| 1 |
/* |
| 2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
* |
| 4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
| 6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
| 7 |
* |
| 8 |
* Deliantra is free software: you can redistribute it and/or modify |
| 9 |
* it under the terms of the GNU General Public License as published by |
| 10 |
* the Free Software Foundation, either version 3 of the License, or |
| 11 |
* (at your option) any later version. |
| 12 |
* |
| 13 |
* This program is distributed in the hope that it will be useful, |
| 14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
* GNU General Public License for more details. |
| 17 |
* |
| 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/>. |
| 20 |
* |
| 21 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 22 |
*/ |
| 23 |
|
| 24 |
#include <cmath> |
| 25 |
|
| 26 |
#include <global.h> |
| 27 |
#include <living.h> |
| 28 |
#include <spells.h> |
| 29 |
#include <skills.h> |
| 30 |
#include <tod.h> |
| 31 |
|
| 32 |
#include <sproto.h> |
| 33 |
|
| 34 |
/* Want this regardless of rplay. */ |
| 35 |
#include <sounds.h> |
| 36 |
|
| 37 |
/** |
| 38 |
* Check if op should abort moving victim because of it's race or slaying. |
| 39 |
* Returns 1 if it should abort, returns 0 if it should continue. |
| 40 |
*/ |
| 41 |
int |
| 42 |
should_director_abort (object *op, object *victim) |
| 43 |
{ |
| 44 |
int arch_flag, name_flag, race_flag; |
| 45 |
|
| 46 |
/* Get flags to determine what of arch, name, and race should be checked. |
| 47 |
* This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
| 48 |
* the next is the name flag, and the last is the race flag. Also note, |
| 49 |
* if subtype is set to zero, that also goes to defaults of all affecting |
| 50 |
* it. Examples: |
| 51 |
* subtype 1: only arch |
| 52 |
* subtype 3: arch or name |
| 53 |
* subtype 5: arch or race |
| 54 |
* subtype 7: all three |
| 55 |
*/ |
| 56 |
if (op->subtype) |
| 57 |
{ |
| 58 |
arch_flag = op->subtype & 1; |
| 59 |
name_flag = op->subtype & 2; |
| 60 |
race_flag = op->subtype & 4; |
| 61 |
} |
| 62 |
else |
| 63 |
{ |
| 64 |
arch_flag = 1; |
| 65 |
name_flag = 1; |
| 66 |
race_flag = 1; |
| 67 |
} |
| 68 |
|
| 69 |
/* If the director has race set, only affect objects with a arch, |
| 70 |
* name or race that matches. |
| 71 |
*/ |
| 72 |
if ((op->race) && |
| 73 |
((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
| 74 |
((!(victim->name && name_flag) || op->race != victim->name)) && |
| 75 |
((!(victim->race && race_flag) || op->race != victim->race))) |
| 76 |
return 1; |
| 77 |
|
| 78 |
/* If the director has slaying set, only affect objects where none |
| 79 |
* of arch, name, or race match. |
| 80 |
*/ |
| 81 |
if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
| 82 |
((victim->name && name_flag && op->slaying == victim->name)) || |
| 83 |
((victim->race && race_flag && op->slaying == victim->race))) |
| 84 |
return 1; |
| 85 |
|
| 86 |
return 0; |
| 87 |
} |
| 88 |
|
| 89 |
/** |
| 90 |
* This handles a player dropping money on an altar to identify stuff. |
| 91 |
* It'll identify marked item, if none all items up to dropped money. |
| 92 |
* Return value: 1 if money was destroyed, 0 if not. |
| 93 |
*/ |
| 94 |
static int |
| 95 |
apply_id_altar (object *money, object *altar, object *pl) |
| 96 |
{ |
| 97 |
dynbuf_text buf; |
| 98 |
|
| 99 |
if (!pl || pl->type != PLAYER) |
| 100 |
return 0; |
| 101 |
|
| 102 |
/* Check for MONEY type is a special hack - it prevents 'nothing needs |
| 103 |
* identifying' from being printed out more than it needs to be. |
| 104 |
*/ |
| 105 |
if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
| 106 |
return 0; |
| 107 |
|
| 108 |
/* if the player has a marked item, identify that if it needs to be |
| 109 |
* identified. If it doesn't, then go through the player inventory. |
| 110 |
*/ |
| 111 |
if (object *marked = find_marked_object (pl)) |
| 112 |
if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
| 113 |
{ |
| 114 |
if (operate_altar (altar, &money)) |
| 115 |
{ |
| 116 |
identify (marked); |
| 117 |
|
| 118 |
buf.printf ("You have %s.\r", long_desc (marked, pl)); |
| 119 |
if (marked->msg) |
| 120 |
buf << "The item has a story:\r" << marked->msg << "\n\n"; |
| 121 |
|
| 122 |
return !money; |
| 123 |
} |
| 124 |
} |
| 125 |
|
| 126 |
for (object *id = pl->inv; id; id = id->below) |
| 127 |
{ |
| 128 |
if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
| 129 |
{ |
| 130 |
if (operate_altar (altar, &money)) |
| 131 |
{ |
| 132 |
identify (id); |
| 133 |
|
| 134 |
buf.printf ("You have %s.\r", long_desc (id, pl)); |
| 135 |
if (id->msg) |
| 136 |
buf << "The item has a story:\r" << id->msg << "\n\n"; |
| 137 |
|
| 138 |
/* If no more money, might as well quit now */ |
| 139 |
if (!money || !check_altar_sacrifice (altar, money)) |
| 140 |
break; |
| 141 |
} |
| 142 |
else |
| 143 |
{ |
| 144 |
LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
| 145 |
break; |
| 146 |
} |
| 147 |
} |
| 148 |
} |
| 149 |
|
| 150 |
if (buf.empty ()) |
| 151 |
pl->failmsg ("You have nothing that needs identifying"); |
| 152 |
else |
| 153 |
pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
| 154 |
|
| 155 |
return !money; |
| 156 |
} |
| 157 |
|
| 158 |
/** |
| 159 |
* This checks whether the object has a "on_use_yield" field, and if so generated and drops |
| 160 |
* matching item. |
| 161 |
**/ |
| 162 |
void |
| 163 |
handle_apply_yield (object *tmp) |
| 164 |
{ |
| 165 |
if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
| 166 |
archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
| 167 |
} |
| 168 |
|
| 169 |
/** |
| 170 |
* Handles applying a potion. |
| 171 |
*/ |
| 172 |
int |
| 173 |
apply_potion (object *op, object *tmp) |
| 174 |
{ |
| 175 |
int got_one = 0, i; |
| 176 |
object *force = 0, *floor = 0; |
| 177 |
|
| 178 |
floor = GET_MAP_OB (op->map, op->x, op->y); |
| 179 |
|
| 180 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
| 181 |
{ |
| 182 |
op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
| 183 |
|
| 184 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
| 185 |
return 0; |
| 186 |
} |
| 187 |
|
| 188 |
if (op->type == PLAYER) |
| 189 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
| 190 |
identify (tmp); |
| 191 |
|
| 192 |
handle_apply_yield (tmp); |
| 193 |
|
| 194 |
/* Potion of restoration - only for players */ |
| 195 |
if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
| 196 |
{ |
| 197 |
object *depl; |
| 198 |
archetype *at; |
| 199 |
|
| 200 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 201 |
{ |
| 202 |
op->drain_stat (); |
| 203 |
op->update_stats (); |
| 204 |
tmp->decrease (); |
| 205 |
return 1; |
| 206 |
} |
| 207 |
|
| 208 |
if (!(at = archetype::find (ARCH_DEPLETION))) |
| 209 |
{ |
| 210 |
LOG (llevError, "Could not find archetype depletion\n"); |
| 211 |
return 0; |
| 212 |
} |
| 213 |
|
| 214 |
depl = present_arch_in_ob (at, op); |
| 215 |
|
| 216 |
if (depl) |
| 217 |
{ |
| 218 |
for (i = 0; i < NUM_STATS; i++) |
| 219 |
if (depl->stats.stat (i)) |
| 220 |
op->statusmsg (restore_msg[i]); |
| 221 |
|
| 222 |
depl->destroy (); |
| 223 |
op->update_stats (); |
| 224 |
} |
| 225 |
else |
| 226 |
op->statusmsg ("Your potion had no effect."); |
| 227 |
|
| 228 |
tmp->decrease (); |
| 229 |
return 1; |
| 230 |
} |
| 231 |
|
| 232 |
/* improvement potion - only for players */ |
| 233 |
if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
| 234 |
{ |
| 235 |
for (i = 1; i < MIN (11, op->level); i++) |
| 236 |
{ |
| 237 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 238 |
{ |
| 239 |
if (op->contr->levhp[i] != 1) |
| 240 |
{ |
| 241 |
op->contr->levhp[i] = 1; |
| 242 |
break; |
| 243 |
} |
| 244 |
|
| 245 |
if (op->contr->levsp[i] != 1) |
| 246 |
{ |
| 247 |
op->contr->levsp[i] = 1; |
| 248 |
break; |
| 249 |
} |
| 250 |
|
| 251 |
if (op->contr->levgrace[i] != 1) |
| 252 |
{ |
| 253 |
op->contr->levgrace[i] = 1; |
| 254 |
break; |
| 255 |
} |
| 256 |
} |
| 257 |
else |
| 258 |
{ |
| 259 |
if (op->contr->levhp[i] < 9) |
| 260 |
{ |
| 261 |
op->contr->levhp[i] = 9; |
| 262 |
break; |
| 263 |
} |
| 264 |
|
| 265 |
if (op->contr->levsp[i] < 6) |
| 266 |
{ |
| 267 |
op->contr->levsp[i] = 6; |
| 268 |
break; |
| 269 |
} |
| 270 |
|
| 271 |
if (op->contr->levgrace[i] < 3) |
| 272 |
{ |
| 273 |
op->contr->levgrace[i] = 3; |
| 274 |
break; |
| 275 |
} |
| 276 |
} |
| 277 |
} |
| 278 |
|
| 279 |
/* Just makes checking easier */ |
| 280 |
if (i < MIN (11, op->level)) |
| 281 |
got_one = 1; |
| 282 |
|
| 283 |
if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 284 |
{ |
| 285 |
if (got_one) |
| 286 |
{ |
| 287 |
op->update_stats (); |
| 288 |
op->statusmsg ("The Gods smile upon you and remake you " |
| 289 |
"a little more in their image. " |
| 290 |
"You feel a little more perfect.", NDI_GREEN); |
| 291 |
} |
| 292 |
else |
| 293 |
op->statusmsg ("The potion had no effect - you are already perfect."); |
| 294 |
} |
| 295 |
else |
| 296 |
{ /* cursed potion */ |
| 297 |
if (got_one) |
| 298 |
{ |
| 299 |
op->update_stats (); |
| 300 |
op->failmsg ("The Gods are angry and punish you."); |
| 301 |
} |
| 302 |
else |
| 303 |
op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
| 304 |
} |
| 305 |
|
| 306 |
tmp->decrease (); |
| 307 |
return 1; |
| 308 |
} |
| 309 |
|
| 310 |
|
| 311 |
/* A potion that casts a spell. Healing, restore spellpoint (power potion) |
| 312 |
* and heroism all fit into this category. Given the spell object code, |
| 313 |
* there is no limit to the number of spells that potions can be cast, |
| 314 |
* but direction is problematic to try and imbue fireball potions for example. |
| 315 |
*/ |
| 316 |
if (tmp->inv) |
| 317 |
{ |
| 318 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 319 |
{ |
| 320 |
op->failmsg ("Yech! Your lungs are on fire!"); |
| 321 |
create_exploding_ball_at (op, op->level); |
| 322 |
} |
| 323 |
else |
| 324 |
cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
| 325 |
|
| 326 |
tmp->decrease (); |
| 327 |
|
| 328 |
/* if youre dead, no point in doing this... */ |
| 329 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
| 330 |
op->update_stats (); |
| 331 |
|
| 332 |
return 1; |
| 333 |
} |
| 334 |
|
| 335 |
/* Deal with protection potions */ |
| 336 |
force = NULL; |
| 337 |
for (i = 0; i < NROFATTACKS; i++) |
| 338 |
{ |
| 339 |
if (tmp->resist[i]) |
| 340 |
{ |
| 341 |
if (!force) |
| 342 |
force = get_archetype (FORCE_NAME); |
| 343 |
|
| 344 |
memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
| 345 |
force->type = POTION_EFFECT; |
| 346 |
break; /* Only need to find one protection since we copy entire batch */ |
| 347 |
} |
| 348 |
} |
| 349 |
|
| 350 |
/* This is a protection potion */ |
| 351 |
if (force) |
| 352 |
{ |
| 353 |
/* cursed items last longer */ |
| 354 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 355 |
{ |
| 356 |
force->stats.food *= 10; |
| 357 |
for (i = 0; i < NROFATTACKS; i++) |
| 358 |
if (force->resist[i] > 0) |
| 359 |
force->resist[i] = -force->resist[i]; /* prot => vuln */ |
| 360 |
} |
| 361 |
|
| 362 |
force->speed_left = -1; |
| 363 |
force = insert_ob_in_ob (force, op); |
| 364 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
| 365 |
SET_FLAG (force, FLAG_APPLIED); |
| 366 |
change_abil (op, force); |
| 367 |
tmp->decrease (); |
| 368 |
return 1; |
| 369 |
} |
| 370 |
|
| 371 |
/* Only thing left are the stat potions */ |
| 372 |
if (op->type == PLAYER) |
| 373 |
{ /* only for players */ |
| 374 |
if ((QUERY_FLAG (tmp, FLAG_CURSED) |
| 375 |
|| QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 376 |
&& tmp->value != 0) |
| 377 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
| 378 |
else |
| 379 |
SET_FLAG (tmp, FLAG_APPLIED); |
| 380 |
|
| 381 |
if (!change_abil (op, tmp)) |
| 382 |
op->statusmsg ("Nothing happened."); |
| 383 |
} |
| 384 |
|
| 385 |
/* CLEAR_FLAG is so that if the character has other potions |
| 386 |
* that were grouped with the one consumed, his |
| 387 |
* stat will not be raised by them. fix_player just clears |
| 388 |
* up all the stats. |
| 389 |
*/ |
| 390 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
| 391 |
op->update_stats (); |
| 392 |
tmp->decrease (); |
| 393 |
return 1; |
| 394 |
} |
| 395 |
|
| 396 |
/**************************************************************************** |
| 397 |
* Weapon improvement code follows |
| 398 |
****************************************************************************/ |
| 399 |
|
| 400 |
/** |
| 401 |
* This returns the sum of nrof of item (arch name). |
| 402 |
*/ |
| 403 |
static int |
| 404 |
check_item (object *op, shstr_cmp item) |
| 405 |
{ |
| 406 |
int count = 0; |
| 407 |
|
| 408 |
if (!item) |
| 409 |
return 0; |
| 410 |
|
| 411 |
for (op = op->below; op; op = op->below) |
| 412 |
if (op->arch->archname == item) |
| 413 |
if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
| 414 |
&& /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
| 415 |
count += op->number_of (); |
| 416 |
|
| 417 |
return count; |
| 418 |
} |
| 419 |
|
| 420 |
/** |
| 421 |
* This removes 'nrof' of what item->slaying says to remove. |
| 422 |
* op is typically the player, which is only |
| 423 |
* really used to determine what space to look at. |
| 424 |
* Modified to only eat 'nrof' of objects. |
| 425 |
*/ |
| 426 |
static void |
| 427 |
eat_item (object *op, shstr_cmp item, uint32 nrof) |
| 428 |
{ |
| 429 |
object *prev; |
| 430 |
|
| 431 |
prev = op; |
| 432 |
op = op->below; |
| 433 |
|
| 434 |
while (op) |
| 435 |
{ |
| 436 |
if (op->arch->archname == item) |
| 437 |
{ |
| 438 |
if (op->nrof >= nrof) |
| 439 |
{ |
| 440 |
op->decrease (nrof); |
| 441 |
return; |
| 442 |
} |
| 443 |
else |
| 444 |
{ |
| 445 |
op->decrease (nrof); |
| 446 |
nrof -= op->nrof; |
| 447 |
} |
| 448 |
|
| 449 |
op = prev; |
| 450 |
} |
| 451 |
|
| 452 |
prev = op; |
| 453 |
op = op->below; |
| 454 |
} |
| 455 |
} |
| 456 |
|
| 457 |
/** |
| 458 |
* This checks to see of the player (who) is sufficient level to use a weapon |
| 459 |
* with improvs improvements (typically last_eat). We take an int here |
| 460 |
* instead of the object so that the improvement code can pass along the |
| 461 |
* increased value to see if the object is usuable. |
| 462 |
* we return 1 (true) if the player can use the weapon. |
| 463 |
*/ |
| 464 |
static int |
| 465 |
check_weapon_power (const object *who, int improvs) |
| 466 |
{ |
| 467 |
/* Old code is below (commented out). Basically, since weapons are the only |
| 468 |
* object players really have any control to improve, it's a bit harsh to |
| 469 |
* require high level in some combat skill, so we just use overall level. |
| 470 |
*/ |
| 471 |
#if 1 |
| 472 |
if (((who->level / 5) + 5) >= improvs) |
| 473 |
return 1; |
| 474 |
else |
| 475 |
return 0; |
| 476 |
|
| 477 |
#else |
| 478 |
int level = 0; |
| 479 |
|
| 480 |
/* The skill system hands out wc and dam bonuses to fighters |
| 481 |
* more generously than the old system (see fix_player). Thus |
| 482 |
* we need to curtail the power of player enchanted weapons. |
| 483 |
* I changed this to 1 improvement per "fighter" level/5 -b.t. |
| 484 |
* Note: Nothing should break by allowing this ratio to be different or |
| 485 |
* using normal level - it is just a matter of play balance. |
| 486 |
*/ |
| 487 |
if (who->type == PLAYER) |
| 488 |
{ |
| 489 |
object *wc_obj = NULL; |
| 490 |
|
| 491 |
for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
| 492 |
if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
| 493 |
level = wc_obj->level; |
| 494 |
|
| 495 |
if (!level) |
| 496 |
{ |
| 497 |
LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
| 498 |
level = who->level; |
| 499 |
} |
| 500 |
} |
| 501 |
else |
| 502 |
level = who->level; |
| 503 |
|
| 504 |
return (improvs <= ((level / 5) + 5)); |
| 505 |
#endif |
| 506 |
} |
| 507 |
|
| 508 |
/** |
| 509 |
* Returns how many items of type improver->slaying there are under op. |
| 510 |
* Will display a message if none found, and 1 if improver->slaying is NULL. |
| 511 |
*/ |
| 512 |
static int |
| 513 |
