:
2499 case LAMP:
2500 case BUILDER: 2742 case BUILDER:
2501 case SKILL_TOOL: 2743 case SKILL_TOOL:
2502 if (tmp->env != op) 2744 if (op->env != who)
2503 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2504 2746
2505 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2506 return 1; 2748 return 1;
2507 2749
2508 case DRINK: 2750 case DRINK:
2509 case FOOD: 2751 case FOOD:
2510 case FLESH: 2752 case FLESH:
2511 apply_food (op, tmp); 2753 apply_food (who, op);
2512 return 1; 2754 return 1;
2513 2755
2514 case POISON: 2756 case POISON:
2515 apply_poison (op, tmp); 2757 apply_poison (who, op);
2516 return 1; 2758 return 1;
2517 2759
2518 case SAVEBED: 2760 case SAVEBED:
2519 return 1; 2761 return 1;
2520 2762
2521 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2522 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2523 { 2765 {
2524 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2525 return 1; 2767 return 1;
2526 } 2768 }
2527 else 2769 else
2528 return 0; 2770 return 0;
2529 2771
2530 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2531 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2532 return 1; 2774 return 1;
2533 2775
2534 case CLOCK: 2776 case CLOCK:
2535 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2536 { 2778 {
2537 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2538 timeofday_t tod; 2780 timeofday_t tod;
2539 2781
2540 get_tod (&tod); 2782 get_tod (&tod);
2541 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2542 op->statusmsg (format ( 2784 who->statusmsg (format (
2543 "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2544 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2545 ((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")
2546 )); 2788 ));
2547 return 1; 2789 return 1;
2548 } 2790 }
2549 else 2791 else
2550 return 0; 2792 return 0;
2551 2793
2552 case MENU: 2794 case MENU:
2553 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2554 { 2796 {
2555 shop_listing (tmp, op); 2797 shop_listing (op, who);
2556 return 1; 2798 return 1;
2557 } 2799 }
2558 else 2800 else
2559 return 0; 2801 return 0;
2560 2802
2561 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2562 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2563 return 1; 2805 return 1;
2564 2806
2565 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2566 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2567 { 2809 {
2568 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2569 return 1; 2811 return 1;
2570 } 2812 }
2571 else 2813 else
2572 return 0; 2814 return 0;
2573 2815
2574 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2575 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2576 return 1; 2818 return 1;
2577 2819
2578 default: 2820 default:
2579 return 0; 2821 return 0;
2580 } 2822 }
2731 case BRACERS: 2973 case BRACERS:
2732 case CLOAK: 2974 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 2976 change_abil (who, op);
2735 break; 2977 break;
2736
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 op->destroy ();
2754 who->insert (tmp2);
2755 who->update_stats ();
2756
2757 if (who->contr)
2758 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2759 {
2760 who->failmsg ("Oops, it feels deadly cold!");
2761 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764
2765 return 1; /* otherwise, an attempt to drop causes problems */
2766 2978
2767 case BOW: 2979 case BOW:
2768 case WAND: 2980 case WAND:
2769 case ROD: 2981 case ROD:
2770 case HORN: 2982 case HORN:
3254 case AMULET: 3466 case AMULET:
3255 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3256 who->statusmsg (format ("You wear %s.", query_name (op))); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3257 change_abil (who, op); 3469 change_abil (who, op);
3258 break; 3470 break;
3259
3260 case LAMP:
3261 if (op->stats.food < 1)
3262 {
3263 who->failmsg (format (
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3266 &op->name
3267 ));
3268 return 1;
3269 }
3270
3271 who->statusmsg (format ("You turn on your %s.", &op->name));
3272
3273 tmp2 = arch_to_object (op->other_arch);
3274 tmp2->stats.food = op->stats.food;
3275 SET_FLAG (tmp2, FLAG_APPLIED);
3276
3277 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3278 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3279
3280 who->insert (tmp2);
3281
3282 /* Remove the old lantern */
3283 op->destroy ();
3284
3285 /* insert the portion that was split off */
3286 if (tmp)
3287 who->insert (tmp);
3288
3289 who->update_stats ();
3290
3291 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3292 if (who->type == PLAYER)
3293 {
3294 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3295 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3296 }
3297
3298 return 0;
3299 3471
3300 case SKILL_TOOL: 3472 case SKILL_TOOL:
3301 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3302 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3303 3475
3753 } 3925 }
3754 3926
3755 who->update_stats (); 3927 who->update_stats ();
3756} 3928}
3757 3929
3758/**
3759 * Designed primarily to light torches/lanterns/etc.
3760 * Also burns up burnable material too. First object in the inventory is
3761 * the selected object to "burn". -b.t.
3762 */
3763void
3764apply_lighter (object *who, object *lighter)
3765{
3766 object *item;
3767 int is_player_env = 0;
3768
3769 item = find_marked_object (who);
3770 if (item)
3771 {
3772 if (lighter->last_eat && lighter->stats.food)
3773 { /* lighter gets used up */
3774 object *oneLighter = lighter->split ();
3775 oneLighter->stats.food--;
3776 who->insert (oneLighter);
3777 }
3778 else if (lighter->last_eat)
3779 {
3780 /* no charges left in lighter */
3781 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3782 return;
3783 }
3784
3785 /* Perhaps we should split what we are trying to light on fire?
3786 * I can't see many times when you would want to light multiple
3787 * objects at once.
3788 */
3789
3790 if (who == item->in_player ())
3791 is_player_env = 1;
3792
3793 save_throw_object (item, AT_FIRE, who);
3794
3795 if (item->destroyed ())
3796 {
3797 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3798 /* Need to update the player so that the players glow radius
3799 * gets changed.
3800 */
3801 if (is_player_env)
3802 who->update_stats ();
3803 }
3804 else
3805 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3806 }
3807 else
3808 who->failmsg ("You need to mark a lightable object.");
3809}
3810 3930
3811/** 3931/**
3812 * 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.
3813 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3814 */ 3934 */

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