check_sacrifice (object *op, const object *improver) |
| 514 |
{ |
| 515 |
int count = 0; |
| 516 |
|
| 517 |
if (improver->slaying) |
| 518 |
{ |
| 519 |
count = check_item (op, improver->slaying); |
| 520 |
if (count < 1) |
| 521 |
{ |
| 522 |
op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
| 523 |
return 0; |
| 524 |
} |
| 525 |
} |
| 526 |
else |
| 527 |
count = 1; |
| 528 |
|
| 529 |
return count; |
| 530 |
} |
| 531 |
|
| 532 |
/** |
| 533 |
* Actually improves the weapon, and tells user. |
| 534 |
*/ |
| 535 |
static int |
| 536 |
improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
| 537 |
{ |
| 538 |
stat += sacrifice_count; |
| 539 |
weapon->last_eat++; |
| 540 |
improver->decrease (); |
| 541 |
|
| 542 |
/* So it updates the players stats and the window */ |
| 543 |
op->update_stats (); |
| 544 |
|
| 545 |
op->statusmsg (format ( |
| 546 |
"Your sacrifice was accepted.\n" |
| 547 |
"Weapon's bonus to %s improved by %d.", |
| 548 |
statname, sacrifice_count |
| 549 |
)); |
| 550 |
|
| 551 |
return 1; |
| 552 |
} |
| 553 |
|
| 554 |
/* Types of improvements, hidden in the sp field. */ |
| 555 |
#define IMPROVE_PREPARE 1 |
| 556 |
#define IMPROVE_DAMAGE 2 |
| 557 |
#define IMPROVE_WEIGHT 3 |
| 558 |
#define IMPROVE_ENCHANT 4 |
| 559 |
#define IMPROVE_STR 5 |
| 560 |
#define IMPROVE_DEX 6 |
| 561 |
#define IMPROVE_CON 7 |
| 562 |
#define IMPROVE_WIS 8 |
| 563 |
#define IMPROVE_CHA 9 |
| 564 |
#define IMPROVE_INT 10 |
| 565 |
#define IMPROVE_POW 11 |
| 566 |
|
| 567 |
/** |
| 568 |
* This does the prepare weapon scroll. |
| 569 |
* Checks for sacrifice, and so on. |
| 570 |
*/ |
| 571 |
int |
| 572 |
prepare_weapon (object *op, object *improver, object *weapon) |
| 573 |
{ |
| 574 |
int sacrifice_count, i; |
| 575 |
char buf[MAX_BUF]; |
| 576 |
|
| 577 |
if (weapon->level != 0) |
| 578 |
{ |
| 579 |
op->failmsg ("Weapon is already prepared!"); |
| 580 |
return 0; |
| 581 |
} |
| 582 |
|
| 583 |
for (i = 0; i < NROFATTACKS; i++) |
| 584 |
if (weapon->resist[i]) |
| 585 |
break; |
| 586 |
|
| 587 |
/* If we break out, i will be less than nrofattacks, preventing |
| 588 |
* improvement of items that already have protections. |
| 589 |
*/ |
| 590 |
if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
| 591 |
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
| 592 |
weapon->stats.exp || /* speed */ |
| 593 |
weapon->stats.ac) /* AC - only taifu's I think */ |
| 594 |
{ |
| 595 |
op->failmsg ("You cannot prepare magic weapons. " |
| 596 |
"H<A weapon is considered magical if it changes regeneration, " |
| 597 |
"speed or ac, or has other protections.>"); |
| 598 |
return 0; |
| 599 |
} |
| 600 |
|
| 601 |
sacrifice_count = check_sacrifice (op, improver); |
| 602 |
if (sacrifice_count <= 0) |
| 603 |
return 0; |
| 604 |
|
| 605 |
weapon->level = isqrt (sacrifice_count); |
| 606 |
eat_item (op, improver->slaying, sacrifice_count); |
| 607 |
|
| 608 |
op->statusmsg (format ( |
| 609 |
"Your sacrifice was accepted." |
| 610 |
"Your *%s may be improved %d times.", |
| 611 |
&weapon->name, weapon->level |
| 612 |
)); |
| 613 |
|
| 614 |
sprintf (buf, "%s's %s", &op->name, &weapon->name); |
| 615 |
weapon->name = weapon->name_pl = buf; |
| 616 |
weapon->nrof = 0; /* prevents preparing n weapons in the same |
| 617 |
slot at once! */ |
| 618 |
improver->decrease (); |
| 619 |
weapon->last_eat = 0; |
| 620 |
return 1; |
| 621 |
} |
| 622 |
|
| 623 |
/** |
| 624 |
* Does the dirty job for 'improve weapon' scroll, prepare or add something. |
| 625 |
* This is the new improve weapon code. |
| 626 |
* Returns 0 if it was not able to work for some reason. |
| 627 |
* |
| 628 |
* Checks if weapon was prepared, if enough potions on the floor, ... |
| 629 |
* |
| 630 |
* We are hiding extra information about the weapon in the level and |
| 631 |
* last_eat numbers for an object. Hopefully this won't break anything ?? |
| 632 |
* level == max improve last_eat == current improve |
| 633 |
*/ |
| 634 |
int |
| 635 |
improve_weapon (object *op, object *improver, object *weapon) |
| 636 |
{ |
| 637 |
int sacrifice_count, sacrifice_needed = 0; |
| 638 |
|
| 639 |
if (improver->stats.sp == IMPROVE_PREPARE) |
| 640 |
return prepare_weapon (op, improver, weapon); |
| 641 |
|
| 642 |
if (weapon->level == 0) |
| 643 |
{ |
| 644 |
op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
| 645 |
return 0; |
| 646 |
} |
| 647 |
|
| 648 |
if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
| 649 |
{ |
| 650 |
op->failmsg ("This weapon cannot be improved any more."); |
| 651 |
return 0; |
| 652 |
} |
| 653 |
|
| 654 |
if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
| 655 |
{ |
| 656 |
op->failmsg ("Improving the weapon will make it too " |
| 657 |
"powerful for you to use. Unready it if you " |
| 658 |
"really want to improve it."); |
| 659 |
return 0; |
| 660 |
} |
| 661 |
|
| 662 |
/* This just increases damage by 5 points, no matter what. No sacrifice |
| 663 |
* is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
| 664 |
* don't put any maximum value on damage - the limit is how much the |
| 665 |
* weapon can be improved. |
| 666 |
*/ |
| 667 |
if (improver->stats.sp == IMPROVE_DAMAGE) |
| 668 |
{ |
| 669 |
weapon->stats.dam += 5; |
| 670 |
weapon->weight += 5000; /* 5 KG's */ |
| 671 |
op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
| 672 |
weapon->last_eat++; |
| 673 |
|
| 674 |
weapon->item_power++; |
| 675 |
improver->decrease (); |
| 676 |
return 1; |
| 677 |
} |
| 678 |
|
| 679 |
if (improver->stats.sp == IMPROVE_WEIGHT) |
| 680 |
{ |
| 681 |
/* Reduce weight by 20% */ |
| 682 |
weapon->weight = (weapon->weight * 8) / 10; |
| 683 |
if (weapon->weight < 1) |
| 684 |
weapon->weight = 1; |
| 685 |
|
| 686 |
op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
| 687 |
weapon->last_eat++; |
| 688 |
weapon->item_power++; |
| 689 |
improver->decrease (); |
| 690 |
return 1; |
| 691 |
} |
| 692 |
|
| 693 |
if (improver->stats.sp == IMPROVE_ENCHANT) |
| 694 |
{ |
| 695 |
weapon->magic++; |
| 696 |
weapon->last_eat++; |
| 697 |
op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
| 698 |
improver->decrease (); |
| 699 |
weapon->item_power++; |
| 700 |
return 1; |
| 701 |
} |
| 702 |
|
| 703 |
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
| 704 |
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
| 705 |
|
| 706 |
if (sacrifice_needed < 1) |
| 707 |
sacrifice_needed = 1; |
| 708 |
sacrifice_needed *= 2; |
| 709 |
|
| 710 |
sacrifice_count = check_sacrifice (op, improver); |
| 711 |
if (sacrifice_count < sacrifice_needed) |
| 712 |
{ |
| 713 |
op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
| 714 |
return 0; |
| 715 |
} |
| 716 |
|
| 717 |
eat_item (op, improver->slaying, sacrifice_needed); |
| 718 |
weapon->item_power++; |
| 719 |
|
| 720 |
switch (improver->stats.sp) |
| 721 |
{ |
| 722 |
case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
| 723 |
case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
| 724 |
case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
| 725 |
case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
| 726 |
case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
| 727 |
case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
| 728 |
case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
| 729 |
default: |
| 730 |
op->failmsg ("Unknown improvement type."); |
| 731 |
} |
| 732 |
|
| 733 |
LOG (llevError, "improve_weapon: Got to end of function\n"); |
| 734 |
return 0; |
| 735 |
} |
| 736 |
|
| 737 |
/** |
| 738 |
* Handles the applying of improve/prepare/enchant weapon scroll. |
| 739 |
* Checks a few things (not on a non-magic square, marked weapon, ...), |
| 740 |
* then calls improve_weapon to do the dirty work. |
| 741 |
*/ |
| 742 |
int |
| 743 |
check_improve_weapon (object *op, object *tmp) |
| 744 |
{ |
| 745 |
object *otmp; |
| 746 |
|
| 747 |
if (op->type != PLAYER) |
| 748 |
return 0; |
| 749 |
|
| 750 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
| 751 |
{ |
| 752 |
op->failmsg ("Something blocks the magic of the scroll!"); |
| 753 |
return 0; |
| 754 |
} |
| 755 |
|
| 756 |
otmp = find_marked_object (op); |
| 757 |
|
| 758 |
if (!otmp) |
| 759 |
{ |
| 760 |
op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
| 761 |
return 0; |
| 762 |
} |
| 763 |
|
| 764 |
if (otmp->type != WEAPON && otmp->type != BOW) |
| 765 |
{ |
| 766 |
op->failmsg ("Marked item is not a weapon or bow!"); |
| 767 |
return 0; |
| 768 |
} |
| 769 |
|
| 770 |
op->statusmsg ("Applied weapon builder."); |
| 771 |
|
| 772 |
improve_weapon (op, tmp, otmp); |
| 773 |
esrv_send_item (op, otmp); |
| 774 |
return 1; |
| 775 |
} |
| 776 |
|
| 777 |
/** |
| 778 |
* This code deals with the armour improvment scrolls. |
| 779 |
* Change limits on improvement - let players go up to |
| 780 |
* +5 no matter what level, but they are limited by item |
| 781 |
* power. |
| 782 |
* Try to use same improvement code as in the common/treasure.c |
| 783 |
* file, so that if you make a +2 full helm, it will be just |
| 784 |
* the same as one you find in a shop. |
| 785 |
* |
| 786 |
* deprecated comment: |
| 787 |
* this code is by b.t. (thomas@nomad.astro.psu.edu) - |
| 788 |
* only 'enchantment' of armour is possible - improving |
| 789 |
* the stats of a player w/ armour as well as a weapon |
| 790 |
* will probably horribly unbalance the game. Magic enchanting |
| 791 |
* depends on the level of the character - ie the plus |
| 792 |
* value (magic) of the armour can never be increased beyond |
| 793 |
* the level of the character / 10 -- rounding upish, nor may |
| 794 |
* the armour value of the piece of equipment exceed either |
| 795 |
* the users level or 90) |
| 796 |
* Modified by MSW for partial resistance. Only support |
| 797 |
* changing of physical area right now. |
| 798 |
*/ |
| 799 |
int |
| 800 |
improve_armour (object *op, object *improver, object *armour) |
| 801 |
{ |
| 802 |
object *tmp; |
| 803 |
|
| 804 |
if (armour->magic >= settings.armor_max_enchant) |
| 805 |
{ |
| 806 |
op->failmsg ("This armour can not be enchanted any further!"); |
| 807 |
return 0; |
| 808 |
} |
| 809 |
|
| 810 |
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
| 811 |
* etc), so take the easy way out and don't worry about it. |
| 812 |
* Note - maybe add scrolls which make the random artifact versions (eg, armour |
| 813 |
* of gnarg and what not?) |
| 814 |
*/ |
| 815 |
if (armour->title) |
| 816 |
{ |
| 817 |
op->failmsg ("This armour will not accept further enchantment."); |
| 818 |
return 0; |
| 819 |
} |
| 820 |
|
| 821 |
/* Split objects if needed. Can't insert tmp until the |
| 822 |
* end of this function - otherwise it will just re-merge. |
| 823 |
*/ |
| 824 |
tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
| 825 |
|
| 826 |
armour->magic++; |
| 827 |
|
| 828 |
if (!settings.armor_speed_linear) |
| 829 |
{ |
| 830 |
int base = 100; |
| 831 |
int pow = 0; |
| 832 |
|
| 833 |
while (pow < armour->magic) |
| 834 |
{ |
| 835 |
base = base - (base * settings.armor_speed_improvement) / 100; |
| 836 |
pow++; |
| 837 |
} |
| 838 |
|
| 839 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
| 840 |
} |
| 841 |
else |
| 842 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
| 843 |
|
| 844 |
if (!settings.armor_weight_linear) |
| 845 |
{ |
| 846 |
int base = 100; |
| 847 |
int pow = 0; |
| 848 |
|
| 849 |
while (pow < armour->magic) |
| 850 |
{ |
| 851 |
base = base - (base * settings.armor_weight_reduction) / 100; |
| 852 |
pow++; |
| 853 |
} |
| 854 |
|
| 855 |
armour->weight = (armour->arch->weight * base) / 100; |
| 856 |
} |
| 857 |
else |
| 858 |
armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
| 859 |
|
| 860 |
if (armour->weight <= 0) |
| 861 |
{ |
| 862 |
LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
| 863 |
armour->weight = 1; |
| 864 |
} |
| 865 |
|
| 866 |
armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
| 867 |
|
| 868 |
if (op->type == PLAYER) |
| 869 |
{ |
| 870 |
esrv_send_item (op, armour); |
| 871 |
|
| 872 |
if (QUERY_FLAG (armour, FLAG_APPLIED)) |
| 873 |
op->update_stats (); |
| 874 |
} |
| 875 |
|
| 876 |
improver->decrease (); |
| 877 |
|
| 878 |
if (tmp) |
| 879 |
op->insert (tmp); |
| 880 |
|
| 881 |
return 1; |
| 882 |
} |
| 883 |
|
| 884 |
/* |
| 885 |
* convert_item() returns 1 if anything was converted, 0 if the item was not |
| 886 |
* what the converter wants, -1 if the converter is broken. |
| 887 |
* |
| 888 |
* Takes one type of items and makes another. |
| 889 |
* converter is the object that is doing the conversion. |
| 890 |
* item is the object that triggered the converter - if it is not |
| 891 |
* what the converter wants, this will not do anything. |
| 892 |
*/ |
| 893 |
static int |
| 894 |
convert_item (object *item, object *converter) |
| 895 |
{ |
| 896 |
sint64 nr, price_in; |
| 897 |
|
| 898 |
if (item->flag [FLAG_UNPAID]) |
| 899 |
return 0; |
| 900 |
|
| 901 |
shstr conv_from = converter->slaying; |
| 902 |
archetype *conv_to = converter->other_arch; |
| 903 |
sint64 need = converter->stats.food; |
| 904 |
sint64 give = converter->stats.sp; |
| 905 |
|
| 906 |
/* We make some assumptions - we assume if it takes money as it type, |
| 907 |
* it wants some amount. We don't make change (ie, if something costs |
| 908 |
* 3 gp and player drops a platinum, tough luck) |
| 909 |
*/ |
| 910 |
if (conv_from == shstr_money) |
| 911 |
{ |
| 912 |
if (item->type != MONEY) |
| 913 |
return 0; |
| 914 |
|
| 915 |
nr = sint64 (item->nrof) * item->value / need; |
| 916 |
if (!nr) |
| 917 |
return 0; |
| 918 |
|
| 919 |
converter->play_sound (sound_find ("shop_buy")); |
| 920 |
|
| 921 |
sint64 cost = (nr * need + item->value - 1) / item->value; |
| 922 |
|
| 923 |
item->decrease (cost); |
| 924 |
|
| 925 |
price_in = cost * item->value; |
| 926 |
} |
| 927 |
else |
| 928 |
{ |
| 929 |
if (item->type == PLAYER |
| 930 |
|| conv_from != item->arch->archname |
| 931 |
|| (need && need > (uint16) item->nrof)) |
| 932 |
return 0; |
| 933 |
|
| 934 |
converter->play_sound (sound_find ("convert_item")); |
| 935 |
|
| 936 |
if (need) |
| 937 |
{ |
| 938 |
nr = sint64 (item->nrof) / need; |
| 939 |
item->decrease (nr * need); |
| 940 |
price_in = nr * need * item->value; |
| 941 |
} |
| 942 |
else |
| 943 |
{ |
| 944 |
price_in = item->value; |
| 945 |
item->destroy (); |
| 946 |
} |
| 947 |
} |
| 948 |
|
| 949 |
if (converter->inv) |
| 950 |
{ |
| 951 |
object *ob; |
| 952 |
int i; |
| 953 |
object *ob_to_copy; |
| 954 |
|
| 955 |
/* select random object from inventory to copy */ |
| 956 |
ob_to_copy = converter->inv; |
| 957 |
for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
| 958 |
if (rndm (0, i) == 0) |
| 959 |
ob_to_copy = ob; |
| 960 |
|
| 961 |
item = ob_to_copy->deep_clone (); |
| 962 |
CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
| 963 |
unflag_inv (item, FLAG_IS_A_TEMPLATE); |
| 964 |
} |
| 965 |
else |
| 966 |
{ |
| 967 |
if (!conv_to) |
| 968 |
{ |
| 969 |
LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
| 970 |
&converter->name, &converter->map->path, converter->x, converter->y); |
| 971 |
return -1; |
| 972 |
} |
| 973 |
|
| 974 |
item = object_create_arch (conv_to); |
| 975 |
fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
| 976 |
} |
| 977 |
|
| 978 |
if (give) |
| 979 |
item->nrof = give; |
| 980 |
|
| 981 |
if (nr) |
| 982 |
item->nrof *= nr; |
| 983 |
|
| 984 |
if (converter->flag [FLAG_PRECIOUS]) |
| 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 |
} |
| 995 |
else if (price_in < sint64 (item->nrof) * item->value) |
| 996 |
{ |
| 997 |
LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
| 998 |
&converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
| 999 |
/** |
| 1000 |
* elmex: we are going to let the game continue, as the mapcreator |
| 1001 |
* hopefully had something in mind when doing this. |
| 1002 |
*/ |
| 1003 |
} |
| 1004 |
|
| 1005 |
// elmex: only identify if we need to, for example so that generated money doesn't |
| 1006 |
// get an 'identified' flag so easily. |
| 1007 |
if (need_identify (item)) |
| 1008 |
identify (item); |
| 1009 |
|
| 1010 |
insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
| 1011 |
return 1; |
| 1012 |
} |
| 1013 |
|
| 1014 |
/** |
| 1015 |
* Handle apply on containers. |
| 1016 |
* By Eneq(@csd.uu.se). |
| 1017 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
| 1018 |
* added the alchemical cauldron to the code -b.t. |
| 1019 |
*/ |
| 1020 |
int |
| 1021 |
apply_container (object *op, object *sack) |
| 1022 |
{ |
| 1023 |
if (op->type != PLAYER || !op->contr->ns) |
| 1024 |
return 0; /* This might change */ |
| 1025 |
|
| 1026 |
if (!sack || sack->type != CONTAINER) |
| 1027 |
{ |
| 1028 |
LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
| 1029 |
return 0; |
| 1030 |
} |
| 1031 |
|
| 1032 |
op->contr->last_used = 0; |
| 1033 |
|
| 1034 |
if (sack->env && sack->env != op) |
| 1035 |
{ |
| 1036 |
op->failmsg ("You must put it onto the floor or into your inventory first."); |
| 1037 |
return 1; |
| 1038 |
} |
| 1039 |
|
| 1040 |
// already applied == open on ground, or open in inv, or active in inv |
| 1041 |
if (sack->flag [FLAG_APPLIED]) |
| 1042 |
{ |
| 1043 |
if (op->container == sack) |
| 1044 |
{ |
| 1045 |
// open on ground or inv, so close |
| 1046 |
op->close_container (); |
| 1047 |
return 1; |
| 1048 |
} |
| 1049 |
else if (!sack->env) |
| 1050 |
{ |
| 1051 |
// active, but not ours: some other player has opened it |
| 1052 |
op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
| 1053 |
return 1; |
| 1054 |
} |
| 1055 |
|
| 1056 |
// fall through to opening it (active in inv) |
| 1057 |
} |
| 1058 |
else if (sack->env) |
| 1059 |
{ |
| 1060 |
// it is in our env, so activate it, do not open yet |
| 1061 |
op->close_container (); |
| 1062 |
sack->flag [FLAG_APPLIED] = 1; |
| 1063 |
esrv_update_item (UPD_FLAGS, op, sack); |
| 1064 |
op->statusmsg (format ("You ready %s.", query_name (sack))); |
| 1065 |
return 1; |
| 1066 |
} |
| 1067 |
|
| 1068 |
// it's locked? |
| 1069 |
if (sack->slaying) |
| 1070 |
{ |
| 1071 |
if (object *tmp = find_key (op, op, sack)) |
| 1072 |
op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
| 1073 |
else |
| 1074 |
{ |
| 1075 |
op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
| 1076 |
return 1; |
| 1077 |
} |
| 1078 |
} |
| 1079 |
|
| 1080 |
op->open_container (sack); |
| 1081 |
|
| 1082 |
return 1; |
| 1083 |
} |
| 1084 |
|
| 1085 |
/** |
| 1086 |
* Handles dropping things on altar. |
| 1087 |
* Returns true if sacrifice was accepted. |
| 1088 |
*/ |
| 1089 |
static int |
| 1090 |
apply_altar (object *altar, object *sacrifice, object *originator) |
| 1091 |
{ |
| 1092 |
/* Only players can make sacrifices on spell casting altars. */ |
| 1093 |
if (altar->inv && (!originator || originator->type != PLAYER)) |
| 1094 |
return 0; |
| 1095 |
|
| 1096 |
if (operate_altar (altar, &sacrifice)) |
| 1097 |
{ |
| 1098 |
/* Simple check. Unfortunately, it means you can't cast magic bullet |
| 1099 |
* with an altar. We call it a Potion - altars are stationary - it |
| 1100 |
* is up to map designers to use them properly. |
| 1101 |
*/ |
| 1102 |
if (altar->inv && altar->inv->type == SPELL) |
| 1103 |
{ |
| 1104 |
originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
| 1105 |
cast_spell (originator, altar, 0, altar->inv, NULL); |
| 1106 |
/* If it is connected, push the button. Fixes some problems with |
| 1107 |
* old maps. |
| 1108 |
*/ |
| 1109 |
|
| 1110 |
/* push_button (altar);*/ |
| 1111 |
} |
| 1112 |
else |
| 1113 |
{ |
| 1114 |
altar->value = 1; /* works only once */ |
| 1115 |
push_button (altar, originator); |
| 1116 |
} |
| 1117 |
|
| 1118 |
return !sacrifice; |
| 1119 |
} |
| 1120 |
else |
| 1121 |
return 0; |
| 1122 |
} |
| 1123 |
|
| 1124 |
/** |
| 1125 |
* Handles 'movement' of shop mats. |
| 1126 |
* Returns 1 if 'op' was destroyed, 0 if not. |
| 1127 |
* Largely re-written to not use nearly as many gotos, plus |
| 1128 |
* some of this code just looked plain out of date. |
| 1129 |
* MSW 2001-08-29 |
| 1130 |
*/ |
| 1131 |
int |
| 1132 |
apply_shop_mat (object *shop_mat, object *op) |
| 1133 |
{ |
| 1134 |
int rv = 0; |
| 1135 |
double opinion; |
| 1136 |
object *tmp, *next; |
| 1137 |
|
| 1138 |
SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
| 1139 |
|
| 1140 |
bool has_unpaid = false; |
| 1141 |
|
| 1142 |
// quite inefficient to do this here twice, but the api doesn'T lend itself to |
| 1143 |
// a quick and small change :( |
| 1144 |
for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
| 1145 |
if (item->flag [FLAG_UNPAID]) |
| 1146 |
{ |
| 1147 |
has_unpaid = true; |
| 1148 |
break; |
| 1149 |
} |
| 1150 |
|
| 1151 |
if (!op->is_player ()) |
| 1152 |
{ |
| 1153 |
/* Remove all the unpaid objects that may be carried here. |
| 1154 |
* This could be pets or monsters that are somehow in |
| 1155 |
* the shop. |
| 1156 |
*/ |
| 1157 |
for (tmp = op->inv; tmp; tmp = next) |
| 1158 |
{ |
| 1159 |
next = tmp->below; |
| 1160 |
|
| 1161 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
| 1162 |
{ |
| 1163 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
| 1164 |
|
| 1165 |
if (i >= 0) |
| 1166 |
tmp->move (i); |
| 1167 |
} |
| 1168 |
} |
| 1169 |
|
| 1170 |
/* Don't teleport things like spell effects */ |
| 1171 |
if (QUERY_FLAG (op, FLAG_NO_PICK)) |
| 1172 |
return 0; |
| 1173 |
|
| 1174 |
/* unpaid objects, or non living objects, can't transfer by |
| 1175 |
* shop mats. Instead, put it on a nearby space. |
| 1176 |
*/ |
| 1177 |
if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
| 1178 |
{ |
| 1179 |
/* Somebody dropped an unpaid item, just move to an adjacent place. */ |
| 1180 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
| 1181 |
|
| 1182 |
if (i != -1) |
| 1183 |
rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
| 1184 |
|
| 1185 |
return 0; |
| 1186 |
} |
| 1187 |
|
| 1188 |
/* Removed code that checked for multipart objects - it appears that |
| 1189 |
* the teleport function should be able to handle this just fine. |
| 1190 |
*/ |
| 1191 |
rv = teleport (shop_mat, SHOP_MAT, op); |
| 1192 |
} |
| 1193 |
else if (can_pay (op) && get_payment (op)) |
| 1194 |
{ |
| 1195 |
/* this is only used for players */ |
| 1196 |
rv = teleport (shop_mat, SHOP_MAT, op); |
| 1197 |
|
| 1198 |
if (has_unpaid) |
| 1199 |
op->contr->play_sound (sound_find ("shop_buy")); |
| 1200 |
else if (is_in_shop (op)) |
| 1201 |
op->contr->play_sound (sound_find ("shop_enter")); |
| 1202 |
else |
| 1203 |
op->contr->play_sound (sound_find ("shop_leave")); |
| 1204 |
|
| 1205 |
if (shop_mat->msg) |
| 1206 |
op->statusmsg (shop_mat->msg); |
| 1207 |
/* This check below is a bit simplistic - generally it should be correct, |
| 1208 |
* but there is never a guarantee that the bottom space on the map is |
| 1209 |
* actually the shop floor. |
| 1210 |
*/ |
| 1211 |
else if (!rv && !is_in_shop (op)) |
| 1212 |
{ |
| 1213 |
opinion = shopkeeper_approval (op->map, op); |
| 1214 |
|
| 1215 |
op->statusmsg ( |
| 1216 |
opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
| 1217 |
: opinion >= 0.75 ? "The shopkeeper waves to you." |
| 1218 |
: opinion >= 0.50 ? "The shopkeeper ignores you." |
| 1219 |
: "The shopkeeper glares at you with contempt." |
| 1220 |
); |
| 1221 |
} |
| 1222 |
} |
| 1223 |
else |
| 1224 |
{ |
| 1225 |
/* if we get here, a player tried to leave a shop but was not able |
| 1226 |
* to afford the items he has. We try to move the player so that |
| 1227 |
* they are not on the mat anymore |
| 1228 |
*/ |
| 1229 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
| 1230 |
|
| 1231 |
if (i == -1) |
| 1232 |
LOG (llevError, "Internal shop-mat problem.\n"); |
| 1233 |
else |
| 1234 |
{ |
| 1235 |
op->remove (); |
| 1236 |
op->x += freearr_x[i]; |
| 1237 |
op->y += freearr_y[i]; |
| 1238 |
rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
| 1239 |
} |
| 1240 |
} |
| 1241 |
|
| 1242 |
CLEAR_FLAG (op, FLAG_NO_APPLY); |
| 1243 |
return rv; |
| 1244 |
} |
| 1245 |
|
| 1246 |
/** |
| 1247 |
* Handles applying a sign. |
| 1248 |
*/ |
| 1249 |
static void |
| 1250 |
apply_sign (object *op, object *sign, int autoapply) |
| 1251 |
{ |
| 1252 |
if (!op->is_player()) |
| 1253 |
return; |
| 1254 |
|
| 1255 |
if (sign->has_dialogue ()) |
| 1256 |
{ |
| 1257 |
op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
| 1258 |
return; |
| 1259 |
} |
| 1260 |
|
| 1261 |
if (!sign->msg) |
| 1262 |
{ |
| 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 ")); |
| 1267 |
return; |
| 1268 |
} |
| 1269 |
|
| 1270 |
if (sign->stats.food) |
| 1271 |
{ |
| 1272 |
if (sign->last_eat >= sign->stats.food) |
| 1273 |
{ |
| 1274 |
if (!sign->move_on) |
| 1275 |
op->failmsg ("You cannot read it anymore."); |
| 1276 |
|
| 1277 |
return; |
| 1278 |
} |
| 1279 |
|
| 1280 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
| 1281 |
sign->last_eat++; |
| 1282 |
} |
| 1283 |
|
| 1284 |
/* Sign or magic mouth? Do we need to see it, or does it talk to us? |
| 1285 |
* No way to know for sure. The presumption is basically that if |
| 1286 |
* move_on is zero, it needs to be manually applied (doesn't talk |
| 1287 |
* to us). |
| 1288 |
*/ |
| 1289 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
| 1290 |
{ |
| 1291 |
op->failmsg ("You are unable to read while blind!"); |
| 1292 |
return; |
| 1293 |
} |
| 1294 |
|
| 1295 |
if (op->contr) |
| 1296 |
if (client *ns = op->contr->ns) |
| 1297 |
{ |
| 1298 |
if (sign->sound) |
| 1299 |
ns->play_sound (sign->sound); |
| 1300 |
else if (autoapply) |
| 1301 |
ns->play_sound (sound_find ("msg_voice")); |
| 1302 |
|
| 1303 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
| 1304 |
} |
| 1305 |
} |
| 1306 |
|
| 1307 |
static void |
| 1308 |
move_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); |
| 1337 |
} |
| 1338 |
|
| 1339 |
/** |
| 1340 |
* 'victim' moves onto 'trap' |
| 1341 |
* 'victim' leaves 'trap' |
| 1342 |
* effect is determined by move_on/move_off of trap and move_type of victime. |
| 1343 |
* |
| 1344 |
* originator: Player, monster or other object that caused 'victim' to move |
| 1345 |
* onto 'trap'. Will receive messages caused by this action. May be NULL. |
| 1346 |
* However, some types of traps require an originator to function. |
| 1347 |
*/ |
| 1348 |
void |
| 1349 |
move_apply (object *trap, object *victim, object *originator) |
| 1350 |
{ |
| 1351 |
static int recursion_depth = 0; |
| 1352 |
|
| 1353 |
/* Only exits affect DMs. */ |
| 1354 |
if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
| 1355 |
return; |
| 1356 |
|
| 1357 |
/* move_apply() is the most likely candidate for causing unwanted and |
| 1358 |
* possibly unlimited recursion. |
| 1359 |
*/ |
| 1360 |
/* The following was changed because it was causing perfeclty correct |
| 1361 |
* maps to fail. 1) it's not an error to recurse: |
| 1362 |
* rune detonates, summoning monster. monster lands on nearby rune. |
| 1363 |
* nearby rune detonates. This sort of recursion is expected and |
| 1364 |
* proper. This code was causing needless crashes. |
| 1365 |
*/ |
| 1366 |
if (recursion_depth >= 500) |
| 1367 |
{ |
| 1368 |
LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
| 1369 |
"[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
| 1370 |
return; |
| 1371 |
} |
| 1372 |
|
| 1373 |
recursion_depth++; |
| 1374 |
if (trap->head) |
| 1375 |
trap = trap->head; |
| 1376 |
|
| 1377 |
if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
| 1378 |
goto leave; |
| 1379 |
|
| 1380 |
switch (trap->type) |
| 1381 |
{ |
| 1382 |
case PLAYERMOVER: |
| 1383 |
if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
| 1384 |
{ |
| 1385 |
if (!trap->stats.maxsp) |
| 1386 |
trap->stats.maxsp = 2; |
| 1387 |
|
| 1388 |
/* Is this correct? From the docs, it doesn't look like it |
| 1389 |
* should be divided by trap->speed |
| 1390 |
*/ |
| 1391 |
victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
| 1392 |
|
| 1393 |
/* Just put in some sanity check. I think there is a bug in the |
| 1394 |
* above with some objects have zero speed, and thus the player |
| 1395 |
* getting permanently paralyzed. |
| 1396 |
*/ |
| 1397 |
if (victim->speed_left < -50.f) |
| 1398 |
victim->speed_left = -50.f; |
| 1399 |
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
| 1400 |
} |
| 1401 |
goto leave; |
| 1402 |
|
| 1403 |
case SPINNER: |
| 1404 |
if (victim->direction) |
| 1405 |
{ |
| 1406 |
victim->direction = absdir (victim->direction - trap->stats.sp); |
| 1407 |
update_turn_face (victim); |
| 1408 |
} |
| 1409 |
goto leave; |
| 1410 |
|
| 1411 |
case DIRECTOR: |
| 1412 |
if (victim->direction && !should_director_abort (trap, victim)) |
| 1413 |
{ |
| 1414 |
victim->direction = trap->stats.sp; |
| 1415 |
update_turn_face (victim); |
| 1416 |
} |
| 1417 |
goto leave; |
| 1418 |
|
| 1419 |
case BUTTON: |
| 1420 |
case PEDESTAL: |
| 1421 |
update_button (trap, originator); |
| 1422 |
goto leave; |
| 1423 |
|
| 1424 |
case ALTAR: |
| 1425 |
/* sacrifice victim on trap */ |
| 1426 |
apply_altar (trap, victim, originator); |
| 1427 |
goto leave; |
| 1428 |
|
| 1429 |
case THROWN_OBJ: |
| 1430 |
if (trap->inv == NULL) |
| 1431 |
goto leave; |
| 1432 |
/* fallthrough */ |
| 1433 |
|
| 1434 |
case ARROW: |
| 1435 |
/* bad bug: monster throw a object, make a step forwards, step on object , |
| 1436 |
* trigger this here and get hit by own missile - and will be own enemy. |
| 1437 |
* Victim then is his own enemy and will start to kill herself (this is |
| 1438 |
* removed) but we have not synced victim and his missile. To avoid senseless |
| 1439 |
* action, we avoid hits here |
| 1440 |
*/ |
| 1441 |
if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
| 1442 |
hit_with_arrow (trap, victim); |
| 1443 |
goto leave; |
| 1444 |
|
| 1445 |
case SPELL_EFFECT: |
| 1446 |
apply_spell_effect (trap, victim); |
| 1447 |
goto leave; |
| 1448 |
|
| 1449 |
case TRAPDOOR: |
| 1450 |
{ |
| 1451 |
int max, sound_was_played; |
| 1452 |
object *ab, *ab_next; |
| 1453 |
|
| 1454 |
if (!trap->value) |
| 1455 |
{ |
| 1456 |
int tot; |
| 1457 |
|
| 1458 |
for (ab = trap->above, tot = 0; ab; ab = ab->above) |
| 1459 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
| 1460 |
tot += ab->head_ ()->total_weight (); |
| 1461 |
|
| 1462 |
if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
| 1463 |
goto leave; |
| 1464 |
|
| 1465 |
SET_ANIMATION (trap, trap->value); |
| 1466 |
update_object (trap, UP_OBJ_FACE); |
| 1467 |
} |
| 1468 |
|
| 1469 |
for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
| 1470 |
{ |
| 1471 |
/* need to set this up, since if we do transfer the object, |
| 1472 |
* ab->above would be bogus |
| 1473 |
*/ |
| 1474 |
ab_next = ab->above; |
| 1475 |
|
| 1476 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
| 1477 |
{ |
| 1478 |
if (!sound_was_played) |
| 1479 |
{ |
| 1480 |
trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
| 1481 |
sound_was_played = 1; |
| 1482 |
} |
| 1483 |
|
| 1484 |
ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
| 1485 |
transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
| 1486 |
} |
| 1487 |
} |
| 1488 |
goto leave; |
| 1489 |
} |
| 1490 |
|
| 1491 |
case CONVERTER: |
| 1492 |
if (convert_item (victim, trap) < 0) |
| 1493 |
{ |
| 1494 |
originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
| 1495 |
archetype::get (shstr_burnout)->insert_at (trap, trap); |
| 1496 |
} |
| 1497 |
|
| 1498 |
goto leave; |
| 1499 |
|
| 1500 |
case TRIGGER_BUTTON: |
| 1501 |
case TRIGGER_PEDESTAL: |
| 1502 |
case TRIGGER_ALTAR: |
| 1503 |
check_trigger (trap, victim); |
| 1504 |
goto leave; |
| 1505 |
|
| 1506 |
case DEEP_SWAMP: |
| 1507 |
walk_on_deep_swamp (trap, victim); |
| 1508 |
goto leave; |
| 1509 |
|
| 1510 |
case CHECK_INV: |
| 1511 |
check_inv (victim, trap); |
| 1512 |
goto leave; |
| 1513 |
|
| 1514 |
case HOLE: |
| 1515 |
move_apply_hole (trap, victim); |
| 1516 |
goto leave; |
| 1517 |
|
| 1518 |
case EXIT: |
| 1519 |
if (victim->type == PLAYER && EXIT_PATH (trap)) |
| 1520 |
{ |
| 1521 |
/* Basically, don't show exits leading to random maps the |
| 1522 |
* players output. |
| 1523 |
*/ |
| 1524 |
if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
| 1525 |
victim->statusmsg (trap->msg, NDI_NAVY); |
| 1526 |
|
| 1527 |
trap->play_sound (trap->sound); |
| 1528 |
victim->enter_exit (trap); |
| 1529 |
} |
| 1530 |
goto leave; |
| 1531 |
|
| 1532 |
case ENCOUNTER: |
| 1533 |
/* may be some leftovers on this */ |
| 1534 |
goto leave; |
| 1535 |
|
| 1536 |
case SHOP_MAT: |
| 1537 |
apply_shop_mat (trap, victim); |
| 1538 |
goto leave; |
| 1539 |
|
| 1540 |
/* Drop a certain amount of gold, and have one item identified */ |
| 1541 |
case IDENTIFY_ALTAR: |
| 1542 |
apply_id_altar (victim, trap, originator); |
| 1543 |
goto leave; |
| 1544 |
|
| 1545 |
case SIGN: |
| 1546 |
if (victim->type != PLAYER && trap->stats.food > 0) |
| 1547 |
goto leave; /* monsters musn't apply magic_mouths with counters */ |
| 1548 |
|
| 1549 |
apply_sign (victim, trap, 1); |
| 1550 |
goto leave; |
| 1551 |
|
| 1552 |
case CONTAINER: |
| 1553 |
apply_container (victim, trap); |
| 1554 |
goto leave; |
| 1555 |
|
| 1556 |
case RUNE: |
| 1557 |
case TRAP: |
| 1558 |
if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
| 1559 |
spring_trap (trap, victim); |
| 1560 |
goto leave; |
| 1561 |
|
| 1562 |
default: |
| 1563 |
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
| 1564 |
"handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
| 1565 |
goto leave; |
| 1566 |
} |
| 1567 |
|
| 1568 |
leave: |
| 1569 |
recursion_depth--; |
| 1570 |
} |
| 1571 |
|
| 1572 |
/** |
| 1573 |
* Handles reading a regular (ie not containing a spell) book. |
| 1574 |
*/ |
| 1575 |
static void |
| 1576 |
apply_book (object *op, object *tmp) |
| 1577 |
{ |
| 1578 |
int lev_diff; |
| 1579 |
object *skill_ob; |
| 1580 |
|
| 1581 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
| 1582 |
{ |
| 1583 |
op->failmsg ("You are unable to read while blind!"); |
| 1584 |
return; |
| 1585 |
} |
| 1586 |
|
| 1587 |
if (!tmp->msg) |
| 1588 |
{ |
| 1589 |
op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
| 1590 |
return; |
| 1591 |
} |
| 1592 |
|
| 1593 |
/* need a literacy skill to read stuff! */ |
| 1594 |
skill_ob = find_skill_by_name (op, tmp->skill); |
| 1595 |
if (!skill_ob) |
| 1596 |
{ |
| 1597 |
op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
| 1598 |
return; |
| 1599 |
} |
| 1600 |
|
| 1601 |
lev_diff = tmp->level - (skill_ob->level + 5); |
| 1602 |
if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
| 1603 |
{ |
| 1604 |
op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
| 1605 |
: lev_diff < 3 ? "This book is slightly beyond your comprehension." |
| 1606 |
: lev_diff < 5 ? "This book is beyond your comprehension." |
| 1607 |
: lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
| 1608 |
: lev_diff < 15 ? "This book is way beyond your comprehension." |
| 1609 |
: "This book is totally beyond your comprehension."); |
| 1610 |
return; |
| 1611 |
} |
| 1612 |
|
| 1613 |
readable_message_type *msgType = get_readable_message_type (tmp); |
| 1614 |
|
| 1615 |
if (player *pl = op->contr) |
| 1616 |
if (client *ns = pl->ns) |
| 1617 |
pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
| 1618 |
|
| 1619 |
/* gain xp from reading */ |
| 1620 |
if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
| 1621 |
{ /* only if not read before */ |
| 1622 |
int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
| 1623 |
|
| 1624 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
| 1625 |
{ |
| 1626 |
/*exp_gain *= 2; because they just identified it too */ |
| 1627 |
SET_FLAG (tmp, FLAG_IDENTIFIED); |
| 1628 |
|
| 1629 |
if (object *pl = tmp->visible_to ()) |
| 1630 |
esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
| 1631 |
} |
| 1632 |
|
| 1633 |
change_exp (op, exp_gain, skill_ob->skill, 0); |
| 1634 |
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
| 1635 |
} |
| 1636 |
} |
| 1637 |
|
| 1638 |
/** |
| 1639 |
* Handles the applying of a skill scroll, calling learn_skill straight. |
| 1640 |
* op is the person learning the skill, tmp is the skill scroll object |
| 1641 |
*/ |
| 1642 |
static void |
| 1643 |
apply_skillscroll (object *op, object *tmp) |
| 1644 |
{ |
| 1645 |
switch (learn_skill (op, tmp)) |
| 1646 |
{ |
| 1647 |
case 0: |
| 1648 |
op->play_sound (sound_find ("generic_fail")); |
| 1649 |
op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
| 1650 |
break; |
| 1651 |
|
| 1652 |
case 1: |
| 1653 |
tmp->decrease (); |
| 1654 |
op->play_sound (sound_find ("skill_learn")); |
| 1655 |
op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
| 1656 |
break; |
| 1657 |
|
| 1658 |
default: |
| 1659 |
tmp->decrease (); |
| 1660 |
op->play_sound (sound_find ("generic_fail")); |
| 1661 |
op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
| 1662 |
break; |
| 1663 |
} |
| 1664 |
} |
| 1665 |
|
| 1666 |
/** |
| 1667 |
* Actually makes op learn spell. |
| 1668 |
* Informs player of what happens. |
| 1669 |
*/ |
| 1670 |
void |
| 1671 |
do_learn_spell (object *op, object *spell, int special_prayer) |
| 1672 |
{ |
| 1673 |
object *tmp; |
| 1674 |
|
| 1675 |
if (op->type != PLAYER) |
| 1676 |
{ |
| 1677 |
LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
| 1678 |
return; |
| 1679 |
} |
| 1680 |
|
| 1681 |
/* Upgrade special prayers to normal prayers */ |
| 1682 |
if ((tmp = check_spell_known (op, spell->name)) != NULL) |
| 1683 |
{ |
| 1684 |
if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
| 1685 |
{ |
| 1686 |
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
| 1687 |
return; |
| 1688 |
} |
| 1689 |
return; |
| 1690 |
} |
| 1691 |
|
| 1692 |
op->contr->play_sound (sound_find ("learn_spell")); |
| 1693 |
|
| 1694 |
tmp = spell->clone (); |
| 1695 |
insert_ob_in_ob (tmp, op); |
| 1696 |
|
| 1697 |
if (special_prayer) |
| 1698 |
SET_FLAG (tmp, FLAG_STARTEQUIP); |
| 1699 |
|
| 1700 |
esrv_add_spells (op->contr, tmp); |
| 1701 |
} |
| 1702 |
|
| 1703 |
/** |
| 1704 |
* Erases spell from player's inventory. |
| 1705 |
*/ |
| 1706 |
void |
| 1707 |
do_forget_spell (object *op, const char *spell) |
| 1708 |
{ |
| 1709 |
object *spob; |
| 1710 |
|
| 1711 |
if (op->type != PLAYER) |
| 1712 |
{ |
| 1713 |
LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
| 1714 |
return; |
| 1715 |
} |
| 1716 |
if ((spob = check_spell_known (op, spell)) == NULL) |
| 1717 |
{ |
| 1718 |
LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
| 1719 |
return; |
| 1720 |
} |
| 1721 |
|
| 1722 |
op->failmsg (format ("You lose knowledge of %s.", spell)); |
| 1723 |
player_unready_range_ob (op->contr, spob); |
| 1724 |
esrv_remove_spell (op->contr, spob); |
| 1725 |
spob->destroy (); |
| 1726 |
} |
| 1727 |
|
| 1728 |
/** |
| 1729 |
* Handles player applying a spellbook. |
| 1730 |
* Checks whether player has knowledge of required skill, doesn't already know the spell, |
| 1731 |
* stuff like that. Random learning failure too. |
| 1732 |
*/ |
| 1733 |
static void |
| 1734 |
apply_spellbook (object *op, object *tmp) |
| 1735 |
{ |
| 1736 |
object *skop, *spell, *spell_skill; |
| 1737 |
|
| 1738 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
| 1739 |
{ |
| 1740 |
op->failmsg ("You are unable to read while blind."); |
| 1741 |
return; |
| 1742 |
} |
| 1743 |
|
| 1744 |
/* artifact_spellbooks have 'slaying' field point to a spell name, |
| 1745 |
* instead of having their spell stored in stats.sp. These are |
| 1746 |
* legacy spellbooks |
| 1747 |
*/ |
| 1748 |
if (tmp->slaying) |
| 1749 |
{ |
| 1750 |
spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
| 1751 |
if (!spell) |
| 1752 |
{ |
| 1753 |
op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
| 1754 |
return; |
| 1755 |
} |
| 1756 |
else |
| 1757 |
insert_ob_in_ob (spell, tmp); |
| 1758 |
|
| 1759 |
tmp->slaying = 0; |
| 1760 |
} |
| 1761 |
|
| 1762 |
skop = find_skill_by_name (op, tmp->skill); |
| 1763 |
|
| 1764 |
/* need a literacy skill to learn spells. Also, having a literacy level |
| 1765 |
* lower than the spell will make learning the spell more difficult */ |
| 1766 |
if (!skop) |
| 1767 |
{ |
| 1768 |
op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
| 1769 |
return; |
| 1770 |
} |
| 1771 |
|
| 1772 |
spell = tmp->inv; |
| 1773 |
|
| 1774 |
if (!spell) |
| 1775 |
{ |
| 1776 |
LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
| 1777 |
op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
| 1778 |
return; |
| 1779 |
} |
| 1780 |
|
| 1781 |
if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
| 1782 |
{ |
| 1783 |
op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
| 1784 |
return; |
| 1785 |
} |
| 1786 |
|
| 1787 |
op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
| 1788 |
|
| 1789 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
| 1790 |
identify (tmp); |
| 1791 |
|
| 1792 |
/* I removed the check for special_prayer_mark here - it didn't make |
| 1793 |
* a lot of sense - special prayers are not found in spellbooks, and |
| 1794 |
* if the player doesn't know the spell, doesn't make a lot of sense that |
| 1795 |
* they would have a special prayer mark. |
| 1796 |
*/ |
| 1797 |
if (check_spell_known (op, spell->name)) |
| 1798 |
{ |
| 1799 |
op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
| 1800 |
return; |
| 1801 |
} |
| 1802 |
|
| 1803 |
if (spell->skill) |
| 1804 |
{ |
| 1805 |
spell_skill = find_skill_by_name (op, spell->skill); |
| 1806 |
|
| 1807 |
if (!spell_skill) |
| 1808 |
{ |
| 1809 |
op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
| 1810 |
return; |
| 1811 |
} |
| 1812 |
|
| 1813 |
if (spell_skill->level < spell->level) |
| 1814 |
{ |
| 1815 |
op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
| 1816 |
return; |
| 1817 |
} |
| 1818 |
} |
| 1819 |
|
| 1820 |
/* Logic as follows |
| 1821 |
* |
| 1822 |
* 1- MU spells use Int to learn, Cleric spells use Wisdom |
| 1823 |
* |
| 1824 |
* 2- The learner's skill level in literacy adjusts the chance to learn |
| 1825 |
* a spell. |
| 1826 |
* |
| 1827 |
* 3 -Automatically fail to learn if you read while confused |
| 1828 |
* |
| 1829 |
* Overall, chances are the same but a player will find having a high |
| 1830 |
* literacy rate very useful! -b.t. |
| 1831 |
*/ |
| 1832 |
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
| 1833 |
{ |
| 1834 |
op->failmsg ("In your confused state you flub the wording of the text!"); |
| 1835 |
scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
| 1836 |
} |
| 1837 |
else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
| 1838 |
(random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
| 1839 |
{ |
| 1840 |
op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
| 1841 |
do_learn_spell (op, spell, 0); |
| 1842 |
|
| 1843 |
/* xp gain to literacy for spell learning */ |
| 1844 |
if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
| 1845 |
change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
| 1846 |
} |
| 1847 |
else |
| 1848 |
{ |
| 1849 |
op->contr->play_sound (sound_find ("fumble_spell")); |
| 1850 |
op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
| 1851 |
} |
| 1852 |
|
| 1853 |
tmp->decrease (); |
| 1854 |
} |
| 1855 |
|
| 1856 |
/** |
| 1857 |
* Handles applying a spell scroll. |
| 1858 |
*/ |
| 1859 |
void |
| 1860 |
apply_scroll (object *op, object *tmp, int dir) |
| 1861 |
{ |
| 1862 |
object *skop; |
| 1863 |
|
| 1864 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
| 1865 |
{ |
| 1866 |
op->failmsg ("You are unable to read while blind."); |
| 1867 |
return; |
| 1868 |
} |
| 1869 |
|
| 1870 |
if (!tmp->inv || tmp->inv->type != SPELL) |
| 1871 |
{ |
| 1872 |
op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
| 1873 |
return; |
| 1874 |
} |
| 1875 |
|
| 1876 |
if (op->type == PLAYER) |
| 1877 |
{ |
| 1878 |
/* players need a literacy skill to read stuff! */ |
| 1879 |
int exp_gain = 0; |
| 1880 |
|
| 1881 |
/* hard code literacy - tmp->skill points to where the exp |
| 1882 |
* should go for anything killed by the spell. |
| 1883 |
*/ |
| 1884 |
skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
| 1885 |
|
| 1886 |
if (!skop) |
| 1887 |
{ |
| 1888 |
op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
| 1889 |
return; |
| 1890 |
} |
| 1891 |
|
| 1892 |
if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
| 1893 |
change_exp (op, exp_gain, skop->skill, 0); |
| 1894 |
} |
| 1895 |
|
| 1896 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
| 1897 |
identify (tmp); |
| 1898 |
|
| 1899 |
op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
| 1900 |
|
| 1901 |
cast_spell (op, tmp, dir, tmp->inv, NULL); |
| 1902 |
tmp->decrease (); |
| 1903 |
} |
| 1904 |
|
| 1905 |
/** |
| 1906 |
* Applies a treasure object - by default, chest. op |
| 1907 |
* is the person doing the applying, tmp is the treasure |
| 1908 |
* chest. |
| 1909 |
*/ |
| 1910 |
static void |
| 1911 |
apply_treasure (object *op, object *tmp) |
| 1912 |
{ |
| 1913 |
/* Nice side effect of this treasure creation method is that the treasure |
| 1914 |
* for the chest is done when the chest is created, and put into the chest |
| 1915 |
* inventory. So that when the chest burns up, the items still exist. Also |
| 1916 |
* prevents people from moving chests to more difficult maps to get better |
| 1917 |
* treasure |
| 1918 |
*/ |
| 1919 |
object *treas = tmp->inv; |
| 1920 |
|
| 1921 |
if (!treas) |
| 1922 |
{ |
| 1923 |
op->statusmsg ("The chest was empty."); |
| 1924 |
tmp->decrease (); |
| 1925 |
return; |
| 1926 |
} |
| 1927 |
|
| 1928 |
while (tmp->inv) |
| 1929 |
{ |
| 1930 |
treas = tmp->inv; |
| 1931 |
treas->remove (); |
| 1932 |
|
| 1933 |
treas->x = op->x; |
| 1934 |
treas->y = op->y; |
| 1935 |
treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
| 1936 |
|
| 1937 |
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
| 1938 |
spring_trap (treas, op); |
| 1939 |
|
| 1940 |
/* If either player or container was destroyed, no need to do |
| 1941 |
* further processing. I think this should be enclused with |
| 1942 |
* spring trap above, as I don't think there is otherwise |
| 1943 |
* any way for the treasure chest or player to get killed. |
| 1944 |
*/ |
| 1945 |
if (op->destroyed () || tmp->destroyed ()) |
| 1946 |
break; |
| 1947 |
} |
| 1948 |
|
| 1949 |
if (!tmp->destroyed () && !tmp->inv) |
| 1950 |
tmp->decrease (true); |
| 1951 |
} |
| 1952 |
|
| 1953 |
/** |
| 1954 |
* op eats food. |
| 1955 |
* If player, takes care of messages and dragon special food. |
| 1956 |
*/ |
| 1957 |
static void |
| 1958 |
apply_food (object *op, object *tmp) |
| 1959 |
{ |
| 1960 |
int capacity_remaining; |
| 1961 |
|
| 1962 |
if (op->type != PLAYER) |
| 1963 |
op->stats.hp = op->stats.maxhp; |
| 1964 |
else |
| 1965 |
{ |
| 1966 |
/* check if this is a dragon (player), eating some flesh */ |
| 1967 |
if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
| 1968 |
; |
| 1969 |
else |
| 1970 |
{ |
| 1971 |
/* usual case - no dragon meal: */ |
| 1972 |
if (op->stats.food + tmp->stats.food > 999) |
| 1973 |
{ |
| 1974 |
if (tmp->type == FOOD || tmp->type == FLESH) |
| 1975 |
op->failmsg ("You feel full, but what a waste of food!"); |
| 1976 |
else |
| 1977 |
op->statusmsg ("Most of the drink goes down your face not your throat!"); |
| 1978 |
} |
| 1979 |
|
| 1980 |
tmp->play_sound ( |
| 1981 |
tmp->sound |
| 1982 |
? tmp->sound |
| 1983 |
: tmp->type == DRINK |
| 1984 |
? sound_find ("eat_drink") |
| 1985 |
: sound_find ("eat_food") |
| 1986 |
); |
| 1987 |
|
| 1988 |
if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
| 1989 |
{ |
| 1990 |
const char *buf; |
| 1991 |
|
| 1992 |
if (!is_dragon_pl (op)) |
| 1993 |
{ |
| 1994 |
/* eating message for normal players */ |
| 1995 |
if (tmp->type == DRINK) |
| 1996 |
buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
| 1997 |
else |
| 1998 |
buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
| 1999 |
} |
| 2000 |
else |
| 2001 |
/* eating message for dragon players */ |
| 2002 |
buf = format ("The %s tasted terrible!", &tmp->name); |
| 2003 |
|
| 2004 |
op->statusmsg (buf); |
| 2005 |
|
| 2006 |
capacity_remaining = 999 - op->stats.food; |
| 2007 |
op->stats.food += tmp->stats.food; |
| 2008 |
if (capacity_remaining < tmp->stats.food) |
| 2009 |
op->stats.hp += capacity_remaining / 50; |
| 2010 |
else |
| 2011 |
op->stats.hp += tmp->stats.food / 50; |
| 2012 |
|
| 2013 |
if (op->stats.hp > op->stats.maxhp) |
| 2014 |
op->stats.hp = op->stats.maxhp; |
| 2015 |
if (op->stats.food > 999) |
| 2016 |
op->stats.food = 999; |
| 2017 |
} |
| 2018 |
|
| 2019 |
/* special food hack -b.t. */ |
| 2020 |
if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
| 2021 |
eat_special_food (op, tmp); |
| 2022 |
} |
| 2023 |
} |
| 2024 |
|
| 2025 |
handle_apply_yield (tmp); |
| 2026 |
tmp->decrease (); |
| 2027 |
} |
| 2028 |
|
| 2029 |
/** |
| 2030 |
* A dragon is eating some flesh. If the flesh contains resistances, |
| 2031 |
* there is a chance for the dragon's skin to get improved. |
| 2032 |
* |
| 2033 |
* attributes: |
| 2034 |
* object *op the object (dragon player) eating the flesh |
| 2035 |
* object *meal the flesh item, getting chewed in dragon's mouth |
| 2036 |
* return: |
| 2037 |
* int 1 if eating successful, 0 if it doesn't work |
| 2038 |
*/ |
| 2039 |
int |
| 2040 |
dragon_eat_flesh (object *op, object *meal) |
| 2041 |
{ |
| 2042 |
object *skin = NULL; /* pointer to dragon skin force */ |
| 2043 |
object *abil = NULL; /* pointer to dragon ability force */ |
| 2044 |
object *tmp = NULL; /* tmp. object */ |
| 2045 |
|
| 2046 |
double chance; /* improvement-chance of one resistance type */ |
| 2047 |
double totalchance = 1; /* total chance of gaining one resistance */ |
| 2048 |
double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
| 2049 |
double mbonus = 0; /* monster bonus */ |
| 2050 |
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
| 2051 |
int winners = 0; /* number of winners */ |
| 2052 |
int i; /* index */ |
| 2053 |
|
| 2054 |
/* let's make sure and doublecheck the parameters */ |
| 2055 |
if (meal->type != FLESH || !is_dragon_pl (op)) |
| 2056 |
return 0; |
| 2057 |
|
| 2058 |
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
| 2059 |
from the player's inventory */ |
| 2060 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
| 2061 |
if (tmp->type == FORCE) |
| 2062 |
if (tmp->arch->archname == shstr_dragon_skin_force) |
| 2063 |
skin = tmp; |
| 2064 |
else if (tmp->arch->archname == shstr_dragon_ability_force) |
| 2065 |
abil = tmp; |
| 2066 |
|
| 2067 |
/* if either skin or ability are missing, this is an old player |
| 2068 |
which is not to be considered a dragon -> bail out */ |
| 2069 |
if (skin == NULL || abil == NULL) |
| 2070 |
return 0; |
| 2071 |
|
| 2072 |
/* now start by filling stomache and health, according to food-value */ |
| 2073 |
if ((999 - op->stats.food) < meal->stats.food) |
| 2074 |
op->stats.hp += (999 - op->stats.food) / 50; |
| 2075 |
else |
| 2076 |
op->stats.hp += meal->stats.food / 50; |
| 2077 |
|
| 2078 |
if (op->stats.hp > op->stats.maxhp) |
| 2079 |
op->stats.hp = op->stats.maxhp; |
| 2080 |
|
| 2081 |
op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
| 2082 |
|
| 2083 |
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
| 2084 |
|
| 2085 |
/* on to the interesting part: chances for adding resistance */ |
| 2086 |
for (i = 0; i < NROFATTACKS; i++) |
| 2087 |
{ |
| 2088 |
if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
| 2089 |
{ |
| 2090 |
/* got positive resistance, now calculate improvement chance (0-100) */ |
| 2091 |
|
| 2092 |
/* this bonus makes resistance increase easier at lower levels */ |
| 2093 |
bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
| 2094 |
if (i == abil->stats.exp) |
| 2095 |
bonus += 5; /* additional bonus for resistance of ability-focus */ |
| 2096 |
|
| 2097 |
/* monster bonus increases with level, because high-level |
| 2098 |
flesh is too rare */ |
| 2099 |
mbonus = op->level * 20. / ((double) settings.max_level); |
| 2100 |
|
| 2101 |
chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
| 2102 |
((double) settings.max_level)) - skin->resist[i]; |
| 2103 |
|
| 2104 |
if (chance >= 0.) |
| 2105 |
chance += 1.; |
| 2106 |
else |
| 2107 |
chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
| 2108 |
|
| 2109 |
/* chance is proportional to amount of resistance (max. 50) */ |
| 2110 |
chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
| 2111 |
|
| 2112 |
/* doubled chance for resistance of ability-focus */ |
| 2113 |
if (i == abil->stats.exp) |
| 2114 |
chance = MIN (100., chance * 2.); |
| 2115 |
|
| 2116 |
/* now make the throw and save all winners (Don't insert luck bonus here!) */ |
| 2117 |
if (rndm (10000) < (unsigned int) (chance * 100)) |
| 2118 |
{ |
| 2119 |
atnr_winner[winners] = i; |
| 2120 |
winners++; |
| 2121 |
} |
| 2122 |
|
| 2123 |
if (chance >= 0.01) |
| 2124 |
totalchance *= 1 - chance / 100; |
| 2125 |
|
| 2126 |
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
| 2127 |
} |
| 2128 |
} |
| 2129 |
|
| 2130 |
/* inverse totalchance as until now we have the failure-chance */ |
| 2131 |
totalchance = 100 - totalchance * 100; |
| 2132 |
|
| 2133 |
/* print message according to totalchance */ |
| 2134 |
const char *buf; |
| 2135 |
if (totalchance > 50.) |
| 2136 |
buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
| 2137 |
else if (totalchance > 10.) |
| 2138 |
buf = format ("The %s tasted very good.", &meal->name); |
| 2139 |
else if (totalchance > 1.) |
| 2140 |
buf = format ("The %s tasted good.", &meal->name); |
| 2141 |
else if (totalchance > 0.1) |
| 2142 |
buf = format ("The %s tasted bland.", &meal->name); |
| 2143 |
else if (totalchance >= 0.01) |
| 2144 |
buf = format ("The %s had a boring taste.", &meal->name); |
| 2145 |
else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
| 2146 |
buf = format ("The %s tasted strange.", &meal->name); |
| 2147 |
else |
| 2148 |
buf = format ("The %s had no taste.", &meal->name); |
| 2149 |
|
| 2150 |
op->statusmsg (buf); |
| 2151 |
|
| 2152 |
/* now choose a winner if we have any */ |
| 2153 |
i = -1; |
| 2154 |
if (winners > 0) |
| 2155 |
i = atnr_winner [rndm (winners)]; |
| 2156 |
|
| 2157 |
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
| 2158 |
{ |
| 2159 |
/* resistance increased! */ |
| 2160 |
skin->resist[i]++; |
| 2161 |
op->update_stats (); |
| 2162 |
|
| 2163 |
op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
| 2164 |
} |
| 2165 |
|
| 2166 |
/* if this flesh contains a new ability focus, we mark it |
| 2167 |
into the ability_force and it will take effect on next level */ |
| 2168 |
if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
| 2169 |
{ |
| 2170 |
abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
| 2171 |
|
| 2172 |
if (meal->last_eat != abil->stats.exp) |
| 2173 |
op->statusmsg (format ( |
| 2174 |
"Your metabolism prepares to focus on %s!\n" |
| 2175 |
"The change will happen at level %d.", |
| 2176 |
change_resist_msg[meal->last_eat], |
| 2177 |
abil->level + 1 |
| 2178 |
)); |
| 2179 |
else |
| 2180 |
{ |
| 2181 |
op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
| 2182 |
abil->last_eat = 0; |
| 2183 |
} |
| 2184 |
} |
| 2185 |
|
| 2186 |
return 1; |
| 2187 |
} |
| 2188 |
|
| 2189 |
/** |
| 2190 |
* Handles applying an improve armor scroll. |
| 2191 |
* Does some sanity checks, then calls improve_armour. |
| 2192 |
*/ |
| 2193 |
static void |
| 2194 |
apply_armour_improver (object *op, object *tmp) |
| 2195 |
{ |
| 2196 |
object *armor; |
| 2197 |
|
| 2198 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
| 2199 |
{ |
| 2200 |
op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
| 2201 |
return; |
| 2202 |
} |
| 2203 |
|
| 2204 |
armor = find_marked_object (op); |
| 2205 |
|
| 2206 |
if (!armor) |
| 2207 |
{ |
| 2208 |
op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
| 2209 |
return; |
| 2210 |
} |
| 2211 |
|
| 2212 |
if (armor->type != ARMOUR |
| 2213 |
&& armor->type != CLOAK |
| 2214 |
&& armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
| 2215 |
{ |
| 2216 |
op->failmsg ("Your marked item is not armour!\n"); |
| 2217 |
return; |
| 2218 |
} |
| 2219 |
|
| 2220 |
op->statusmsg ("Applying armour enchantment."); |
| 2221 |
improve_armour (op, tmp, armor); |
| 2222 |
} |
| 2223 |
|
| 2224 |
void |
| 2225 |
apply_poison (object *op, object *tmp) |
| 2226 |
{ |
| 2227 |
// need to do it now when it is still on the map |
| 2228 |
handle_apply_yield (tmp); |
| 2229 |
|
| 2230 |
object *poison = tmp->split (1); |
| 2231 |
|
| 2232 |
if (op->type == PLAYER) |
| 2233 |
{ |
| 2234 |
op->contr->play_sound (sound_find ("drink_poison")); |
| 2235 |
op->failmsg ("Yech! That tasted poisonous!"); |
| 2236 |
op->contr->killer = poison; |
| 2237 |
} |
| 2238 |
|
| 2239 |
if (poison->stats.hp > 0) |
| 2240 |
{ |
| 2241 |
LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
| 2242 |
hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
| 2243 |
} |
| 2244 |
|
| 2245 |
op->stats.food -= op->stats.food / 4; |
| 2246 |
poison->destroy (); |
| 2247 |
} |
| 2248 |
|
| 2249 |
/** |
| 2250 |
* This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
| 2251 |
* A valid 2 way exit means: |
| 2252 |
* -You can come back (there is another exit at the other side) |
| 2253 |
* -You are |
| 2254 |
* ° the owner of the exit |
| 2255 |
* ° or in the same party as the owner |
| 2256 |
* |
| 2257 |
* Note: a owner in a 2 way exit is saved as the owner's name |
| 2258 |
* in the field exit->name cause the field exit->owner doesn't |
| 2259 |
* survive in the swapping (in fact the whole exit doesn't survive). |
| 2260 |
*/ |
| 2261 |
int |
| 2262 |
is_legal_2ways_exit (object *op, object *exit) |
| 2263 |
{ |
| 2264 |
if (exit->stats.exp != 1) |
| 2265 |
return 1; /*This is not a 2 way, so it is legal */ |
| 2266 |
|
| 2267 |
#if 0 //TODO |
| 2268 |
if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
| 2269 |
return 0; /* This is a reset town portal */ |
| 2270 |
#endif |
| 2271 |
|
| 2272 |
LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
| 2273 |
|
| 2274 |
maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
| 2275 |
|
| 2276 |
if (exitmap) |
| 2277 |
{ |
| 2278 |
exitmap->load_sync (); |
| 2279 |
|
| 2280 |
object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
| 2281 |
|
| 2282 |
if (!tmp) |
| 2283 |
return 0; |
| 2284 |
|
| 2285 |
for (; tmp; tmp = tmp->above) |
| 2286 |
{ |
| 2287 |
if (tmp->type != EXIT) |
| 2288 |
continue; /*Not an exit */ |
| 2289 |
|
| 2290 |
if (!EXIT_PATH (tmp)) |
| 2291 |
continue; /*Not a valid exit */ |
| 2292 |
|
| 2293 |
if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
| 2294 |
continue; /*Not in the same place */ |
| 2295 |
|
| 2296 |
if (exit->map->path != EXIT_PATH (tmp)) |
| 2297 |
continue; /*Not in the same map */ |
| 2298 |
|
| 2299 |
/* From here we have found the exit is valid. However we do |
| 2300 |
* here the check of the exit owner. It is important for the |
| 2301 |
* town portals to prevent strangers from visiting your appartments |
| 2302 |
*/ |
| 2303 |
if (!exit->race) |
| 2304 |
return 1; /*No owner, free for all! */ |
| 2305 |
|
| 2306 |
object *exit_owner = 0; |
| 2307 |
|
| 2308 |
for_all_players (pp) |
| 2309 |
{ |
| 2310 |
if (!pp->ob) |
| 2311 |
continue; |
| 2312 |
|
| 2313 |
if (pp->ob->name != exit->race) |
| 2314 |
continue; |
| 2315 |
|
| 2316 |
exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
| 2317 |
break; |
| 2318 |
} |
| 2319 |
|
| 2320 |
if (!exit_owner) |
| 2321 |
return 0; /* No more owner */ |
| 2322 |
|
| 2323 |
if (exit_owner->contr == op->contr) |
| 2324 |
return 1; /*It is your exit */ |
| 2325 |
|
| 2326 |
if (exit_owner && /*There is a owner */ |
| 2327 |
(op->contr) && /*A player tries to pass */ |
| 2328 |
((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
| 2329 |
(exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
| 2330 |
return 0; |
| 2331 |
|
| 2332 |
return 1; |
| 2333 |
} |
| 2334 |
} |
| 2335 |
|
| 2336 |
return 0; |
| 2337 |
} |
| 2338 |
|
| 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 |
*/ |
| 2348 |
object *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 |
*/ |
| 2396 |
void |
| 2397 |
apply_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 |
*/ |
| 2433 |
void 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 |
*/ |
| 2458 |
void 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 |
|
| 2527 |
void 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 |
*/ |
| 2552 |
void 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 |
/** |
| 2584 |
* Main apply handler. |
| 2585 |
* |
| 2586 |
* Checks for unpaid items before applying. |
| 2587 |
* |
| 2588 |
* Return value: |
| 2589 |
* 0: player or monster can't apply objects of that type |
| 2590 |
* 1: has been applied, or there was an error applying the object |
| 2591 |
* 2: objects of that type can't be applied if not in inventory |
| 2592 |
* |
| 2593 |
* who is the object that is causing object to be applied, op is the object |
| 2594 |
* being applied. |
| 2595 |
* |
| 2596 |
* aflag is special (always apply/unapply) flags. Nothing is done with |
| 2597 |
* them in this function - they are passed to apply_special |
| 2598 |
*/ |
| 2599 |
int |
| 2600 |
manual_apply (object *who, object *op, int aflag) |
| 2601 |
{ |
| 2602 |
op = op->head_ (); |
| 2603 |
|
| 2604 |
if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
| 2605 |
{ |
| 2606 |
if (who->type == PLAYER) |
| 2607 |
{ |
| 2608 |
examine (who, op); |
| 2609 |
//who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
| 2610 |
return 1; |
| 2611 |
} |
| 2612 |
else |
| 2613 |
return 0; /* monsters just skip unpaid items */ |
| 2614 |
} |
| 2615 |
|
| 2616 |
if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
| 2617 |
return RESULT_INT (0); |
| 2618 |
|
| 2619 |
switch (op->type) |
| 2620 |
{ |
| 2621 |
case CF_HANDLE: |
| 2622 |
who->play_sound (sound_find ("turn_handle")); |
| 2623 |
who->statusmsg ("You turn the handle."); |
| 2624 |
op->value = op->value ? 0 : 1; |
| 2625 |
SET_ANIMATION (op, op->value); |
| 2626 |
update_object (op, UP_OBJ_FACE); |
| 2627 |
push_button (op, who); |
| 2628 |
return 1; |
| 2629 |
|
| 2630 |
case TRIGGER: |
| 2631 |
if (check_trigger (op, who)) |
| 2632 |
{ |
| 2633 |
who->statusmsg ("You turn the handle."); |
| 2634 |
who->play_sound (sound_find ("turn_handle")); |
| 2635 |
} |
| 2636 |
else |
| 2637 |
who->failmsg ("The handle doesn't move."); |
| 2638 |
|
| 2639 |
return 1; |
| 2640 |
|
| 2641 |
case EXIT: |
| 2642 |
if (who->type != PLAYER) |
| 2643 |
return 0; |
| 2644 |
|
| 2645 |
if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
| 2646 |
who->failmsg (format ("The %s is closed.", query_name (op))); |
| 2647 |
else |
| 2648 |
{ |
| 2649 |
/* Don't display messages for random maps. */ |
| 2650 |
if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
| 2651 |
who->statusmsg (op->msg, NDI_NAVY); |
| 2652 |
|
| 2653 |
who->enter_exit (op); |
| 2654 |
} |
| 2655 |
|
| 2656 |
return 1; |
| 2657 |
|
| 2658 |
case INSCRIBABLE: |
| 2659 |
who->statusmsg (op->msg); |
| 2660 |
// maybe show a spell menu to chose from or something like that |
| 2661 |
return 1; |
| 2662 |
|
| 2663 |
case SIGN: |
| 2664 |
apply_sign (who, op, 0); |
| 2665 |
return 1; |
| 2666 |
|
| 2667 |
case BOOK: |
| 2668 |
if (who->type == PLAYER) |
| 2669 |
{ |
| 2670 |
apply_book (who, op); |
| 2671 |
return 1; |
| 2672 |
} |
| 2673 |
else |
| 2674 |
return 0; |
| 2675 |
|
| 2676 |
case SKILLSCROLL: |
| 2677 |
if (who->type == PLAYER) |
| 2678 |
{ |
| 2679 |
apply_skillscroll (who, op); |
| 2680 |
return 1; |
| 2681 |
} |
| 2682 |
else |
| 2683 |
return 0; |
| 2684 |
|
| 2685 |
case SPELLBOOK: |
| 2686 |
if (who->type == PLAYER) |
| 2687 |
{ |
| 2688 |
apply_spellbook (who, op); |
| 2689 |
return 1; |
| 2690 |
} |
| 2691 |
else |
| 2692 |
return 0; |
| 2693 |
|
| 2694 |
case SCROLL: |
| 2695 |
apply_scroll (who, op, 0); |
| 2696 |
return 1; |
| 2697 |
|
| 2698 |
case POTION: |
| 2699 |
apply_potion (who, op); |
| 2700 |
return 1; |
| 2701 |
|
| 2702 |
/* Eneq(@csd.uu.se): Handle apply on containers. */ |
| 2703 |
//TODO: remove, as it is unsed? |
| 2704 |
case CLOSE_CON: |
| 2705 |
apply_container (who, op->env); |
| 2706 |
return 1; |
| 2707 |
|
| 2708 |
case CONTAINER: |
| 2709 |
apply_container (who, op); |
| 2710 |
return 1; |
| 2711 |
|
| 2712 |
case TREASURE: |
| 2713 |
if (who->type == PLAYER) |
| 2714 |
{ |
| 2715 |
apply_treasure (who, op); |
| 2716 |
return 1; |
| 2717 |
} |
| 2718 |
else |
| 2719 |
return 0; |
| 2720 |
|
| 2721 |
case LAMP: |
| 2722 |
case TORCH: |
| 2723 |
player_apply_lamp (who, op); |
| 2724 |
return 1; |
| 2725 |
|
| 2726 |
case WEAPON: |
| 2727 |
case ARMOUR: |
| 2728 |
case BOOTS: |
| 2729 |
case GLOVES: |
| 2730 |
case AMULET: |
| 2731 |
case GIRDLE: |
| 2732 |
case BRACERS: |
| 2733 |
case SHIELD: |
| 2734 |
case HELMET: |
| 2735 |
case RING: |
| 2736 |
case CLOAK: |
| 2737 |
case WAND: |
| 2738 |
case ROD: |
| 2739 |
case HORN: |
| 2740 |
case SKILL: |
| 2741 |
case BOW: |
| 2742 |
case BUILDER: |
| 2743 |
case SKILL_TOOL: |
| 2744 |
if (op->env != who) |
| 2745 |
return 2; /* not in inventory */ |
| 2746 |
|
| 2747 |
apply_special (who, op, aflag); |
| 2748 |
return 1; |
| 2749 |
|
| 2750 |
case DRINK: |
| 2751 |
case FOOD: |
| 2752 |
case FLESH: |
| 2753 |
apply_food (who, op); |
| 2754 |
return 1; |
| 2755 |
|
| 2756 |
case POISON: |
| 2757 |
apply_poison (who, op); |
| 2758 |
return 1; |
| 2759 |
|
| 2760 |
case SAVEBED: |
| 2761 |
return 1; |
| 2762 |
|
| 2763 |
case ARMOUR_IMPROVER: |
| 2764 |
if (who->type == PLAYER) |
| 2765 |
{ |
| 2766 |
apply_armour_improver (who, op); |
| 2767 |
return 1; |
| 2768 |
} |
| 2769 |
else |
| 2770 |
return 0; |
| 2771 |
|
| 2772 |
case WEAPON_IMPROVER: |
| 2773 |
check_improve_weapon (who, op); |
| 2774 |
return 1; |
| 2775 |
|
| 2776 |
case CLOCK: |
| 2777 |
if (who->type == PLAYER) |
| 2778 |
{ |
| 2779 |
char buf[MAX_BUF]; |
| 2780 |
timeofday_t tod; |
| 2781 |
|
| 2782 |
get_tod (&tod); |
| 2783 |
who->play_sound (sound_find ("sound_clock")); |
| 2784 |
who->statusmsg (format ( |
| 2785 |
"It is %d minute%s past %d o'clock %s", |
| 2786 |
tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
| 2787 |
((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
| 2788 |
)); |
| 2789 |
return 1; |
| 2790 |
} |
| 2791 |
else |
| 2792 |
return 0; |
| 2793 |
|
| 2794 |
case MENU: |
| 2795 |
if (who->type == PLAYER) |
| 2796 |
{ |
| 2797 |
shop_listing (op, who); |
| 2798 |
return 1; |
| 2799 |
} |
| 2800 |
else |
| 2801 |
return 0; |
| 2802 |
|
| 2803 |
case POWER_CRYSTAL: |
| 2804 |
apply_power_crystal (who, op); /* see egoitem.c */ |
| 2805 |
return 1; |
| 2806 |
|
| 2807 |
case LIGHTER: /* for lighting torches/lanterns/etc */ |
| 2808 |
if (who->type == PLAYER) |
| 2809 |
{ |
| 2810 |
apply_lighter (who, op); |
| 2811 |
return 1; |
| 2812 |
} |
| 2813 |
else |
| 2814 |
return 0; |
| 2815 |
|
| 2816 |
case ITEM_TRANSFORMER: |
| 2817 |
apply_item_transformer (who, op); |
| 2818 |
return 1; |
| 2819 |
|
| 2820 |
default: |
| 2821 |
return 0; |
| 2822 |
} |
| 2823 |
} |
| 2824 |
|
| 2825 |
/* quiet suppresses the "don't know how to apply" and "you must get it first" |
| 2826 |
* messages as needed by player_apply_below(). But there can still be |
| 2827 |
* "but you are floating high above the ground" messages. |
| 2828 |
* |
| 2829 |
* Same return value as apply() function. |
| 2830 |
*/ |
| 2831 |
int |
| 2832 |
player_apply (object *pl, object *op, int aflag, int quiet) |
| 2833 |
{ |
| 2834 |
if (!op->env && (pl->move_type & MOVE_FLYING)) |
| 2835 |
{ |
| 2836 |
/* player is flying and applying object not in inventory */ |
| 2837 |
if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
| 2838 |
{ |
| 2839 |
pl->failmsg ("But you are floating high above the ground! " |
| 2840 |
"H<You have to stop levitating first, if you can, either by using your levitation skill, " |
| 2841 |
"or waiting till the levitation effect wears off.>"); |
| 2842 |
return 0; |
| 2843 |
} |
| 2844 |
} |
| 2845 |
|
| 2846 |
pl->contr->last_used = op; |
| 2847 |
|
| 2848 |
int tmp = manual_apply (pl, op, aflag); |
| 2849 |
|
| 2850 |
if (!quiet) |
| 2851 |
{ |
| 2852 |
if (tmp == 0) |
| 2853 |
pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
| 2854 |
else if (tmp == 2) |
| 2855 |
pl->failmsg ("You must get it first!\n"); |
| 2856 |
} |
| 2857 |
|
| 2858 |
return tmp; |
| 2859 |
} |
| 2860 |
|
| 2861 |
/** |
| 2862 |
* player_apply_below attempts to apply the object 'below' the player. |
| 2863 |
* If the player has an open container, we use that for below, otherwise |
| 2864 |
* we use the ground. |
| 2865 |
*/ |
| 2866 |
void |
| 2867 |
player_apply_below (object *pl) |
| 2868 |
{ |
| 2869 |
int floors = 0; |
| 2870 |
|
| 2871 |
/* If using a container, set the starting item to be the top |
| 2872 |
* item in the container. Otherwise, use the map. |
| 2873 |
* This is perhaps more complicated. However, I want to make sure that |
| 2874 |
* we don't use a corrupt pointer for the next object, so we get the |
| 2875 |
* next object in the stack before applying. This is can only be a |
| 2876 |
* problem if player_apply() has a bug in that it uses the object but does |
| 2877 |
* not return a proper value. |
| 2878 |
*/ |
| 2879 |
for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
| 2880 |
{ |
| 2881 |
next = tmp->below; |
| 2882 |
|
| 2883 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
| 2884 |
floors++; |
| 2885 |
else if (floors > 0) |
| 2886 |
return; /* process only floor objects after first floor object */ |
| 2887 |
|
| 2888 |
/* If it is visible, player can apply it. If it is applied by |
| 2889 |
* person moving on it, also activate. Added code to make it |
| 2890 |
* so that at least one of players movement types be that which |
| 2891 |
* the item needs. |
| 2892 |
*/ |
| 2893 |
if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
| 2894 |
if (player_apply (pl, tmp, 0, 1) == 1) |
| 2895 |
return; |
| 2896 |
|
| 2897 |
if (floors >= 2) |
| 2898 |
return; /* process at most two floor objects */ |
| 2899 |
} |
| 2900 |
} |
| 2901 |
|
| 2902 |
/** |
| 2903 |
* Unapplies specified item. |
| 2904 |
* No check done on cursed/damned. |
| 2905 |
* Break this out of apply_special - this is just done |
| 2906 |
* to keep the size of apply_special to a more managable size. |
| 2907 |
*/ |
| 2908 |
static int |
| 2909 |
unapply_special (object *who, object *op, int aflags) |
| 2910 |
{ |
| 2911 |
if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
| 2912 |
|| INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
| 2913 |
return RESULT_INT (0); |
| 2914 |
|
| 2915 |
CLEAR_FLAG (op, FLAG_APPLIED); |
| 2916 |
|
| 2917 |
switch (op->type) |
| 2918 |
{ |
| 2919 |
case SKILL_TOOL: |
| 2920 |
// unapplying a skill tool should also unapply the skill it governs |
| 2921 |
// but this is hard, as it shouldn't do so when the skill can |
| 2922 |
// be used for other reasons |
| 2923 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
| 2924 |
if (tmp->skill == op->skill |
| 2925 |
&& tmp->type == SKILL |
| 2926 |
&& tmp->flag [FLAG_APPLIED] |
| 2927 |
&& !tmp->flag [FLAG_CAN_USE_SKILL]) |
| 2928 |
unapply_special (who, tmp, 0); |
| 2929 |
|
| 2930 |
change_abil (who, op); |
| 2931 |
break; |
| 2932 |
|
| 2933 |
case WEAPON: |
| 2934 |
if (player *pl = who->contr) |
| 2935 |
if (op == pl->combat_ob) |
| 2936 |
{ |
| 2937 |
pl->combat_ob = 0; |
| 2938 |
who->change_weapon (pl->ranged_ob); |
| 2939 |
} |
| 2940 |
|
| 2941 |
who->statusmsg (format ("You unwield %s.", query_name (op))); |
| 2942 |
|
| 2943 |
change_abil (who, op); |
| 2944 |
CLEAR_FLAG (who, FLAG_READY_WEAPON); |
| 2945 |
break; |
| 2946 |
|
| 2947 |
case SKILL: |
| 2948 |
if (who->contr) |
| 2949 |
{ |
| 2950 |
if (IS_COMBAT_SKILL (op->subtype)) |
| 2951 |
who->change_weapon (who->contr->combat_ob = 0); |
| 2952 |
else if (IS_RANGED_SKILL (op->subtype)) |
| 2953 |
who->change_weapon (who->contr->ranged_ob = 0); |
| 2954 |
|
| 2955 |
if (op->invisible) |
| 2956 |
who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
| 2957 |
else |
| 2958 |
who->statusmsg (format ("You stop using the %s.", query_name (op))); |
| 2959 |
} |
| 2960 |
|
| 2961 |
change_abil (who, op); |
| 2962 |
CLEAR_FLAG (who, FLAG_READY_SKILL); |
| 2963 |
break; |
| 2964 |
|
| 2965 |
case ARMOUR: |
| 2966 |
case HELMET: |
| 2967 |
case SHIELD: |
| 2968 |
case RING: |
| 2969 |
case BOOTS: |
| 2970 |
case GLOVES: |
| 2971 |
case AMULET: |
| 2972 |
case GIRDLE: |
| 2973 |
case BRACERS: |
| 2974 |
case CLOAK: |
| 2975 |
who->statusmsg (format ("You unwear %s.", query_name (op))); |
| 2976 |
change_abil (who, op); |
| 2977 |
break; |
| 2978 |
|
| 2979 |
case BOW: |
| 2980 |
case WAND: |
| 2981 |
case ROD: |
| 2982 |
case HORN: |
| 2983 |
if (player *pl = who->contr) |
| 2984 |
{ |
| 2985 |
if (op == pl->ranged_ob) |
| 2986 |
{ |
| 2987 |
pl->ranged_ob = 0; |
| 2988 |
who->change_weapon (pl->combat_ob); |
| 2989 |
} |
| 2990 |
|
| 2991 |
who->statusmsg (format ("You unready %s.", query_name (op))); |
| 2992 |
} |
| 2993 |
else |
| 2994 |
{ |
| 2995 |
who->change_skill (0); |
| 2996 |
|
| 2997 |
if (op->type == BOW) |
| 2998 |
CLEAR_FLAG (who, FLAG_READY_BOW); |
| 2999 |
else |
| 3000 |
CLEAR_FLAG (who, FLAG_READY_RANGE); |
| 3001 |
} |
| 3002 |
|
| 3003 |
break; |
| 3004 |
|
| 3005 |
case BUILDER: |
| 3006 |
if (who->contr) |
| 3007 |
who->statusmsg (format ("You unready %s.", query_name (op))); |
| 3008 |
break; |
| 3009 |
|
| 3010 |
default: |
| 3011 |
who->statusmsg (format ("You unapply %s.", query_name (op))); |
| 3012 |
break; |
| 3013 |
} |
| 3014 |
|
| 3015 |
if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
| 3016 |
if (object *pl = op->visible_to ()) |
| 3017 |
esrv_send_item (pl, op); |
| 3018 |
|
| 3019 |
who->update_stats (); |
| 3020 |
|
| 3021 |
return 0; |
| 3022 |
} |
| 3023 |
|
| 3024 |
/** |
| 3025 |
* Returns the object that is using location 'loc'. |
| 3026 |
* Note that 'start' is the first object to start examing - we |
| 3027 |
* then go through the below of this. In this way, you can do |
| 3028 |
* something like: |
| 3029 |
* tmp = get_next_item_from_body_location(who->inv, 1); |
| 3030 |
* if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
| 3031 |
* to find the second object that may use this location, etc. |
| 3032 |
* Returns NULL if no match is found. |
| 3033 |
* loc is the index into the array we are looking for a match. |
| 3034 |
* don't return invisible objects unless they are skill objects |
| 3035 |
* invisible other objects that use |
| 3036 |
* up body locations can be used as restrictions. |
| 3037 |
*/ |
| 3038 |
static object * |
| 3039 |
get_next_item_from_body_location (int loc, object *start) |
| 3040 |
{ |
| 3041 |
for (object *tmp = start; tmp; tmp = tmp->below) |
| 3042 |
if (tmp->flag [FLAG_APPLIED] |
| 3043 |
&& tmp->slot[loc].info |
| 3044 |
&& (!tmp->invisible || tmp->type == SKILL)) |
| 3045 |
return tmp; |
| 3046 |
|
| 3047 |
return 0; |
| 3048 |
} |
| 3049 |
|
| 3050 |
/** |
| 3051 |
* 'op' wants to apply an object, but can't because of other equipment. |
| 3052 |
* This should only be called when it is known |
| 3053 |
* that there are objects to unapply. This makes pretty heavy |
| 3054 |
* use of get_item_from_body_location. It makes no intelligent choice |
| 3055 |
* on objects - rather, the first that is matched is used. |
| 3056 |
* Returns 0 on success, returns 1 if there is some problem. |
| 3057 |
* if aflags is AP_PRINT, we instead print out waht to unapply |
| 3058 |
* instead of doing it. This is a lot less code than having |
| 3059 |
* another function that does just that. |
| 3060 |
*/ |
| 3061 |
|
| 3062 |
#define CANNOT_REMOVE_CURSED \ |
| 3063 |
"H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
| 3064 |
"Praying over an altar, scrolls of remove curse/damnation, " \ |
| 3065 |
"priests or even other players might help.>" |
| 3066 |
|
| 3067 |
int |
| 3068 |
unapply_for_ob (object *who, object *op, int aflags) |
| 3069 |
{ |
| 3070 |
if (op->is_range ()) |
| 3071 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
| 3072 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
| 3073 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
| 3074 |
{ |
| 3075 |
if (aflags & AP_PRINT) |
| 3076 |
who->failmsg (query_name (tmp)); |
| 3077 |
else |
| 3078 |
unapply_special (who, tmp, aflags); |
| 3079 |
} |
| 3080 |
else |
| 3081 |
{ |
| 3082 |
/* In this case, we want to try and remove a cursed item. |
| 3083 |
* While we know it won't work, we want unapply_special to |
| 3084 |
* at least generate the message. |
| 3085 |
*/ |
| 3086 |
who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
| 3087 |
return 1; |
| 3088 |
} |
| 3089 |
|
| 3090 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
| 3091 |
{ |
| 3092 |
/* this used up a slot that we need to free */ |
| 3093 |
if (op->slot[i].info) |
| 3094 |
{ |
| 3095 |
object *last = who->inv; |
| 3096 |
|
| 3097 |
/* We do a while loop - may need to remove several items in order |
| 3098 |
* to free up enough slots. |
| 3099 |
*/ |
| 3100 |
while ((who->slot[i].used + op->slot[i].info) < 0) |
| 3101 |
{ |
| 3102 |
object *tmp = get_next_item_from_body_location (i, last); |
| 3103 |
|
| 3104 |
if (!tmp) |
| 3105 |
{ |
| 3106 |
#if 0 |
| 3107 |
/* Not a bug - we'll get this if the player has cursed items |
| 3108 |
* equipped. |
| 3109 |
*/ |
| 3110 |
LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
| 3111 |
#endif |
| 3112 |
return 1; |
| 3113 |
} |
| 3114 |
|
| 3115 |
/* If we are just printing, we don't care about cursed status */ |
| 3116 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
| 3117 |
{ |
| 3118 |
if (aflags & AP_PRINT) |
| 3119 |
who->failmsg (query_name (tmp)); |
| 3120 |
else |
| 3121 |
unapply_special (who, tmp, aflags); |
| 3122 |
} |
| 3123 |
else |
| 3124 |
{ |
| 3125 |
/* Cursed item that we can't unequip - tell the player. |
| 3126 |
* Note this could be annoying if this is just one of a few, |
| 3127 |
* so it may not be critical (eg, putting on a ring and you have |
| 3128 |
* one cursed ring.) |
| 3129 |
*/ |
| 3130 |
who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
| 3131 |
} |
| 3132 |
|
| 3133 |
last = tmp->below; |
| 3134 |
} |
| 3135 |
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
| 3136 |
* return in the !tmp would have kicked in. |
| 3137 |
*/ |
| 3138 |
} /* if op is using this body location */ |
| 3139 |
} /* for body lcoations */ |
| 3140 |
|
| 3141 |
return 0; |
| 3142 |
} |
| 3143 |
|
| 3144 |
/** |
| 3145 |
* Checks to see if 'who' can apply object 'op'. |
| 3146 |
* Returns 0 if apply can be done without anything special. |
| 3147 |
* Otherwise returns a bitmask - potentially several of these may be |
| 3148 |
* set, but largely depends on circumstance - in the future, processing |
| 3149 |
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
| 3150 |
* is set, do we really care what the other flags may be?) |
| 3151 |
* |
| 3152 |
* See include/define.h for detailed description of the meaning of |
| 3153 |
* these return values. |
| 3154 |
*/ |
| 3155 |
int |
| 3156 |
can_apply_object (object *who, object *op) |
| 3157 |
{ |
| 3158 |
if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
| 3159 |
return RESULT_INT (0); |
| 3160 |
|
| 3161 |
int retval = 0; |
| 3162 |
object *tmp = 0, *ws = 0; |
| 3163 |
|
| 3164 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
| 3165 |
{ |
| 3166 |
if (op->slot[i].info) |
| 3167 |
{ |
| 3168 |
/* Item uses more slots than we have */ |
| 3169 |
if (who->slot[i].info + op->slot [i].info < 0) |
| 3170 |
{ |
| 3171 |
/* Could return now for efficiency - rest of info below isn't |
| 3172 |
* really needed. |
| 3173 |
*/ |
| 3174 |
retval |= CAN_APPLY_NEVER; |
| 3175 |
} |
| 3176 |
else if (who->slot[i].used + op->slot[i].info < 0) |
| 3177 |
{ |
| 3178 |
/* in this case, equipping this would use more free spots than |
| 3179 |
* we have. |
| 3180 |
*/ |
| 3181 |
|
| 3182 |
/* if we have an applied weapon/shield, and unapply it would free |
| 3183 |
* enough slots to equip the new item, then just set "can |
| 3184 |
* apply unapply". We don't care about the logic below - if you have a |
| 3185 |
* shield equipped and try to equip another shield, there is only |
| 3186 |
* one choice. However, the check for the number of body locations |
| 3187 |
* does take into the account cases where what is being applied |
| 3188 |
* may be two handed for example. |
| 3189 |
*/ |
| 3190 |
if (ws) |
| 3191 |
if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
| 3192 |
{ |
| 3193 |
retval |= CAN_APPLY_UNAPPLY; |
| 3194 |
continue; |
| 3195 |
} |
| 3196 |
|
| 3197 |
object *tmp1 = get_next_item_from_body_location (i, who->inv); |
| 3198 |
if (!tmp1) |
| 3199 |
{ |
| 3200 |
#if 0 |
| 3201 |
/* This is sort of an error, but happens a lot when old players |
| 3202 |
* join in with more stuff equipped than they are now allowed. |
| 3203 |
*/ |
| 3204 |
LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
| 3205 |
#endif |
| 3206 |
retval |= CAN_APPLY_NEVER; |
| 3207 |
} |
| 3208 |
else |
| 3209 |
{ |
| 3210 |
/* need to unapply something. However, if this something |
| 3211 |
* is different than we had found before, it means they need |
| 3212 |
* to apply multiple objects |
| 3213 |
*/ |
| 3214 |
retval |= CAN_APPLY_UNAPPLY; |
| 3215 |
|
| 3216 |
if (!tmp) |
| 3217 |
tmp = tmp1; |
| 3218 |
else if (tmp != tmp1) |
| 3219 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
| 3220 |
|
| 3221 |
/* This object isn't using up all the slots, so there must |
| 3222 |
* be another. If so, and it the new item doesn't need all |
| 3223 |
* the slots, the player then has a choice. |
| 3224 |
*/ |
| 3225 |
if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
| 3226 |
&& abs (op->slot[i].info) < who->slot[i].info) |
| 3227 |
retval |= CAN_APPLY_UNAPPLY_CHOICE; |
| 3228 |
|
| 3229 |
/* Does unequippint 'tmp1' free up enough slots for this to be |
| 3230 |
* equipped? If not, there must be something else to unapply. |
| 3231 |
*/ |
| 3232 |
if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
| 3233 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
| 3234 |
} |
| 3235 |
} /* if not enough free slots */ |
| 3236 |
} /* if this object uses location i */ |
| 3237 |
} /* for i -> num_body_locations loop */ |
| 3238 |
|
| 3239 |
/* Note that we don't check for FLAG_USE_ARMOUR - that should |
| 3240 |
* really be controlled by use of body locations. We do have |
| 3241 |
* the weapon/shield checks, and the range checks for monsters, |
| 3242 |
* because you can't control those just by body location - bows, shields, |
| 3243 |
* and weapons all use the same slot. Similar for horn/rod/wand - they |
| 3244 |
* all use the same location. |
| 3245 |
*/ |
| 3246 |
if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
| 3247 |
retval |= CAN_APPLY_RESTRICTION; |
| 3248 |
|
| 3249 |
if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
| 3250 |
retval |= CAN_APPLY_RESTRICTION; |
| 3251 |
|
| 3252 |
if (who->type != PLAYER) |
| 3253 |
{ |
| 3254 |
if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
| 3255 |
retval |= CAN_APPLY_RESTRICTION; |
| 3256 |
|
| 3257 |
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
| 3258 |
retval |= CAN_APPLY_RESTRICTION; |
| 3259 |
|
| 3260 |
if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
| 3261 |
retval |= CAN_APPLY_RESTRICTION; |
| 3262 |
|
| 3263 |
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
| 3264 |
retval |= CAN_APPLY_RESTRICTION; |
| 3265 |
} |
| 3266 |
|
| 3267 |
return retval; |
| 3268 |
} |
| 3269 |
|
| 3270 |
/** |
| 3271 |
* who is the object using the object. It can be a monster. |
| 3272 |
* op is the object they are using. op is an equipment type item, |
| 3273 |
* eg, one which you put on and keep on for a while, and not something |
| 3274 |
* like a potion or scroll. |
| 3275 |
* |
| 3276 |
* function returns 1 if the action could not be completed, 0 on |
| 3277 |
* success. However, success is a matter of meaning - if the |
| 3278 |
* user passes the 'apply' flag to an object already applied, |
| 3279 |
* nothing is done, and 0 is returned. |
| 3280 |
* |
| 3281 |
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply, |
| 3282 |
* AP_UNAPPLY=always unapply). |
| 3283 |
* |
| 3284 |
* Optional flags: |
| 3285 |
* AP_NO_MERGE: don't merge an unapplied object with other objects |
| 3286 |
* AP_IGNORE_CURSE: unapply cursed items |
| 3287 |
* AP_NO_READY: do not ready skills when applying skill tools |
| 3288 |
* |
| 3289 |
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
| 3290 |
* |
| 3291 |
* apply_special() doesn't check for unpaid items. |
| 3292 |
*/ |
| 3293 |
|
| 3294 |
#define LACK_ITEM_POWER \ |
| 3295 |
" H<You lack enough unused item power to use this weapon, see the skills command.>" |
| 3296 |
|
| 3297 |
int |
| 3298 |
apply_special (object *who, object *op, int aflags) |
| 3299 |
{ |
| 3300 |
int basic_flag = aflags & AP_BASIC_FLAGS; |
| 3301 |
object *tmp, *tmp2, *skop = NULL; |
| 3302 |
|
| 3303 |
if (who == NULL) |
| 3304 |
{ |
| 3305 |
LOG (llevError, "apply_special() from object without environment.\n"); |
| 3306 |
return 1; |
| 3307 |
} |
| 3308 |
|
| 3309 |
if (op->env != who) |
| 3310 |
return 1; /* op is not in inventory */ |
| 3311 |
|
| 3312 |
/* trying to unequip op */ |
| 3313 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
| 3314 |
{ |
| 3315 |
/* always apply, so no reason to unapply */ |
| 3316 |
if (basic_flag == AP_APPLY) |
| 3317 |
return 0; |
| 3318 |
|
| 3319 |
if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
| 3320 |
{ |
| 3321 |
who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
| 3322 |
return 1; |
| 3323 |
} |
| 3324 |
|
| 3325 |
return unapply_special (who, op, aflags); |
| 3326 |
} |
| 3327 |
else if (basic_flag == AP_UNAPPLY) |
| 3328 |
return 0; |
| 3329 |
|
| 3330 |
// if the item is combat/ranged, wield the relevant slot first |
| 3331 |
// to resolve conflicts. |
| 3332 |
if (player *pl = who->contr) |
| 3333 |
switch (op->slottype ()) |
| 3334 |
{ |
| 3335 |
case slot_combat: who->change_weapon (pl->combat_ob); break; |
| 3336 |
case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
| 3337 |
} |
| 3338 |
|
| 3339 |
splay (op); |
| 3340 |
|
| 3341 |
/* Can't just apply this object. Lets see what not and what to do */ |
| 3342 |
if (int i = can_apply_object (who, op)) |
| 3343 |
{ |
| 3344 |
if (i & CAN_APPLY_NEVER) |
| 3345 |
{ |
| 3346 |
who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
| 3347 |
return 1; |
| 3348 |
} |
| 3349 |
else if (i & CAN_APPLY_RESTRICTION) |
| 3350 |
{ |
| 3351 |
who->failmsg (format ( |
| 3352 |
"You have a prohibition against using a %s. " |
| 3353 |
"H<Your belief, profession or class prevents you from applying this item.>", |
| 3354 |
query_name (op) |
| 3355 |
)); |
| 3356 |
return 1; |
| 3357 |
} |
| 3358 |
|
| 3359 |
if (who->type != PLAYER) |
| 3360 |
{ |
| 3361 |
/* Some error, so don't try to equip something more */ |
| 3362 |
if (unapply_for_ob (who, op, aflags)) |
| 3363 |
return 1; |
| 3364 |
} |
| 3365 |
else |
| 3366 |
{ |
| 3367 |
if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
| 3368 |
{ |
| 3369 |
who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
| 3370 |
unapply_for_ob (who, op, AP_PRINT); |
| 3371 |
return 1; |
| 3372 |
} |
| 3373 |
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
| 3374 |
if (unapply_for_ob (who, op, aflags)) |
| 3375 |
return 1; |
| 3376 |
} |
| 3377 |
} |
| 3378 |
|
| 3379 |
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
| 3380 |
{ |
| 3381 |
skop = find_skill_by_name (who, op->skill); |
| 3382 |
|
| 3383 |
if (!skop) |
| 3384 |
{ |
| 3385 |
who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
| 3386 |
return 1; |
| 3387 |
} |
| 3388 |
else |
| 3389 |
/* While experience will be credited properly, we want to change the |
| 3390 |
* skill so that the dam and wc get updated |
| 3391 |
*/ |
| 3392 |
who->change_skill (skop); |
| 3393 |
} |
| 3394 |
|
| 3395 |
if (who->type == PLAYER |
| 3396 |
&& op->item_power |
| 3397 |
&& op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
| 3398 |
{ |
| 3399 |
who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
| 3400 |
return 1; |
| 3401 |
} |
| 3402 |
|
| 3403 |
/* Ok. We are now at the state where we can apply the new object. |
| 3404 |
* Note that we don't have the checks for can_use_... |
| 3405 |
* below - that is already taken care of by can_apply_object. |
| 3406 |
*/ |
| 3407 |
tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
| 3408 |
|
| 3409 |
if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
| 3410 |
return RESULT_INT (0); |
| 3411 |
|
| 3412 |
switch (op->type) |
| 3413 |
{ |
| 3414 |
case WEAPON: |
| 3415 |
if (!check_weapon_power (who, op->last_eat)) |
| 3416 |
{ |
| 3417 |
op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
| 3418 |
|
| 3419 |
if (tmp) |
| 3420 |
insert_ob_in_ob (tmp, who); |
| 3421 |
|
| 3422 |
return 1; |
| 3423 |
} |
| 3424 |
|
| 3425 |
//TODO: this obviously fails for players using a shorter prefix |
| 3426 |
// i.e. "R" can use Ragnarok's sword. |
| 3427 |
if (op->level && !op->name.starts_with (who->name)) |
| 3428 |
{ |
| 3429 |
/* if the weapon does not have the name as the character, can't use it. */ |
| 3430 |
/* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
| 3431 |
who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
| 3432 |
|
| 3433 |
if (tmp) |
| 3434 |
insert_ob_in_ob (tmp, who); |
| 3435 |
|
| 3436 |
return 1; |
| 3437 |
} |
| 3438 |
|
| 3439 |
if (!skop) |
| 3440 |
{ |
| 3441 |
who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
| 3442 |
return 1; |
| 3443 |
} |
| 3444 |
|
| 3445 |
SET_FLAG (op, FLAG_APPLIED); |
| 3446 |
who->change_skill (skop); |
| 3447 |
|
| 3448 |
if (who->contr) |
| 3449 |
who->change_weapon (who->contr->combat_ob = op); |
| 3450 |
|
| 3451 |
who->statusmsg (format ("You wield %s.", query_name (op))); |
| 3452 |
|
| 3453 |
SET_FLAG (who, FLAG_READY_WEAPON); |
| 3454 |
change_abil (who, op); |
| 3455 |
break; |
| 3456 |
|
| 3457 |
case ARMOUR: |
| 3458 |
case HELMET: |
| 3459 |
case SHIELD: |
| 3460 |
case BOOTS: |
| 3461 |
case GLOVES: |
| 3462 |
case GIRDLE: |
| 3463 |
case BRACERS: |
| 3464 |
case CLOAK: |
| 3465 |
case RING: |
| 3466 |
case AMULET: |
| 3467 |
SET_FLAG (op, FLAG_APPLIED); |
| 3468 |
who->statusmsg (format ("You wear %s.", query_name (op))); |
| 3469 |
change_abil (who, op); |
| 3470 |
break; |
| 3471 |
|
| 3472 |
case SKILL_TOOL: |
| 3473 |
// applying a skill tool also readies the skill |
| 3474 |
SET_FLAG (op, FLAG_APPLIED); |
| 3475 |
|
| 3476 |
if (!(aflags & AP_NO_READY)) |
| 3477 |
{ |
| 3478 |
skop = find_skill_by_name (who, op->skill); |
| 3479 |
if (!skop->flag [FLAG_APPLIED]) |
| 3480 |
apply_special (who, skop, AP_APPLY); |
| 3481 |
} |
| 3482 |
break; |
| 3483 |
|
| 3484 |
case SKILL: |
| 3485 |
if (player *pl = who->contr) |
| 3486 |
{ |
| 3487 |
if (IS_COMBAT_SKILL (op->subtype)) |
| 3488 |
{ |
| 3489 |
if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
| 3490 |
{ |
| 3491 |
for (object *item = who->inv; item; item = item->below) |
| 3492 |
if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
| 3493 |
{ |
| 3494 |
if (item->skill == op->skill) |
| 3495 |
{ |
| 3496 |
who->change_weapon (pl->combat_ob = item); |
| 3497 |
goto found_weapon; |
| 3498 |
} |
| 3499 |
} |
| 3500 |
|
| 3501 |
who->failmsg (format ( |
| 3502 |
"You need to apply a '%s' melee weapon before readying this skill. " |
| 3503 |
"H<Some skills need an item, in this case a melee weapon, to function.>", |
| 3504 |
&op->skill |
| 3505 |
)); |
| 3506 |
return 1; |
| 3507 |
|
| 3508 |
found_weapon:; |
| 3509 |
} |
| 3510 |
else |
| 3511 |
who->change_weapon (pl->combat_ob = op); |
| 3512 |
} |
| 3513 |
else if (IS_RANGED_SKILL (op->subtype)) |
| 3514 |
{ |
| 3515 |
if (skill_flags [op->subtype] & SF_NEED_BOW) |
| 3516 |
{ |
| 3517 |
for (object *item = who->inv; item; item = item->below) |
| 3518 |
if (item->type == BOW && item->flag [FLAG_APPLIED]) |
| 3519 |
{ |
| 3520 |
//TODO: bows should/must all have skill missile weapon right now |
| 3521 |
who->change_weapon (pl->ranged_ob = item); |
| 3522 |
goto found_bow; |
| 3523 |
} |
| 3524 |
|
| 3525 |
who->failmsg ( |
| 3526 |
"You need to apply a missile weapon before readying this skill. " |
| 3527 |
"H<Some skills need an item, in this case a missile weapon, to function.>" |
| 3528 |
); |
| 3529 |
return 1; |
| 3530 |
|
| 3531 |
found_bow:; |
| 3532 |
} |
| 3533 |
else |
| 3534 |
who->change_weapon (pl->ranged_ob = op); |
| 3535 |
} |
| 3536 |
|
| 3537 |
if (!op->invisible) |
| 3538 |
{ |
| 3539 |
who->statusmsg (format ( |
| 3540 |
"You ready %s." |
| 3541 |
"You can now use the skill: %s.", |
| 3542 |
query_name (op), |
| 3543 |
&op->skill |
| 3544 |
)); |
| 3545 |
} |
| 3546 |
else |
| 3547 |
who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
| 3548 |
} |
| 3549 |
else |
| 3550 |
{ |
| 3551 |
SET_FLAG (op, FLAG_APPLIED); |
| 3552 |
change_abil (who, op); |
| 3553 |
who->chosen_skill = op; |
| 3554 |
SET_FLAG (who, FLAG_READY_SKILL); |
| 3555 |
} |
| 3556 |
|
| 3557 |
break; |
| 3558 |
|
| 3559 |
case BOW: |
| 3560 |
if (!check_weapon_power (who, op->last_eat)) |
| 3561 |
{ |
| 3562 |
who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
| 3563 |
|
| 3564 |
if (tmp) |
| 3565 |
insert_ob_in_ob (tmp, who); |
| 3566 |
|
| 3567 |
return 1; |
| 3568 |
} |
| 3569 |
|
| 3570 |
if (op->level && !op->name.starts_with (who->name)) |
| 3571 |
{ |
| 3572 |
who->failmsg ("The weapon does not recognize you as its owner. " |
| 3573 |
"H<Its name indicates that it belongs to somebody else.>"); |
| 3574 |
if (tmp) |
| 3575 |
insert_ob_in_ob (tmp, who); |
| 3576 |
|
| 3577 |
return 1; |
| 3578 |
} |
| 3579 |
|
| 3580 |
/*FALLTHROUGH*/ |
| 3581 |
case WAND: |
| 3582 |
case ROD: |
| 3583 |
case HORN: |
| 3584 |
/* check for skill, alter player status */ |
| 3585 |
|
| 3586 |
if (!skop) |
| 3587 |
{ |
| 3588 |
who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
| 3589 |
return 1; |
| 3590 |
} |
| 3591 |
|
| 3592 |
SET_FLAG (op, FLAG_APPLIED); |
| 3593 |
who->change_skill (skop); |
| 3594 |
|
| 3595 |
if (who->contr) |
| 3596 |
{ |
| 3597 |
who->contr->ranged_ob = op; |
| 3598 |
|
| 3599 |
who->statusmsg (format ("You ready %s.", query_name (op))); |
| 3600 |
|
| 3601 |
if (op->type == BOW) |
| 3602 |
{ |
| 3603 |
who->current_weapon = op; |
| 3604 |
change_abil (who, op); |
| 3605 |
who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
| 3606 |
} |
| 3607 |
} |
| 3608 |
else |
| 3609 |
{ |
| 3610 |
if (op->type == BOW) |
| 3611 |
SET_FLAG (who, FLAG_READY_BOW); |
| 3612 |
else |
| 3613 |
SET_FLAG (who, FLAG_READY_RANGE); |
| 3614 |
} |
| 3615 |
|
| 3616 |
break; |
| 3617 |
|
| 3618 |
case BUILDER: |
| 3619 |
if (who->type == PLAYER) |
| 3620 |
{ |
| 3621 |
//TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
| 3622 |
if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
| 3623 |
unapply_special (who, who->contr->ranged_ob, 0); |
| 3624 |
|
| 3625 |
who->statusmsg (format ("You ready your %s.", query_name (op))); |
| 3626 |
|
| 3627 |
who->contr->ranged_ob = op; |
| 3628 |
} |
| 3629 |
break; |
| 3630 |
|
| 3631 |
default: |
| 3632 |
who->statusmsg (format ("You apply %s.", query_name (op))); |
| 3633 |
} |
| 3634 |
|
| 3635 |
SET_FLAG (op, FLAG_APPLIED); |
| 3636 |
|
| 3637 |
if (tmp) |
| 3638 |
who->insert (tmp); |
| 3639 |
|
| 3640 |
who->update_stats (); |
| 3641 |
|
| 3642 |
/* We exclude spell casting objects. The fire code will set the |
| 3643 |
* been applied flag when they are used - until that point, |
| 3644 |
* you don't know anything about them. |
| 3645 |
*/ |
| 3646 |
if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
| 3647 |
SET_FLAG (op, FLAG_BEEN_APPLIED); |
| 3648 |
|
| 3649 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
| 3650 |
if (who->type == PLAYER) |
| 3651 |
{ |
| 3652 |
who->failmsg ( |
| 3653 |
"Oops, it feels deadly cold! " |
| 3654 |
"H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
| 3655 |
); |
| 3656 |
SET_FLAG (op, FLAG_KNOWN_CURSED); |
| 3657 |
} |
| 3658 |
|
| 3659 |
if (object *pl = op->visible_to ()) |
| 3660 |
esrv_send_item (pl, op); |
| 3661 |
|
| 3662 |
return 0; |
| 3663 |
} |
| 3664 |
|
| 3665 |
int |
| 3666 |
monster_apply_special (object *who, object *op, int aflags) |
| 3667 |
{ |
| 3668 |
if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
| 3669 |
return 1; |
| 3670 |
|
| 3671 |
return apply_special (who, op, aflags); |
| 3672 |
} |
| 3673 |
|
| 3674 |
/** |
| 3675 |
* Map was just loaded, handle op's initialisation. |
| 3676 |
* |
| 3677 |
* Generates shop floor's item, and treasures. |
| 3678 |
*/ |
| 3679 |
int |
| 3680 |
auto_apply (object *op) |
| 3681 |
{ |
| 3682 |
object *tmp = NULL, *tmp2; |
| 3683 |
int i; |
| 3684 |
|
| 3685 |
CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
| 3686 |
|
| 3687 |
switch (op->type) |
| 3688 |
{ |
| 3689 |
case SHOP_FLOOR: |
| 3690 |
if (!op->has_random_items ()) |
| 3691 |
return 0; |
| 3692 |
|
| 3693 |
do |
| 3694 |
{ |
| 3695 |
i = 10; /* let's give it 10 tries */ |
| 3696 |
while ((tmp = generate_treasure (op->randomitems, |
| 3697 |
op->stats.exp |
| 3698 |
? (int) op->stats.exp |
| 3699 |
: max (op->map->difficulty, 5))) |
| 3700 |
== NULL && --i); |
| 3701 |
|
| 3702 |
if (tmp == NULL) |
| 3703 |
return 0; |
| 3704 |
|
| 3705 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 3706 |
{ |
| 3707 |
tmp->destroy (); |
| 3708 |
tmp = NULL; |
| 3709 |
} |
| 3710 |
} |
| 3711 |
while (!tmp); |
| 3712 |
|
| 3713 |
tmp->x = op->x; |
| 3714 |
tmp->y = op->y; |
| 3715 |
SET_FLAG (tmp, FLAG_UNPAID); |
| 3716 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
| 3717 |
identify (tmp); |
| 3718 |
break; |
| 3719 |
|
| 3720 |
case TREASURE: |
| 3721 |
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
| 3722 |
return 0; |
| 3723 |
|
| 3724 |
while (op->stats.hp-- > 0) |
| 3725 |
create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
| 3726 |
op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
| 3727 |
|
| 3728 |
/* If we generated an object and put it in this object inventory, |
| 3729 |
* move it to the parent object as the current object is about |
| 3730 |
* to disappear. An example of this item is the random_* stuff |
| 3731 |
* that is put inside other objects. |
| 3732 |
*/ |
| 3733 |
if (op->env) |
| 3734 |
while (op->inv) |
| 3735 |
op->env->insert (op->inv); |
| 3736 |
|
| 3737 |
op->destroy (); |
| 3738 |
break; |
| 3739 |
} |
| 3740 |
|
| 3741 |
return !!tmp; |
| 3742 |
} |
| 3743 |
|
| 3744 |
/** |
| 3745 |
* fix_auto_apply goes through the entire map every time a map |
| 3746 |
* is loaded or swapped in and performs special actions for |
| 3747 |
* certain objects (most initialization of chests and creation of |
| 3748 |
* treasures and stuff). Calls auto_apply if appropriate. |
| 3749 |
*/ |
| 3750 |
void |
| 3751 |
maptile::fix_auto_apply () |
| 3752 |
{ |
| 3753 |
if (!spaces) |
| 3754 |
return; |
| 3755 |
|
| 3756 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
| 3757 |
for (object *tmp = ms->bot; tmp; ) |
| 3758 |
{ |
| 3759 |
object *above = tmp->above; |
| 3760 |
|
| 3761 |
if (tmp->inv) |
| 3762 |
{ |
| 3763 |
object *invtmp, *invnext; |
| 3764 |
|
| 3765 |
for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
| 3766 |
{ |
| 3767 |
invnext = invtmp->below; |
| 3768 |
|
| 3769 |
if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
| 3770 |
auto_apply (invtmp); |
| 3771 |
else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
| 3772 |
{ |
| 3773 |
while (invtmp->stats.hp-- > 0) |
| 3774 |
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
| 3775 |
|
| 3776 |
invtmp->randomitems = NULL; |
| 3777 |
} |
| 3778 |
else if (invtmp && invtmp->arch |
| 3779 |
&& invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
| 3780 |
{ |
| 3781 |
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
| 3782 |
/* Need to clear this so that we never try to create |
| 3783 |
* treasure again for this object |
| 3784 |
*/ |
| 3785 |
invtmp->randomitems = NULL; |
| 3786 |
} |
| 3787 |
} |
| 3788 |
/* This is really temporary - the code at the bottom will |
| 3789 |
* also set randomitems to null. The problem is there are bunches |
| 3790 |
* of maps/players already out there with items that have spells |
| 3791 |
* which haven't had the randomitems set to null yet. |
| 3792 |
* MSW 2004-05-13 |
| 3793 |
* |
| 3794 |
* And if it's a spellbook, it's better to set randomitems to NULL too, |
| 3795 |
* else you get two spells in the book ^_- |
| 3796 |
* Ryo 2004-08-16 |
| 3797 |
*/ |
| 3798 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
| 3799 |
|| tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
| 3800 |
tmp->randomitems = NULL; |
| 3801 |
|
| 3802 |
} |
| 3803 |
|
| 3804 |
if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
| 3805 |
auto_apply (tmp); |
| 3806 |
else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
| 3807 |
{ |
| 3808 |
while ((tmp->stats.hp--) > 0) |
| 3809 |
create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
| 3810 |
tmp->randomitems = NULL; |
| 3811 |
} |
| 3812 |
else if (tmp->type == TIMED_GATE) |
| 3813 |
{ |
| 3814 |
object *head = tmp->head != NULL ? tmp->head : tmp; |
| 3815 |
|
| 3816 |
if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
| 3817 |
tmp->set_speed (0); |
| 3818 |
} |
| 3819 |
/* This function can be called everytime a map is loaded, even when |
| 3820 |
* swapping back in. As such, we don't want to create the treasure |
| 3821 |
* over and ove again, so after we generate the treasure, blank out |
| 3822 |
* randomitems so if it is swapped in again, it won't make anything. |
| 3823 |
* This is a problem for the above objects, because they have counters |
| 3824 |
* which say how many times to make the treasure. |
| 3825 |
*/ |
| 3826 |
else if (tmp && tmp->arch && tmp->type != PLAYER |
| 3827 |
&& tmp->type != TREASURE && tmp->type != SPELL |
| 3828 |
&& tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
| 3829 |
{ |
| 3830 |
create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
| 3831 |
tmp->randomitems = NULL; |
| 3832 |
} |
| 3833 |
|
| 3834 |
// close all containers |
| 3835 |
else if (tmp->type == CONTAINER) |
| 3836 |
tmp->flag [FLAG_APPLIED] = 0; |
| 3837 |
|
| 3838 |
tmp = above; |
| 3839 |
} |
| 3840 |
|
| 3841 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
| 3842 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
| 3843 |
if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
| 3844 |
check_trigger (tmp, tmp->above); |
| 3845 |
} |
| 3846 |
|
| 3847 |
/** |
| 3848 |
* Handles player eating food that temporarily changes status (resistances, stats). |
| 3849 |
* This used to call cast_change_attr(), but |
| 3850 |
* that doesn't work with the new spell code. Since we know what |
| 3851 |
* the food changes, just grab a force and use that instead. |
| 3852 |
*/ |
| 3853 |
void |
| 3854 |
eat_special_food (object *who, object *food) |
| 3855 |
{ |
| 3856 |
object *force; |
| 3857 |
int i, did_one = 0; |
| 3858 |
|
| 3859 |
force = get_archetype (FORCE_NAME); |
| 3860 |
|
| 3861 |
for (i = 0; i < NUM_STATS; i++) |
| 3862 |
if (sint8 k = food->stats.stat (i)) |
| 3863 |
{ |
| 3864 |
force->stats.stat (i) = k; |
| 3865 |
did_one = 1; |
| 3866 |
} |
| 3867 |
|
| 3868 |
/* check if we can protect the eater */ |
| 3869 |
for (i = 0; i < NROFATTACKS; i++) |
| 3870 |
{ |
| 3871 |
if (food->resist[i] > 0) |
| 3872 |
{ |
| 3873 |
force->resist[i] = food->resist[i] / 2; |
| 3874 |
did_one = 1; |
| 3875 |
} |
| 3876 |
} |
| 3877 |
|
| 3878 |
if (did_one) |
| 3879 |
{ |
| 3880 |
force->set_speed (0.1); |
| 3881 |
/* bigger morsel of food = longer effect time */ |
| 3882 |
force->duration = food->stats.food / 5; |
| 3883 |
SET_FLAG (force, FLAG_APPLIED); |
| 3884 |
change_abil (who, force); |
| 3885 |
insert_ob_in_ob (force, who); |
| 3886 |
} |
| 3887 |
else |
| 3888 |
force->destroy (); |
| 3889 |
|
| 3890 |
/* check for hp, sp change */ |
| 3891 |
if (food->stats.hp != 0) |
| 3892 |
{ |
| 3893 |
if (QUERY_FLAG (food, FLAG_CURSED)) |
| 3894 |
{ |
| 3895 |
who->contr->killer = food; |
| 3896 |
hit_player (who, food->stats.hp, food, AT_POISON, 1); |
| 3897 |
who->failmsg ("Eck!...that was poisonous!"); |
| 3898 |
} |
| 3899 |
else |
| 3900 |
{ |
| 3901 |
if (food->stats.hp > 0) |
| 3902 |
who->statusmsg ("You begin to feel better."); |
| 3903 |
else |
| 3904 |
who->failmsg ("Eck!...that was poisonous!"); |
| 3905 |
|
| 3906 |
who->stats.hp += food->stats.hp; |
| 3907 |
} |
| 3908 |
} |
| 3909 |
|
| 3910 |
if (food->stats.sp != 0) |
| 3911 |
{ |
| 3912 |
if (QUERY_FLAG (food, FLAG_CURSED)) |
| 3913 |
{ |
| 3914 |
who->failmsg ("You are drained of mana!"); |
| 3915 |
who->stats.sp -= food->stats.sp; |
| 3916 |
if (who->stats.sp < 0) |
| 3917 |
who->stats.sp = 0; |
| 3918 |
} |
| 3919 |
else |
| 3920 |
{ |
| 3921 |
who->statusmsg ("You feel a rush of magical energy!"); |
| 3922 |
who->stats.sp += food->stats.sp; |
| 3923 |
/* place limit on max sp from food? */ |
| 3924 |
} |
| 3925 |
} |
| 3926 |
|
| 3927 |
who->update_stats (); |
| 3928 |
} |
| 3929 |
|
| 3930 |
|
| 3931 |
/** |
| 3932 |
* op made some mistake with a scroll, this takes care of punishment. |
| 3933 |
* scroll_failure()- hacked directly from spell_failure |
| 3934 |
*/ |
| 3935 |
void |
| 3936 |
scroll_failure (object *op, int failure, int power) |
| 3937 |
{ |
| 3938 |
if (abs (failure / 4) > power) |
| 3939 |
power = abs (failure / 4); /* set minimum effect */ |
| 3940 |
|
| 3941 |
if (failure <= -1 && failure > -15) |
| 3942 |
{ /* wonder */ |
| 3943 |
object *tmp; |
| 3944 |
|
| 3945 |
op->failmsg ("Your spell warps!"); |
| 3946 |
tmp = get_archetype (SPELL_WONDER); |
| 3947 |
cast_wonder (op, op, 0, tmp); |
| 3948 |
tmp->destroy (); |
| 3949 |
} |
| 3950 |
else if (failure <= -15 && failure > -35) |
| 3951 |
{ /* drain mana */ |
| 3952 |
op->failmsg ("Your mana is drained!"); |
| 3953 |
op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
| 3954 |
if (op->stats.sp < 0) |
| 3955 |
op->stats.sp = 0; |
| 3956 |
} |
| 3957 |
else if (settings.spell_failure_effects == TRUE) |
| 3958 |
{ |
| 3959 |
if (failure <= -35 && failure > -60) |
| 3960 |
{ /* confusion */ |
| 3961 |
op->failmsg ("The magic recoils on you!"); |
| 3962 |
confuse_player (op, op, power); |
| 3963 |
} |
| 3964 |
else if (failure <= -60 && failure > -70) |
| 3965 |
{ /* paralysis */ |
| 3966 |
op->failmsg ("The magic recoils and paralyzes you!"); |
| 3967 |
paralyze_player (op, op, power); |
| 3968 |
} |
| 3969 |
else if (failure <= -70 && failure > -80) |
| 3970 |
{ /* blind */ |
| 3971 |
op->failmsg ("The magic recoils on you!"); |
| 3972 |
blind_player (op, op, power); |
| 3973 |
} |
| 3974 |
else if (failure <= -80) |
| 3975 |
{ /* blast the immediate area */ |
| 3976 |
object *tmp = get_archetype (LOOSE_MANA); |
| 3977 |
cast_magic_storm (op, tmp, power); |
| 3978 |
op->failmsg ("You unleash uncontrolled mana!"); |
| 3979 |
tmp->destroy (); |
| 3980 |
} |
| 3981 |
} |
| 3982 |
} |
| 3983 |
|
| 3984 |
void |
| 3985 |
apply_changes_to_player (object *pl, object *change) |
| 3986 |
{ |
| 3987 |
int excess_stat = 0; /* if the stat goes over the maximum |
| 3988 |
for the race, put the excess stat some |
| 3989 |
where else. */ |
| 3990 |
|
| 3991 |
switch (change->type) |
| 3992 |
{ |
| 3993 |
case CLASS: |
| 3994 |
{ |
| 3995 |
living *stats = &(pl->contr->orig_stats); |
| 3996 |
living *ns = &(change->stats); |
| 3997 |
object *walk; |
| 3998 |
int flag_change_face = 1; |
| 3999 |
|
| 4000 |
/* the following code assigns stats up to the stat max |
| 4001 |
* for the race, and if the stat max is exceeded, |
| 4002 |
* tries to randomly reassign the excess stat |
| 4003 |
*/ |
| 4004 |
int i, j; |
| 4005 |
|
| 4006 |
for (i = 0; i < NUM_STATS; i++) |
| 4007 |
{ |
| 4008 |
int race_bonus = pl->arch->stats.stat (i); |
| 4009 |
sint8 stat = stats->stat (i) + ns->stat (i); |
| 4010 |
|
| 4011 |
if (stat > 20 + race_bonus) |
| 4012 |
{ |
| 4013 |
excess_stat++; |
| 4014 |
stat = 20 + race_bonus; |
| 4015 |
} |
| 4016 |
|
| 4017 |
stats->stat (i) = stat; |
| 4018 |
} |
| 4019 |
|
| 4020 |
for (j = 0; excess_stat > 0 && j < 100; j++) |
| 4021 |
{ /* try 100 times to assign excess stats */ |
| 4022 |
int i = rndm (0, 6); |
| 4023 |
|
| 4024 |
if (i == CHA) |
| 4025 |
continue; /* exclude cha from this */ |
| 4026 |
|
| 4027 |
int stat = stats->stat (i); |
| 4028 |
int race_bonus = pl->arch->stats.stat (i); |
| 4029 |
if (stat < 20 + race_bonus) |
| 4030 |
{ |
| 4031 |
change_attr_value (stats, i, 1); |
| 4032 |
excess_stat--; |
| 4033 |
} |
| 4034 |
} |
| 4035 |
|
| 4036 |
/* insert the randomitems from the change's treasurelist into |
| 4037 |
* the player ref: player.c |
| 4038 |
*/ |
| 4039 |
if (change->randomitems) |
| 4040 |
give_initial_items (pl, change->randomitems); |
| 4041 |
|
| 4042 |
/* set up the face, for some races. */ |
| 4043 |
|
| 4044 |
/* first, look for the force object banning |
| 4045 |
* changing the face. Certain races never change face with class. |
| 4046 |
*/ |
| 4047 |
for (walk = pl->inv; walk; walk = walk->below) |
| 4048 |
if (walk->name == shstr_NOCLASSFACECHANGE) |
| 4049 |
flag_change_face = 0; |
| 4050 |
|
| 4051 |
if (flag_change_face) |
| 4052 |
{ |
| 4053 |
pl->face = change->face; |
| 4054 |
pl->animation_id = change->animation_id; |
| 4055 |
pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
| 4056 |
} |
| 4057 |
|
| 4058 |
/* check the special case of can't use weapons */ |
| 4059 |
/*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
| 4060 |
if (change->name == shstr_monk) |
| 4061 |
CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
| 4062 |
|
| 4063 |
break; |
| 4064 |
} |
| 4065 |
} |
| 4066 |
} |
| 4067 |
|
| 4068 |
/** |
| 4069 |
* This handles items of type 'transformer'. |
| 4070 |
* Basically those items, used with a marked item, transform both items into something |
| 4071 |
* else. |
| 4072 |
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
| 4073 |
* Change information is contained in the 'slaying' field of the marked item. |
| 4074 |
* The format is as follow: transformer:[number ]yield[;transformer:...]. |
| 4075 |
* This way an item can be transformed in many things, and/or many objects. |
| 4076 |
* The 'slaying' field for transformer is used as verb for the action. |
| 4077 |
*/ |
| 4078 |
void |
| 4079 |
apply_item_transformer (object *pl, object *transformer) |
| 4080 |
{ |
| 4081 |
object *marked; |
| 4082 |
object *new_item; |
| 4083 |
char *find; |
| 4084 |
char *separator; |
| 4085 |
int yield; |
| 4086 |
char got[MAX_BUF]; |
| 4087 |
int len; |
| 4088 |
|
| 4089 |
if (!pl || !transformer) |
| 4090 |
return; |
| 4091 |
|
| 4092 |
marked = find_marked_object (pl); |
| 4093 |
|
| 4094 |
if (!marked) |
| 4095 |
{ |
| 4096 |
pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
| 4097 |
return; |
| 4098 |
} |
| 4099 |
|
| 4100 |
if (!marked->slaying) |
| 4101 |
{ |
| 4102 |
pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
| 4103 |
return; |
| 4104 |
} |
| 4105 |
|
| 4106 |
/* check whether they are compatible or not */ |
| 4107 |
find = strstr (&marked->slaying, transformer->arch->archname); |
| 4108 |
if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
| 4109 |
{ |
| 4110 |
pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
| 4111 |
return; |
| 4112 |
} |
| 4113 |
|
| 4114 |
find += strlen (transformer->arch->archname) + 1; |
| 4115 |
/* Item can be used, now find how many and what it yields */ |
| 4116 |
if (isdigit (*(find))) |
| 4117 |
{ |
| 4118 |
yield = atoi (find); |
| 4119 |
if (yield < 1) |
| 4120 |
{ |
| 4121 |
LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
| 4122 |
yield = 1; |
| 4123 |
} |
| 4124 |
} |
| 4125 |
else |
| 4126 |
yield = 1; |
| 4127 |
|
| 4128 |
while (isdigit (*find)) |
| 4129 |
find++; |
| 4130 |
|
| 4131 |
while (*find == ' ') |
| 4132 |
find++; |
| 4133 |
|
| 4134 |
memset (got, 0, MAX_BUF); |
| 4135 |
|
| 4136 |
if ((separator = strchr (find, ';')) != NULL) |
| 4137 |
len = separator - find; |
| 4138 |
else |
| 4139 |
len = strlen (find); |
| 4140 |
|
| 4141 |
if (len > MAX_BUF - 1) |
| 4142 |
len = MAX_BUF - 1; |
| 4143 |
|
| 4144 |
strcpy (got, find); |
| 4145 |
got[len] = '\0'; |
| 4146 |
|
| 4147 |
/* Now create new item, remove used ones when required. */ |
| 4148 |
new_item = get_archetype (got); |
| 4149 |
if (!new_item) |
| 4150 |
{ |
| 4151 |
pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
| 4152 |
return; |
| 4153 |
} |
| 4154 |
|
| 4155 |
new_item->nrof = yield; |
| 4156 |
|
| 4157 |
pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
| 4158 |
|
| 4159 |
pl->insert (new_item); |
| 4160 |
/* Eat up one item */ |
| 4161 |
marked->decrease (); |
| 4162 |
|
| 4163 |
/* Eat one transformer if needed */ |
| 4164 |
if (transformer->stats.food) |
| 4165 |
if (--transformer->stats.food == 0) |
| 4166 |
transformer->decrease (); |
| 4167 |
} |
| 4168 |
|